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Why D&D is slowly cutting its own throat.
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<blockquote data-quote="Celebrim" data-source="post: 2261397" data-attributes="member: 4937"><p>My irony detector is buzzing, but if you want everything condenced down to a few short words then...</p><p></p><p>"The fluff is more valuable than the crunch"</p><p></p><p>I'm trying to make an argument that even if most of your money is being made at any given time on the crunch, that its the fluff that keeps people playing the game and keeps up peoples appetite for the crunch. If you neglect the fluff for too long, then you lose out to someone who has got great fluff, even if your crunch is better than his crunch.</p><p></p><p>So for example, a comment like:</p><p></p><p>"Your argument would be cogent, except for the fact that adevtures are not very good money makers. TSR, in its heyday, made its money by selling copies of rule books, not settings. Getting into the setting business was a method to generate sales for the rule books more than anything else."</p><p></p><p>somewhat misses the point. I'm not arguing that crunch isn't a money maker, and in fact is the best short term investment. I'm arguing that not enough long term investments are being made, and that your fluff is your long term investment. Thus the 'slowly cutting its own throat'. </p><p></p><p>"In point of fact, the same criticism you level at GURPS (SJGames' published material is mostly of interest to GMs) is equally applicable to adventures and settings: they are mostly of interest to GMs. Despite the many fond memories many of us have about things like T1-8, A1-4, and the GDQ series, all the information we have says that they weren't very profitable for TSR."</p><p></p><p>Again, maybe not directly, but its <em>all those fond memories of things like that</em> which are primarily responsible for keeping us and bringing us back into the game. </p><p></p><p></p><p></p><p>Diaglo, you are either trying to be funny and failing, or you are an idiot. Please tell me that its the former.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2261397, member: 4937"] My irony detector is buzzing, but if you want everything condenced down to a few short words then... "The fluff is more valuable than the crunch" I'm trying to make an argument that even if most of your money is being made at any given time on the crunch, that its the fluff that keeps people playing the game and keeps up peoples appetite for the crunch. If you neglect the fluff for too long, then you lose out to someone who has got great fluff, even if your crunch is better than his crunch. So for example, a comment like: "Your argument would be cogent, except for the fact that adevtures are not very good money makers. TSR, in its heyday, made its money by selling copies of rule books, not settings. Getting into the setting business was a method to generate sales for the rule books more than anything else." somewhat misses the point. I'm not arguing that crunch isn't a money maker, and in fact is the best short term investment. I'm arguing that not enough long term investments are being made, and that your fluff is your long term investment. Thus the 'slowly cutting its own throat'. "In point of fact, the same criticism you level at GURPS (SJGames' published material is mostly of interest to GMs) is equally applicable to adventures and settings: they are mostly of interest to GMs. Despite the many fond memories many of us have about things like T1-8, A1-4, and the GDQ series, all the information we have says that they weren't very profitable for TSR." Again, maybe not directly, but its [i]all those fond memories of things like that[/i] which are primarily responsible for keeping us and bringing us back into the game. Diaglo, you are either trying to be funny and failing, or you are an idiot. Please tell me that its the former. [/QUOTE]
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