#and also fuck hasbro wotc
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skittybot · 7 months ago
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daily reminder that if u or ur group are looking to start a new tabletop campaign that u should try a system thats not 5e (bonus points if its not even any build of D&D)
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chrisonline127 · 5 months ago
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"nooooo ur not allowed to sell proxies, that's illegal and ur infringing on our intellectual propertyyyyyyyy"
you're infringing on my bank account and also my dick and balls by expecting me to pay $50+ to ~not you~ for a single piece of fancy looking cardstock
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jagerbombastic99 · 2 years ago
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Revel in others misery I guess, it may be a joke but it's still in poor taste. Everyone is already looking for and making their own alternatives, me included. Maybe I lashed out but your definitely being callus abt this.
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thechekhov · 2 years ago
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thoughts on the huge OGL debacle around DnD at the moment?
mmmmmMMMMMM BOI
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I was going to be holding off on commenting until something was confirmed by WotC because I hoped to get more info but. I think we basically got what we need. 
For those who don’t know - the CONTEXT:
Earlier last month there was a leak that made the DnD community peek up out of their little holes like a bunch of meerkats hearing a stampede. Y’see, currently, Wizards of the Coast (a company owned by Hasbro, a corporate giant in board-games) is working on a new DnD version that is meant to replace 5e (5th edition of DnD, the most current one). They’re calling it One DnD, and it’s in play-test right now. But there’s a problem. Along with new stuff, they were apparently planning to revise the OGL - the Open Gaming License which had been a staple of the DnD Era since 2000.
The OGL 1.0 was essentially an open world ticket for third-party creators to use DnD game mechanics to build worlds, create monsters, and expand upon the creative base that was DnD. In 2008 they attempted to publish 4th edition DnD under a different, less open gaming license, which ended up severely hurting their overall standing with the community. When they published 5e, they returned to the OGL and DnD has gained traction with the public thanks to various gaming groups (such as Critical Role) rising to fame. Because of the OGL, many people have made adventures for 5e DnD, making monster manuals compatible with the game, and basically expanding on a huge, growing world. There have been kickstarters for new adventures, new compendiums, etc, which were an incredible creative sandbox for just about anyone who wanted to try their hand at creating.
And now it seems like they fucked it up. 
A leak made it clear that WotC is working on OGL 1.1 - which is basically a giant middle finger to everything the original was. They are now demanding royalties from anyone creating new content if they make over 50kᶜᵒʳʳᵉᶜᵗᵉᵈ 750k a year from their creations - which in and of itself isn’t super unreasonable.... except for the fact that they can lower this number at any point. 
ALSO with the new OGL (1.1) WotC would OWN the rights to anything made using any of their content (including homebrew made by creators - yes, they would own settings/character just because those adventures use their system) indefinitely, demand they receive financial reports from anyone making 50k or more.
What’s more, they reserve the right to change their own license at any point, with only 30 days notice. (Which basically means that if at any point they decide to demand recompense from people making more than, say, 20k from their little homebrewed setting in 5e, they can do that with nary a month’s warning.) 
“...according to attorneys consulted for this article, the new language may indicate that Wizards of the Coast is rendering any future use of the original OGL void, and asserting that if anyone wants to continue to use Open Game Content of any kind, they will need to abide by the terms of the updated OGL, which is a far more restrictive agreement than the original OGL..." (source)
So as you can imagine, for the past few weeks, the entire DnD community and the ttrpg community at large have been gearing up for either a fight, a mass exodus, or both. It would not be the first time. 
And then, just recently, we had another comment, this time from inside. An email was sent out, which has been evidently confirmed by one of the recipients as true, describing what is happening inside of WotC. 
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[I'm an employee at WotC currently working on and with business leaders on the health of the product line. If you want I can provide proof of this.I'm sending this message because I fear for the health of a community I love, and I know what the leaders at WOTC are looking at:
They are briefly delaying rollout of OGL changes due to the backlash.
Their decision making is based entirely on the provable impact to their bottom line
Specifically they are looking at DDB subscriptions and cancellations as it is the quickest financial data they currently have.
They are still hoping the community forgets, moves on, and they can still push this through
I have decided to reach out because at my time in WotC I have never once heard management refer to customers in a positive manner, their communication gives me the impression they see customers as obstacles between them and their money, the DDB team was first told to prepare to support the new OGL changes and online portal when they got back from the holidays, and leadership doesn’t take any responsibility for the pain and stress they cause others. Leadership's first communication to the rank and file on the OGL was 30 minutes on 1/11/23, This was the first time they even tried to communicate their intentions about the OGL to employees, and even in this meeting they blamed the community for over-reacting.I will repeat, the main thing this leadership is looking at is DDB subscription cancellations.Hope your day goes well,PS will be copying and pasting this message to other community leaders]
(source)
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As for my comment in all of this? 
