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WotC will do what you say for 5 years. What are your instructions?
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<blockquote data-quote="Blue" data-source="post: 7803600" data-attributes="member: 20564"><p>1. Keep their current release schedule. Slow and steady keeps production values high, production costs controlled, and long term recurring sales.</p><p></p><p>2. Not spend resources on 6e except to keep notes of what fans feel that 5e can't accomplish and other pain points.</p><p></p><p>3. TSR had a lot of financial issues caused by splitting settings, but a lot of fans want other settings. So work out a realistic and moderately profitable way for third party work. Probably a combonation of licensing the IP for some existing settings to 3rd party (which is still a long term win if they were going to make their own, as well as the brand win), and perhaps at a sedate pace releasing an bible and allowing use of that IP on DMsguild (only).</p><p></p><p>3a. Have another setting search like was with Eberron - a year long visible process to get players involved with where to go next. Take advantage of the marketing aspects to keep D&D in the gamer news cycle, especially with PF2 coming out.</p><p></p><p>4. Figure out a strategy for updating published mechanics (not typos). 4e would errata whole subsystems and fans didn't (?) in general like it, but the "oh well, Four Elements Monk (or Beastmaster Ranger) misses the mark mechanically, too bad" isn't good either. How do we fix this?</p><p></p><p>5. Look for additional income producting tie-ins to the D&D brand. One area they don't seem to have a lot in is the free + whales that a lot of video games trade in - where they give away a lot for free but some people are willing to spend LOTS on their bennies.</p><p></p><p>6. Determine if there is a need for a electronic publishing dimension outside the existing like DnDBeyond and the like. While players might like PDFs (I personaly would), it may be that the market is already saturated and more would just be a glut.</p><p></p><p>7. I beleive there are some lags internationally due to translation issues. Deal with those. D&D is a global game, need to act like it.</p><p></p><p>8. Avoid the traditional "Christmas layoffs". Gamers identify individually with the small team, and an institutionalized-feeling regular lay off, especially as such a time, burns a lot of good will towards the company.</p></blockquote><p></p>
[QUOTE="Blue, post: 7803600, member: 20564"] 1. Keep their current release schedule. Slow and steady keeps production values high, production costs controlled, and long term recurring sales. 2. Not spend resources on 6e except to keep notes of what fans feel that 5e can't accomplish and other pain points. 3. TSR had a lot of financial issues caused by splitting settings, but a lot of fans want other settings. So work out a realistic and moderately profitable way for third party work. Probably a combonation of licensing the IP for some existing settings to 3rd party (which is still a long term win if they were going to make their own, as well as the brand win), and perhaps at a sedate pace releasing an bible and allowing use of that IP on DMsguild (only). 3a. Have another setting search like was with Eberron - a year long visible process to get players involved with where to go next. Take advantage of the marketing aspects to keep D&D in the gamer news cycle, especially with PF2 coming out. 4. Figure out a strategy for updating published mechanics (not typos). 4e would errata whole subsystems and fans didn't (?) in general like it, but the "oh well, Four Elements Monk (or Beastmaster Ranger) misses the mark mechanically, too bad" isn't good either. How do we fix this? 5. Look for additional income producting tie-ins to the D&D brand. One area they don't seem to have a lot in is the free + whales that a lot of video games trade in - where they give away a lot for free but some people are willing to spend LOTS on their bennies. 6. Determine if there is a need for a electronic publishing dimension outside the existing like DnDBeyond and the like. While players might like PDFs (I personaly would), it may be that the market is already saturated and more would just be a glut. 7. I beleive there are some lags internationally due to translation issues. Deal with those. D&D is a global game, need to act like it. 8. Avoid the traditional "Christmas layoffs". Gamers identify individually with the small team, and an institutionalized-feeling regular lay off, especially as such a time, burns a lot of good will towards the company. [/QUOTE]
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WotC will do what you say for 5 years. What are your instructions?
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