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Would D&D be better off in the public domain?
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<blockquote data-quote="Mr. Greengoat" data-source="post: 5947833" data-attributes="member: 72757"><p>Sorry for the giant rambling post, my intentions are pure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Point-blank I would rather have the rules of play of D&D watched over by an organization much like a governing body like other sports. I think company monetization should happen with play-organization, digital tools & social networks, writing adventures & campaigns, selling hard-copy references. Having the industry and players as a whole shape the rules assures the play-base sticks together through consensus. Change in rules would be much slower but more meaningful. The "health" of the rules of D&D is directly related to how many players use those rules. The brand of D&D is sometimes a completely different beast in definition.</p><p></p><p>On a related note:</p><p>When is the last time you can recall the hobby growing off of a cold sale in a non game store? I don't know about you, but practically everyone I have ever played with started as friends of an existing player. Word of mouth and peers that play seems the majority way of how the industry gets new players. This is most successful when the user-base is together and can advocate for itself to new players.</p><p></p><p>D&D does not make money like a toy or any other Hasbro offering. I would guess it now gets it's money from long-time "lifer" players who are in it for the long-haul. Transformers and other toys are heavily based on revolving trends for short attention-span kids (because kids are developing creatures). Adults that play D&D need longer continuity in how they conduct their hobby. A new edition of the rules every couple years weakly mimics the brand cycle for toys but is cross-purposes for how adults use the product.</p><p></p><p>The current WOTC model of game publishing seems to cannibalize itself every few years in search of new revenue. Some players will buy the new stuff and others will keep the old. This creates a loss of the user-base that must be constantly replenished. Why can't WOTC just wave the wand and support all previous editions by digital release and get out of the rules-design business and stick to selling sexy looking hard copy items, facilitating play, writing adventures, make gateway toys.</p><p></p><p>Sorry for the thought-vomit.</p></blockquote><p></p>
[QUOTE="Mr. Greengoat, post: 5947833, member: 72757"] Sorry for the giant rambling post, my intentions are pure :) Point-blank I would rather have the rules of play of D&D watched over by an organization much like a governing body like other sports. I think company monetization should happen with play-organization, digital tools & social networks, writing adventures & campaigns, selling hard-copy references. Having the industry and players as a whole shape the rules assures the play-base sticks together through consensus. Change in rules would be much slower but more meaningful. The "health" of the rules of D&D is directly related to how many players use those rules. The brand of D&D is sometimes a completely different beast in definition. On a related note: When is the last time you can recall the hobby growing off of a cold sale in a non game store? I don't know about you, but practically everyone I have ever played with started as friends of an existing player. Word of mouth and peers that play seems the majority way of how the industry gets new players. This is most successful when the user-base is together and can advocate for itself to new players. D&D does not make money like a toy or any other Hasbro offering. I would guess it now gets it's money from long-time "lifer" players who are in it for the long-haul. Transformers and other toys are heavily based on revolving trends for short attention-span kids (because kids are developing creatures). Adults that play D&D need longer continuity in how they conduct their hobby. A new edition of the rules every couple years weakly mimics the brand cycle for toys but is cross-purposes for how adults use the product. The current WOTC model of game publishing seems to cannibalize itself every few years in search of new revenue. Some players will buy the new stuff and others will keep the old. This creates a loss of the user-base that must be constantly replenished. Why can't WOTC just wave the wand and support all previous editions by digital release and get out of the rules-design business and stick to selling sexy looking hard copy items, facilitating play, writing adventures, make gateway toys. Sorry for the thought-vomit. [/QUOTE]
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Would D&D be better off in the public domain?
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