I won’t pretend to be a local expert in legal terminology. Others can probably parse the full leak far better, and I don’t think there is anything to be gained by running around in a panic and screaming...
However. 
The fact of the matter is, Hasbro/WotC are shooting themselves in the foot. I don’t believe they have the right to destroy the original license. Make a new one for OneDnD? Sure, knock yourself out. Try it, see how popular it’ll be. But destroying the community-driven 5e will do only that - destroy it. They will not be gaining any money from the fans which are already plenty used to supporting small-level creators first and large companies second. It’s a supremely counter-culture move which will eat them from the inside out. 
The only ones that I feel for are Critical Role - who originally played in Pathfinder and then switched to 5e and paired up with DnD Beyond.............and are now being screwed over because they’re likely locked in a contract with WotC and are contractually obligated to not speak out negatively against the changes. 
In my heart of hearts, I kinda hope that their tablets all mysteriously ‘break’ for the next few games and they go back to pen and paper instead of barking out DnD Beyond ads as they’re expected to do. But I don’t know if that’s something they can afford to risk. 
(.....though hell, I hope they try to afford it. They have a community that will stand behind them, and that community has MONEY. We won’t know until we know, though, and I know that there are legal repercussions that may go beyond a simple income slap on the wrist.)
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Personally, here’s my two cents: 
I think people should cast a vote with their money.
 Cancel your DnD Beyond subscription.
Don’t give any more money to Hasbro or Wizards. Keep playing whatever 5e games you want, but do it using third-party digital character sheets, OR just go old school and do pen and paper. Let me know if you need sources for it. 
Don’t buy the Players Handbook, leave DnD Beyond behind, don’t engage with One DnD. There are resources out there that let you play the game that also don’t require you giving money to corporations that are only here to fuck around and find out. You want an adventure module but don’t want to bow down to the dragon sitting on its hoard? Hit me up. I’ll give you some alternatives. 
Hell, I myself will be looking into Pathfinder 2e because I’ve heard good things, and if I need to switch any future games to a different system because Fountry VTT or Roll20 will stop offering the 5e presents, it’ll be a very good alternative. Paizo just came out with a statement that they will write their own version of the OGL which will keep the spirit of the open game alive, and Kobold Press is gearing up with their own stuff. 
I won’t be throwing out my own games, and I don’t feel there’s a need to stop playing 5e. I have a Curse of Strahd game to finish, and that game belongs to me and my group now. We don’t need the module - it needs us. 
... all that is simply to say - Wizards may soon be realizing that when you live on the Coast... pirates are never far. 
(edited thanks to corrections from @magpiesarefluffy )
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calenthee · 2 years ago
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wowwieee so much good news the past few days
I will die when I see these wizards flirt in HIGH DEF 4K FULL FRONTAL ANIMATION.
also get fucked wotc & hasbro greedy ass bitches
Anyways, UH....flirty lads. I love them.
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theoutcastrogue · 1 month ago
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According to EN World (I mean I wouldn't know and couldn't possibly be bothered) the author of this tweet is "former gaming executive turned culture warrior Mark Hern".
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The Making of Original Dungeons & Dragons is a WotC book that just came out for the game's 50th anniversary, and the passages are from "the foreword written by Jon Peterson, one of the foremost historians about Dungeons & Dragons and who also collaborated with Wizards of the Coast on the book".
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Elon Musk, famous idiot, immediately piped in supporting the tweet
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and obviously fuck Musk and fuck the "culture warriors", here's how I see it (without having read the book, but I'm confident my guesses are educated enough).
This book is promotional material. The good part is that it brings to light primary documents, which are invaluable for research. The bad part is that it's promotional material, like everything that comes out of WotC. No one should trust a fucking brand (silence, brand) to tell its own story. I've read some of Jon Peterson's previous work, and I thought he's an excellent researcher but only moderately able to pick up the prejudices baked in the hobby. Gets some of it, misses a lot. I'm guessing his criticism came about by WotC's own request, and would not be printed if their PR team (and legal team, probably) didn't approve it. And I'm gonna note that said criticism, while in the right direction (to be clear, the basic stance of "this was shitty, but erasing it from history and pretending it didn't exist doesn't help; what helps is acknowledging the shittiness" is absolutely correct), is very light and very careful. The history of D&D needs STRONGER criticism, which will never happen in a WotC publication.
