sake wrote:
Oh and make it about the actual god damn iconic characters and setting. That way it would help build interest in the world, make people actually give a shit about your Iconics as characters rather than just some random people that keep showing up in your book's artwork, and even give new players a direction to go in when they start playing ("Ooo! I wanna be Jozen but with bow", or "Can I play a mage like Mailee, only female?") rather than being being overwelmed by all the choices.
I don't know how much money it costs to make animation in this modern age. I do know that it's pretty damn expensive, though.
I suggested a novel and a comic book because those things are cheap. And I don't know who the IP-holders will be for 5E. If you have enough money for a cartoon that's one thing, but if you don't then you need to start trying to promote your property on the cheap. Granted, anyone interested in buying D&D will have to have some major bread to wrest it from Hasbro in the first place, but otherwise...
But yeah, if you want to actually have an animation franchise it's probably a good idea to throw in some heroic iconics. I think villain iconics are more important in the long run, but I would be dismayed if I picked up a Teen Titans: The RPG and there wasn't any easy way to pick up Cyborg. If someone picked up your RPG because your comic/TV show/video game was awesome and they can't play Aang or Morrigan right out of the gate then you risk having a disappointed fan.
FrankTrollman wrote:
First of all, they need to get a Dungeons and Dragons game out for twenty bucks. Children have $20, they don't have $29.95 plus tax. You need to get kids on board or your game is eventually dead. Mike Mearls obviously doesn't give a fuck about six months from now and never has, but Hasbro sure as fuck should.
Also this. You need to have something recognizably your edition and will
lube butter the fans up for your new edition when they're done with your pre-product. 4E really fucked up by releasing Keep on the Shadowfell (which was panned by several blogs, even pro-4E ones). Aside from the fact that it's a crappy introduction adventure in the fact that it's too railroady, too grindy, and too difficult for non-veterans, they did a poor job of promoting it.
Guys, when you're promoting a product for your edition that's supposed to be the starter set,
advertise the starter set. I know it's very tempting to drop an add and salivate over the thought of someone spending $100 for your new product, but seriously. There are three types of potential D&D customers.
1) True Believers. These are people who are already into the hobby to one degree or another and have probably played D&D before. While they're an easy source of money, you shouldn't spend too much effort trying to hook them. People who already want to plop down money for a new edition are going to whether or not you advertise. Gamers are plugged into the Internet. You really don't need to spend money right away to attract them. You attract
those players through word of mouth.
2, 3) Non-gaming nerds and children. These are the people who are into nerd culture (or are a least willing to give it a look) but for whatever reason don't play a tabletop game. These are for whom the games are for. When you're targeting players through Newgrounds applications and Facebook and whatever, those are the guys who get sticker-shock. True Believers don't mind spending a hundred dollars for a product that's good, but New Meat will. Focus on making the best boxed set that you can. And hook people on that. If people like your boxed set then it's much easier to get them started on your mainline game. That's when the moolah starts coming in and that's when you start getting new blood.
Non-gaming nerds are more willing to drop a hundred bucks on something that looks neat than children, partly because being a nerd is expensive in of itself, but mostly because they CAN. I mean with a kid you have a neutral audience altogether (kids are harassed less about having 'grown-up' tastes like sex/sports/clothes than adults) but even if they are interested in your game you've failed if it's not something that their parents will get them outside of Christmas or birthdays. Whoever is next in charge of advertising actually will have it much easier than the previous editions because you can reach kids more easily through the Internet.
There's honestly no excuse these why someone with a good plan and a hundred thousand dollars to burn can't do a good job marketing and advertising the next edition. The Internet makes it fucking cheap (or FREE if you're really that good, but you don't have the time to advertise for free), your responsibility is to make it worth watching.