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Why D&D is slowly cutting its own throat.
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<blockquote data-quote="Storm Raven" data-source="post: 2261434" data-attributes="member: 307"><p>Not to a publisher. The crunch is what makes money. And what <em>players</em> buy.</p><p></p><p></p><p></p><p>Are you kidding? 1e D&D was all crunch - there was virtually no "fluff" anywhere. No settings, no novels, the rule books didn't even have any fluff to speak of. And yet it sold like gangbusters. What keeps people coming back is (a) a playable system, (b) nostalgia, (c) and familiarity.</p><p></p><p></p><p></p><p>No, it doesn't. And no they aren't. They farmed out much of the "fluff", and thus cut their responsibility to produce loss-leaders, while retaining the profitable portion of their business. Which has allowed mammoth volumes of "fluff" to be produced. It was a canny and far-sighted move.</p><p></p><p></p><p></p><p>But the fond memories aren't generally attributable to the published adventures. Most people spent most of their time playing home-brewed adventures. And even the published adventures didn't generate the fond memories - playing the game did, the published adventures were just a vehicle. Does it truly matter if your 3e memories are driven by playing <em>The Sunless Citadel</em>, <em>Terror in Freeport</em>, or <em>Three Days to Kill</em>? You will still have fond memories of playing D&D, and will keep coming back. Which is exactly what WotC wants.</p><p></p><p>In point of fact, since you can build your character exactly as you want him to be using the monstrous amount of "crunch" available, you probably had more fun in those than you did back when you played your class straight out of the book with no customization options.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2261434, member: 307"] Not to a publisher. The crunch is what makes money. And what [i]players[/i] buy. Are you kidding? 1e D&D was all crunch - there was virtually no "fluff" anywhere. No settings, no novels, the rule books didn't even have any fluff to speak of. And yet it sold like gangbusters. What keeps people coming back is (a) a playable system, (b) nostalgia, (c) and familiarity. No, it doesn't. And no they aren't. They farmed out much of the "fluff", and thus cut their responsibility to produce loss-leaders, while retaining the profitable portion of their business. Which has allowed mammoth volumes of "fluff" to be produced. It was a canny and far-sighted move. But the fond memories aren't generally attributable to the published adventures. Most people spent most of their time playing home-brewed adventures. And even the published adventures didn't generate the fond memories - playing the game did, the published adventures were just a vehicle. Does it truly matter if your 3e memories are driven by playing [i]The Sunless Citadel[/i], [i]Terror in Freeport[/i], or [i]Three Days to Kill[/i]? You will still have fond memories of playing D&D, and will keep coming back. Which is exactly what WotC wants. In point of fact, since you can build your character exactly as you want him to be using the monstrous amount of "crunch" available, you probably had more fun in those than you did back when you played your class straight out of the book with no customization options. [/QUOTE]
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