And what I'd like to see is a comprehensive critical history of D&D, which I don't think exists yet. We have EITHER involved and well-researched but largely uncritical histories, even when they delve deep into the cultural environment that made D&D's birth possible, OR works that explore a single topic or focus on a handful of problematic™ elements. AFAIK. If I'm missing something, by all means, let me know! Here's my bibliography so far (not including papers, which can be VERY critical):
David M. Ewalt, Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It (Scribner, 2013)
Jon Peterson, Playing at the World: A history of simulating wars, people and fantastic adventures, from chess to role-playing games (Unreason Press, 2012)
Michael J. Tresca, The Evolution of Fantasy Role-Playing Games (McFarland, 2011)
Jennifer Grouling Cover, The Creation of Narrative in Tabletop Role-playing Games (McFarland, 2010)
Sarah Lynne Bowman, The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity (McFarland, 2010)
Joseph P. Laycock, Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds (University of California Press, 2015)
Ashley ML Brown, Sexuality in Role-Playing Games (Routledge, 2015)
and the promos
30 Years of Adventure: A Celebration of Dungeons & Dragons (WotC, 2006)
Michael Witwer et al, Art & Arcana: A Visual History (Ten Speed Press, 2018)
Michael Witwer, Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons (Bloomsbury, 2015) [not a promo per se, but fully a eulogy]
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ultraflavour · 1 year ago
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7 Fantasy RPGs to fill the D&D-shaped Hole in your Life
So. It finally happened. Either Hasbro, or Wizards of the Coast, or someone else associated with Dungeons & Dragons finally did something so fucked-up that you've decided to swear it off entirely.
The problem is that for decades, there has been one obvious answer to the question of "What game with Dwarves, Longswords and Wizards in it should we play" and that was D&D, every time. Even their strongest rival in the past couple of decades was just an older version of D&D with a spit shine.
Now you find yourself adrift in a sea of possibility, with no signposts. There are names you've heard, but you have no idea which ones you'd actually be interested in, because you had always just assumed you'd be playing D&D until the heat death of the universe.
So let's take a look at a few games that want to fill that D&D-shaped hole in your gaming life, and examine what they're offering.
Disclaimer: I'm not covering the entire breadth and depth of the TTRPG industry here. I'm specifically going to be covering Fantasy RPGs that should appeal to D&D fans here. So if I didn't cover your favourite indie RPG, sorry. But there has to be a "First step" outside of the D&D bubble, and each of these games should fulfill that need.
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The Other "Kitchen Sink" Game: Pathfinder
If you can't bring yourself to keep playing the corporate game, but you still want something that offers as close to that gameplay experience as you can possibly get, your best bet at the time of this writing is probably Pathfinder 2nd Edition.
I say this as someone who very much did not vibe with the original Pathfinder, or its "D&D in space" sister product Starfinder. But at this point, I'd absolutely tell a newcomer to jump into Pathfinder 2E before I recommended they buy any WotC product.
To their credit, the 2nd Edition of Pathfinder does much more to, uh, find its own path by diverging from 3.5 edition and implementing new systems that take it into uncharted territory. The "Two Actions Per Turn" paradigm is often cited by its proponents as being a meaningful improvement over the 5E way of doing things.
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The "TTJRPG": Fabula Ultima
One of the biggest success stories of the early 20's was Fabula Ultima from NEED Games in Italy. It came seemingly out of nowhere to win the ENnie Gold Award for Best Game of 2023. Since then it's become notoriously difficult to find in print, though it's still freely available as a PDF.
Fabula Ultima is a "TTJRPG," modelled after Japanese fantasy video games like Final Fantasy, Dragon Quest, Phantasy Star, Breath of Fire, etc. While it's firmly planted in the Fantasy genre, its gameplay will also very recognizable to fans of those types of games.
The major benefit of this conceit is that you can probably already picture how combat in FabUlt works in your mind: Two rows of characters take turns jumping and slashing at each other, or casting magical spells to harm, heal, or apply status conditions. There's no concept of "Spacing," but the game still manages to be mechanically intricate with lots of varied class abilities and status effects to apply.
D&D refugees looking for a game where you simply pick a class and fight some monsters, but aren't too particular about how they do that, will find a lot to love here. FabUlt leans much more heavily on storytelling mechanics than D&D does, so players who've been looking for something a bit more "Theater of the Mind" should be well taken care of here.
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Final Fantasy Lancer: ICON
Like Fabula Ultima, ICON is a TTRPG that takes heavy inspiration from JRPGs, specifically tactical games like Final Fantasy Tactics and Tactics Ogre. It's from Massif Press, who also authored the surprise indie Mech combat hit Lancer.
And like Lancer, ICON is a game with two very distinct rulesets: Outside of combat, a "Fiction-first" narrative system inspired heavily by Blades in the Dark; In combat, a grid-based tactical skirmish game reminiscent of D&D 4th Edition. All backed by the gorgeous art of its author Tom Parkinson-Morgan, who also writes and illustrates the comic Kill Six Billion Demons.
ICON separates its "narrative" class system from its combat class system, giving each character two distinct character sheets that come into play at different times. Because those two systems don't have to cross over very much, each can be as intricate or as rules-light as it needs to be to promote the type of gameplay most appropriate for the situation.
