innerdude
Legend
No, it isn't. 5e's "prime customer base" is people that play and run D&D 5e games.
Yes. Of course. And who is the "hardest core" of any gaming group? Usually the GM. And what did D&D 5e do RADICALLY differently from the past 2 editions?
The bulk of content in the hardcover releases are targeted at GMs running the games---not the players.
And the vast majority of 5e players were introduced to the hobby this edition. I can guarantee you that if you took a pill of all D&D 5e players, the majority of them couldn't tell you the difference between Arcadia and Acheron. I know my players can't, and we've been playing 5e for 6 years now.
"Hardcore fans" are not the target audience anymore, if they were ever. The target audience is the huge group of people brought to 5e through Critical Role, Stranger Things, and the new edition.
Ummm . . . so, what descriptor do you apply to people who suddenly become willing to play D&D because they watched other people play it in a stream?
All these "non-fans" just woke up one day and decided to purchase product without becoming a fan first?
And Stranger Things is set in the '80s. Why would people who lived through the '80s suddenly decide to purchase D&D product again if they weren't already fans?
"Hmmm, I totally missed the D&D trend as a kid/teenager back in '84. I've never played the game ever or had any interest in it before, but by golly, since it's in Stranger Things, why don't I try it now!" (Of course not; they were already latent fans who wanted to rediscover the roleplaying game medium for themselves and their families).
Oh, and who and what exactly are the people who produce Critical Role? They're just "casuals," right? They're not "hardcore fans" of D&D or anything, right?
You've literally just proved my point --- it is massively, massively easier to reach a core audience (fans, current customers) to entice them to spend money than it is to take a completely unknown actor off the street and get him or her to do the same.
The fact that Critical Role favorably introduced new people to the D&D game before they had ever played a single minute of said game is one of the greatest marketing coups of all time. They were already fans before they purchased or tried the product for themselves. If you can't comprehend what a massive shift (and amazing victory) that was for D&D as a product and brand versus the way players were introduced to the game prior to 2015 (basically, get dragged to a game by a friend to "try it out"), I don't really know what to say.
The roleplaying market is, and always has been, delivered downline from the hardcore > casual.
Also, you entirely misunderstand what OneD&D is and what little we know about how it works. It's a rules update to 5e. Not a subscription service. And D&D has proven for the last decade that you can make money just selling books.
Sure, it'll be a rules update and books.
But all indications are that there are plans for re-envisioning of how WotC / Hasbro delivers content digitally, builds off of a digital tabletop platform, etc.
Any time you hear serial release of content on a digital user interaction platform, you're talking about a subscription revenue service.