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Why the Modern D&D variants will not attract new players
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<blockquote data-quote="Hussar" data-source="post: 5352337" data-attributes="member: 22779"><p>I'm not saying that system was the reason for leaving, Lanefan. In fact, I would assume that it wasn't usually the reason. After all, if you've sat down to play a given game, likely you're at least somewhat interested in that game.</p><p></p><p>But, if campaigns typically only last a year and groups not much more than that (which is what the WOTC market survey information says), then why would they design a game with the assumption that campaigns will last longer than that?</p><p></p><p>BOTE - I think you're actually agreeing with me. Your loose campaign is generating loads more players than your tight campaign. Wouldn't it make sense to design a game with the loose campaign in mind?</p><p></p><p>Which is what I said in the first place. Why design a game based on a small, limited number of hard-core players instead of designing to wider appeal?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5352337, member: 22779"] I'm not saying that system was the reason for leaving, Lanefan. In fact, I would assume that it wasn't usually the reason. After all, if you've sat down to play a given game, likely you're at least somewhat interested in that game. But, if campaigns typically only last a year and groups not much more than that (which is what the WOTC market survey information says), then why would they design a game with the assumption that campaigns will last longer than that? BOTE - I think you're actually agreeing with me. Your loose campaign is generating loads more players than your tight campaign. Wouldn't it make sense to design a game with the loose campaign in mind? Which is what I said in the first place. Why design a game based on a small, limited number of hard-core players instead of designing to wider appeal? [/QUOTE]
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