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The Old-School Gateway Drug: Shadowdark
If you ever took a few steps outside of the walled garden that is D&D in the past few years, you will likely have read or heard of the OSR, or "Old-School Revival/Renaissance." Proponents of the OSR are players who yearn for an older style of Dungeon Crawling Survival Horror game that hearkens back to the early days of D&D, before the players became akin to superheroes.
Shadowdark aims to be a game that bridges the gap to that style of gameplay, without being totally unfamiliar to players who only ever learned 5th Edition mechanics. It's "Old-School gaming, modernized."
Aside from simply being a modern take on a D20 fantasy game, it freshens up gameplay using a mechanic called the "Torch Timer." It turns light into a resource that dwindles in real time. This serves to elevate the tension of the game as every minute that passes is one less minute of light on your torch. And when the torches run out, well... You can probably guess what happens next.
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5th Edition with the Serial Numbers Filed Off: Tales of the Valiant
Tell me if you've heard this one before: Wizards of the Coast introduces sweeping changes to its "Open" license model, leading existing 3rd-party content creators to create their own version of an older ruleset to protect the viability of their backlog. It happened in the past, but what are the chances that happens a second time? Ha!
Well... It did happen again. This time, playing the role of the "Paizo" in this scenario is Kobold Press, who loudly declared that they were "Raising the Black Flag" in response. In order to ensure that there would always be a "Core Fantasy" ruleset that would remain compatible with their content, they announced Tales of the Valiant, which would essentially duplicate the 5th Edition ruleset with a bit of a spit shine, in much the same way that Pathfinder did for 3.5 Edition.
Tales of the Valiant will be the game for the D&D player who just wanted a rules refresh of 5th Edition, but also doesn't want to keep throwing money at the corporate hegemony. It should end up being "The 5E you can feel good about supporting," and that matters right now.
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Matt Colville's Big Bet: The MCDM RPG
Kobold Press was not the only publisher of third-party D&D content to have a strong reaction to the OGL fiasco. Unlike Tales of the Valiant however, Matt Colville's response was to announce a fully new Fantasy RPG system, with no expectation of backwards compatibility with any edition of D&D.
MCDM's sights are firmly set on the "Post-Kitchen-Sink" future, and to that end their game is explicitly not trying to be the one game for every possible playstyle. It's Tactical, meaning you'll need a grid to play it on, and it's Heroic, meaning characters should feel powerful, and not like they're constantly one critical hit or failed trap-sensing check away from being decapitated.
This approach might seem like a massive risk considering how insanely powerful 5th Edition became at its peak. But a record-breaking crowdfunding campaign backed by over 30,000 people shows that there is at least an appetite for something new, and that there is a like-minded community of players ready and waiting to join you.
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The Critical Role Game: Daggerheart
If the Kobold Press announcement was a shot across the bow, and the MCDM crowdfunder was a bomb dropped, then Daggerheart is a full-blown asteroid, streaking straight towards Wizards of the Coast HQ.
Daggerheart is an original Fantasy RPG from Darrington Press, the publishing arm of the Critical Role media company. That by itself should mean something considering how important CR is to the D&D brand, but there's more to talk about here. Though it superficially resembles D&D in a lot of ways, it has some extremely important differences. Namely, its use of "Powered by the Apocalypse" mechanics such as "Fail Forward" dice rolling and "No Initiative" combat.
While "PbtA" has become somewhat of a loaded term in the D&D community, Critical Role has an opportunity to overcome that stigma with the sheer force of their platform. I've made this case already in the past, but if they were to use their power to do for themselves what they did for 5th Edition, it would be the most significant threat to the Hasbro Hegemony to emerge since Pathfinder. Let alone taking just a slice, Daggerheart has the long-term potential to take the whole damn pie.
And more!
The games I've listed here are all theoretically capable of replacing the Corpo game as your "go-to" long-term game. Not all of them are fully playable as of this writing, but they all represent one possible future for the "Sword and Sorcery" RPG genre.
There are of course a whole plethora of other games out there beyond the limited scope of "Medieval Fantasy" that are just as valid and just as viable, if you're feeling a bit more adventurous.
If you're looking for something explicitly tactical like a miniature skirmish game, but still in the RPG genre, and you're willing to expand your choice of genre beyond Euro-centric Medieval Fantasy even further beyond ICON, you might be interested in Gubat Banwa or the aforementioned Lancer.
If you want a game that promotes a slightly more streamlined, less mechanically-intricate approach to combat while still giving you tons of monsters to kick the shit out of, you might want to check out the "Illuminated by LUMEN" family of games inspired by the games LIGHT and NOVA from Gila RPGs. It might even inspire you to write your own RPG!
If you're more interested in the Old-School Renaissance, you might want to check out Forbidden Lands, Dungeon Crawl Classics, Old-School Essentials, or MÖRK BORG.
