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<blockquote data-quote="Mercurius" data-source="post: 9597204" data-attributes="member: 59082"><p>Which, I'm guessing, is a topic of conversation at WotC, or a tension between (what they perceive to be) the younger audience's desired products and what older players will still fork out discretionary income on. And of course this is complicated by the fact that fans of all stripes have different sensibilities; there is no singular audience, even among different generations.</p><p></p><p>To be fair to WotC, it is virtually an impossible situation, with a huge player base spanning ages from roughly 10 to 70+. If the "bulge" in the bell-curve is 15-25, they can focus on that, but there's still a lot of folks on the older side of that who buy a significant amount of product and, as you say, there's the danger of losing too many of them. I suppose the disaster scenario would be if D&D morphs into something that distances a huge percentage of older players <em>and </em>cultural moment passes, and younger players move on.</p><p></p><p>So I would think the key is to focus on keeping as many of the "5E boomers" as possible, while still producing enough products to keep long-time players interested. </p><p>My personal take is that quality and fantasy fun win out in the long run. Good stories and interesting worlds - and somewhat of a broad umbrella (meaning, not too narrowly thematic or ideological). Dabble with specific themes, but come back to "this is a game of adventure, stories, and worlds - and everyone is invited."</p></blockquote><p></p>
[QUOTE="Mercurius, post: 9597204, member: 59082"] Which, I'm guessing, is a topic of conversation at WotC, or a tension between (what they perceive to be) the younger audience's desired products and what older players will still fork out discretionary income on. And of course this is complicated by the fact that fans of all stripes have different sensibilities; there is no singular audience, even among different generations. To be fair to WotC, it is virtually an impossible situation, with a huge player base spanning ages from roughly 10 to 70+. If the "bulge" in the bell-curve is 15-25, they can focus on that, but there's still a lot of folks on the older side of that who buy a significant amount of product and, as you say, there's the danger of losing too many of them. I suppose the disaster scenario would be if D&D morphs into something that distances a huge percentage of older players [I]and [/I]cultural moment passes, and younger players move on. So I would think the key is to focus on keeping as many of the "5E boomers" as possible, while still producing enough products to keep long-time players interested. My personal take is that quality and fantasy fun win out in the long run. Good stories and interesting worlds - and somewhat of a broad umbrella (meaning, not too narrowly thematic or ideological). Dabble with specific themes, but come back to "this is a game of adventure, stories, and worlds - and everyone is invited." [/QUOTE]
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