If you like the idea of "Old-School Roleplaying" but are also willing to step outside of the fantasy genre into Sci-fi territory, you might be interested in Stars Without Number, its Cyberpunk sister product Cities Without Number, or Mothership.
Finally, if you just want a game that focuses on telling the best story rather than mindlessly killing monsters and acquiring loot, you might want to check out Blades in the Dark, Thirsty Sword Lesbians, Girl by Moonlight, Coyote and Crow, and many more Fiction-First games in the Powered by the Apocalypse and Forged in the Dark genres.
But most importantly: Just play more games! Don't just buy them, play them! The point of this whole exercise is to replace the monopoly with a plurality, for the sake of the health of the tabletop gaming industry.
Because the next time Hasbro lays off a bunch of WotC employees, there should be a much stronger, more diverse industry for them to land in feet-first. We should all want for the people who build the games we love to feel safe in their career choice. Not just for the sake of the ones who are already there, but for future prospective designers and artists who want to make their mark.
It should be viable to be a tabletop game designer outside of just making more D&D stuff forever, because as we've seen, it's not safe to assume that we can all just keep doing the same thing we've been doing and not get bit on the ass by it.
If we want that future, we have to take it into our own hands and build it ourselves. But if there's one group of people that knows about building something very big from very little, it's TTRPG players.
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alpaca-clouds · 1 year ago
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Dungeons & Dragons - Or: Why Capitalism Sucks at Making Money
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If this past year managed anything, it managed to get me really into DnD. Before I did not play DnD much, rather going with Shadowrun or (heavily homebrewed) World of Darkness. But with first Honor Among Thieves releasing - and then Baldur's Gate 3 giving me brainworms tadpoles... Yeah, hurray. New hyperfixation unlocked.
But as I started to read through all the lore, but also meta stuff happening around it. And yes, I quickly understood why basically everyone was frustrated with Hasbro and Wizards of the Coast. But I also think, that this betrays one of the big issues with capitalist logic and how it often fails to reach an audience - for the reason I outlined before: capitalists are actually super bad at realizing what works and why, because they only judge based on spread sheets.
And yes, the headline is hyperbolic. But let me explain.
A Community-Based Game
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I mean, the biggest scandal of DnD this year was probably the entire thing about the community license. And this is very much something that shows quite well, how bad WotC is at recognizing why DnD works and has worked so long.
DnD centrally has been build around this idea of community. Now, mind you: This community was very, very focused on cis white guys for the longest time, but everybody else just managed to get in there and make their own little bit of community. Which also lead to a lot of homebrew stuff, that at times tackled some issues that the rules themselves did not address at all or not well. The combat wheelchair is probably the best known example of this.
But even outside of marginalized communities... DnD always thrived through the community aspect itself. People self-publishing magazines and adventures for it since the fucking 70s. As well as play sets, dice and what-have-you. DnD was always very much about all this and thrived through it. And now in came WotC saying: "Oh, yeah, actually you will now have to give us a big cut. (The big irony was, how Unity made the same move later on.) The fandom outcry was obviously big, there was a boycot, it worked. And WotC went all:
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Of course they basically won the world competition in backpaddling (though again, Unity was a big contender this year as well) and quickly went back on this. But of course there is a problem: When your entire product is so much build around community and your community starts mistrusting you, you got a problem.
And this is basically what happened.
The Audience Problem
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There is another problem of course. Financially the DnD movie failed - and I actually think this says a lot about how WotC kinda misunderstands the audience.
Now, there will be people trying to tell you, that given that the movie had great reviews and stuff. But the movie had a production budget of 150 million USD and only earned a bit more than 200 million on worldwide box office. Given that the marketing budget was likely around 30 million, the movie barely broke even.
Of course, part of the reason for it was that it just had a bad release date. It released parallel to the Super Mario movie, which ended up being one of the most successful movies of this year.
A friend of mine could not believe that the movie had financially flopped. They were like: "What the hell? Literally everyone I know who watched the movie went to cinema like three times to see it again." But... Yeah, that is true. But the issue is that these people are a very certain group.
Because lets make one thing clear: The people, who adored the movie so much, that they went to the cinema several times and bought the DVD/BluRay on release... were mostly queer nerds. Because this is the group of people who this movie spoke to.
And let's make this clear: I love the movie for this. I love that it so clearly went for this audience. Because I am part of this audience - and I adore this film.
But basically the movie has a general issue in terms of audience. Because on one hand the movie is too nerdy to have a wider audience appeal of people who had never played DnD, while on the other hand the movie was kinda not nerdy enough to go full force for the nerd audience.
A lot of people in the fandom have instantly sussed out one thing about the movie: "Why doesn't Edgin cast any spells? And why do we see so little of the weirder species?" And part of the reason undoubtedly was budget related. But the other reason is that... well, it is currently a well accepted wisdom in media production that you cannot sell a high-magic story. At least not outside of animated media.
Hence... There is surprisingly little magic being cast in this. And we also do have a mostly human main cast - or why Doric is the most classically pretty tiefling you have seen with her human skin tone and all of that. Because media productions do not trust the audience to accept high magic concepts.
Who is DnD actually for?
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Okay, let me talk a bit about DnD 5e - and a good decision, and a bad decision. And how that affected DnD.
Everyone, who is somewhat into DnD probably knows that 5e massively changed the game. With one simple goal: Make it more accessible. Which manifested in several ways.
For one, the game was in some ways made less offensive. Because prior to 5e there was a ton of racism, sexism, queerphobia and ableism inherent to the game rules and times to the game lore. This is just a fact. Things like species that are inherently evil and stuff like that - and also some of the real-life racial coding inherent to some of the species. Removing all that stuff is a good thing. Like amazingly good.
And also, they made the rules a lot more accessible. Before the rules were bogged down with a lot of stuff, that was simplified or removed. Again, this is a good thing.
And this worked. It worked really well. Of course, this was also partly due to stuff like Critical Role and other actual plays like that happening and promoting the game. The player base probably increased ten-fold from what it was before.
Yes, it should also be noted that there is probably a good topic for a study on how formerly nerd-thingies became more and more mainstream during the last 10 years or so, but yes, DnD was one of those things.
But in this there was also a rather bad decision made, which ironically also mirrors what happened with Marvel. And this decision is: Because we want to reach a wider audience, every single thing we release for this has to reach the widest audience possible - rather than allowing that certain things might have a more specific audience.
I am sorry to talk about the MCU here, but it is just such a perfect example of this: The MCU basically made two mistakes. Overwhelming their audience with too many releases. But also not allowing the movies to be for a certain audience, but for the broadest audience possible. A good example is how they dealt with the minority-lead movies. They got directors and at times even writers from that minority - but then basically did not allow them to be too specific and be too critical of, for example, a racist system because that might not go over too well with white mainstream audiences.
Now, WotC did not really do anything like that. But they also went with this idea that everything they officially released should have the broadest possible appeal. Hence the weirdly low-magic approach to the movie, of which I assume that it definitely was an executive decision made.
The fact that the movie resonated so much with the queers more than anyone else was also not intended - at least not from the production company. Like, let's be honest. No, Xenk and Ed were not supposed to be read as romantic. And how appealing the found family trope was, probably was not intented at least on the side of Hasbro (not sure about screenwriters and director).
The Lore Problem
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This perfectly connects to one of the big issues that all the franchises going for a broad appeal after being very nerd-focused for so long, run into: The Lore Problem. And this is quite ironic, because I ran into the problem earlier this year as well.
See, as I was writing fanfics for DnD:HAT I quickly ran into the problem that I knew next to nothing about the world of Faerûn. Sure, once upon a time (like between 2007 and 2011, while I was living in Austria with my then-boyfriend, who really was into those games) I played the old games of Neverwinter Nights and Baldur's Gate 1 + 2. But let's be frank: I barely remember shit from those games. And getting to understand what actually happened in the lore between and after... Well, there is just a ton of lore. I mean, people are playing around with this world for literal decades. So, yeah. This can very much be overwhelming for someone getting into it anew. Like, where can someone new even start?
The fact that - at least partly for legal reasons - most of the Actual Plays also do not work with the official lore, rather just using the rules to create their own worlds, obviously adds to this. Even the tables I played on so far always preferred original worlds, because the lore of DnD is just very intimidating.
The one thing that actuall ended up getting me into the lore was BG3, because it left open just the right questions to go into the Forgotten Realms wiki and just look for stuff, before also starting to listen to lore podcasts.
But here is the thing: WotC is also not helping with this issue. Like, they absolutel could create a proper accessible compendium on DnDBeyond that would just allow people to get an overview of the world and the timeline of things happening, maybe go into some of the major factions of the world and such. I mean, heck, they really, really want you to use DnD-Beyond rather than roll20. Yet, in DnD-Beyond I do not even have a monster compendium without paying, which roll20 offers.
Like, sure, WotC, it is okay to lock up the adventure modules behind a paywall, no problem. But if you do give me even the most basic tools to run a campaign, I am gonna use roll20, thank you very much.
But yeah, what WotC should make just more accessible was just: Timeline, important places and the maps (heck, make them interactive, you have the fucking money), maybe also a proper list of the pantheons and factions within the world. Heck, add maybe some inspiration there for what players might want to do within one of the scenarios and then, under this, go and link "hey, we made this one adventure about this, if you are interested!"
Something I did not realize originally was how much freedom the lore still leaves the people. Like, often even the important settings and events are just set-ups for adventures that the characters can have in there. There might be a few novels or comics then, that go into an example of a thing certain established characters like Drizzt or Elminster did during the time, but there is a ton of freedom to explore.
But by basically locking everything up behind a paywall, you will never get people even interested in this kinda stuff.
Because here is the thing: I like my lore. I love lore. I adore lore. But... Without BG3 explaining some stuff and giving me specific questions to ask about it, the lore would have been very inaccessible to me.
Just think of people as... people
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Of course among it all there lies the central problem that comes with capitalism running something like this. See, whatever CEOs and shareholders are sitting on those chairs with WotC and Hasbro, they do not see the players as players or the community as a community, but as consumers. Just as they see their employees not as valued constributors, but very exchangable wage slaves.
They do not see the value of the community exchange with stuff like fanmade modules and things. While incorporating a bit of homebrew stuff in DnD Beyond, they are absolutely not interested in the wider market of people just creatively interacting with DnD and making a little bit of money from it. If anything they see those people as potential rivals on the market.
Heck, they have issues seeing things like Critical Role or Roll20 as the enrichment for the franchise that either are - but more like potential rivaling forces and money they have lost.
And their employees? Yeah, as we learned... Most people who from the side of WotC helped the Larian team with BG3 have been let go by now. Because WotC and Hasbro do not care for their employees, they only care about having some numbers going up.
I fully admit it. Apart from Buying BG3 and the money I have invested in anything DnD:HAT related, the only money that WotC got from me, was some of the novels I bought on Audible.
But here is the thing: WotC is doing a shite job at wanting me to invest into any of their stuff. Partly because those modules I would like to have are not available anywhere anyway - and partly because... As I said, give me a reason to get something, rather than just expecting me to randomly get something.
And mind you, this is no slight against any of the people just working for WotC. This is mostly about shareholder and executive decisions made. Stuff that basically just sees either their employers or the players just as a ressource to exploit, rather than... people.
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utilitycaster · 2 months ago
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24 & 25 for the ask game
24. most rancid discourse - I'm going to the wider AP/TTRPG fandom again because I think most Critical Role dumb discourse things have either a clear eventual end date, or are limited to small subgroups. Anyway, I just said this last week but I'll say it again: it's fine if you don't like D&D, whether your issue is with the gameplay itself or with WOTC/Hasbro's practices. I happen to like D&D as a game and I haven't spent a dime on anything put out by WoTC/Hasbro in over two years, because I already own what I need, and I don't feel bad about pirating other stuff, so boycotting it on a personal level doesn't do shit. The overwhelming attitude from people who want actual play shows to change systems because they "have an obligation to the fans" or people who get shitty on posts about D&D is not "hey, I want to help you find other games that you might enjoy other than D&D;" it's "I HATE D&D AND I'M GOING TO BE A LOUD STUPID DICK ABOUT IT." Like, at this point I personally will not play PF or Fabula Ultima unless a personal IRL friend invites me because every single person plugging those online has been so fucking unpleasant that I don't wish to spend any time in their community. I loved TAZ Steeplechase, which used Blades in the Dark, but I'm actually not super interested in playing out that kind of story at my tables; I want to play a fantasy game with level progression. I've had a good time with some indie solo games, and some Grant Howitt one-pagers, and you know what a big factor for those was? I had a group of people around me who were interested (or I personally was interested) and someone was kind and positive and asked me what sort of game I was looking for instead of just being like PLAY MY FAVORITE GAME BECAUSE I'M RIGHT. And yeah, as a person who is totally ok with actual play shows sticking with D&D if it's what fits the story, a lot of people do repeatedly whine about D&D being the system of choice and then don't watch anything else. and unfortunately I do not see an end to this.
25. This is a complicated one but in CR I think it's both important to understand the context of a lot of fandom attitudes/complaints based on how the fandom was in the past; it's also crucial to understand that fandom is never monolithic, assuming everyone holds the position you like/dislike is false, and when you bring up that context it's vital to make sure it's still relevant. So to give a couple examples, it is an important truth in the history of CR fandom that people were particularly awful to the women, especially Marisha-as-Keyleth, during Campaign 1. It also gets treated as like, this obligatory litany you have to say before any criticism of any female character ever and it's like. I am a woman. My understanding of misogyny long pre-dates my watching of Critical Role. If you are not an extremely stupid person I think you can understand that me saying "Laudna frequently feels underdeveloped" is not me saying "Marisha Ray should be thrown off a bridge". We can similarly acknowledge that some critiques of Campaign 3 are in bad faith and also that there's a lot of valid reasons why many people strongly prefer Campaigns 1 and/or 2 without making up bullshit lies (the idea that people never criticized Liam for main character syndrome when that was a CONSTANT in C2 and, I am told, C1; the idea that there wasn't a lot of pushback towards Campaign 2 for not being Vox Machina Redux).
I guess the best way to put it is that I'm sick of people complaining that not everyone has the same preferences as they do and claiming that they (and the things they like) are the most put upon perfect angel whom the mean fandom hates. If Campaign 3 is your favorite, great. Enjoy. Glad you're enjoying it. If the existence of other people with valid arguments on why they don't like it is making it hard for you to enjoy something, that's either because you are spineless and stupid and lack a coherent individual viewpoint independent of the validation of others; or because their arguments are good and are pointing out things you hadn't previously noticed and don't want to admit. and this goes for any character, any campaign, and any show. You sound like the "potterheads get your wands" people.
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messyspacespades · 2 years ago
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ok, so I know we are all pissed off about what WotC is doing, but there are some things I would like to say
DO NOT BOYCOTT YOUR LOCAL STORES. All dnd stuff they get is from a distributor, and what they sell DOESN'T go back to wizards. Boycotting them won't do SHIT and if anything will just hurt ur locally-owned hobby and game stores.
Wizards of the Coast owns not only DND, but Magic the Gathering. Do with that what you will.
Not only should you boycott dnd beyond and cancel ur subscription to that site, but you should also do the same to DM Skilled and Drive-Through RPG. Both sites are also owned by Wizard.
A lot of the ppl at wizard have heard our complains and agree with the community, this decision comes from the higher ups. Not only is the wizard ceo so out of touch with the community (for reference, she litterally had to look up what MTG was at a firesite chat,) but so is Hasbro.
ADDING ONTO THE ABOVE POINT, the people at Wall Street seemed to have realized what we have been saying: that there is too much product, and that Hasbro is dismantling the very network that led to the success of the games in the first place. They have downgraded Hasbro to "sell," which is a HUGE DEAL because it means Hasbros stock is gonna lose value and they are going to lose money. This happened after Bank of America investigated them for Magic the Gathering mismanagement, and so far no report has been released after this new dnd fiasco bullshit, but hopefully with this downgrade Hasbro will realize what the FUCK is happening.
YES, FOR MY FELLOW TRANSFORMERS FANS, THIS MEANS DON'T BUY THE TRANSFORMERS CARD GAME OR RPG BOOK. IF YOU WANT TO HURT HASBRO EVEN MORE BY BOYCOTTING THE TOYS YOU CAN DO THAT I GUESS, BUT WALL STREET AND BOA HAVE ALREADY GIVEN THEM A SLAP TO THE FACE.
Anyway, continue boycotting and complaining. Hurt both Wizard and Hasbro where it hurts the most: their finances.
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keplercryptids · 2 years ago
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WotC released a draft of the OGL 1.2 that isn't as restrictive as OGL 1.1, but still does shitty things (deauthorizes OGL 1.0a and has a morality clause, for starters). they also released a survey where you can input your feedback on each section of the draft.
i was going to make a post linking to lawyers' reviews of this document and giving examples of how to refute each section, but ultimately, i don't believe we should be moving the goalpost here, as much as hasbro is desperate to move the goalpost. i don't think WotC under Hasbro execs can ever be trusted, and i think the only option we really have is to divest from d&d completely.
i was already planning on moving on from d&d before this OGL controversy, so this decision was easy for me. i am going to fill out the survey and write "do not deauthorize OGL 1.0a" in every box. but i fully believe WotC will move forward with deauthorization no matter what we do. they've simply invested too many millions into their upcoming virtual tabletop not to eliminate the old OGL. i don't care. i'm not negotiating with them to save a game i don't even wanna play lmao.
if you do still want to play d&d 5e, that's fine, and you should. do what you want. but please do so without giving any money to hasbro. they are going to make it as inconvenient as possible for you to play d&d (especially OneD&D) without giving them money, but that's the great part about an imagination game. they cannot monetize your imagination.
don't buy new material from WotC. don't subscribe to d&dbeyond. and don't, for the love of gods, subscribe to their upcoming VTT (though i don't know who WOULD. it's gonna be chock-full of microtransactions and "dm-less" experiences and mobile game-esque add-ons).
divest. give your money to smaller, indie ttrpg and third-party publishers, and play the free imagination game with your friends exactly as it was meant to be played: for free, with your friends.
fuck hasbro and long live ttrpgs.
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cringefaecompilation · 7 days ago
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It also doesn’t help the situation that there are a not-insignificant number of fans who are convinced that the whole point of C3 WAS to get rid of the gods out of some belief that Critical Role has any sort of sway or influence with Hasbro/WotC… if there are fandom discussions happening as if the only two options are gods stay and keep the status quo, or the DM and cast engineer the ending so they can end all similarities to the D&D pantheon… then we’re just in some big circle jerk where we’re not giving any room for nuanced options.
Story-wise… Ludinus is the sticking point and still a good portion of the pcs are trying to find measured solutions so Im ready for him to be a non-issue too.
matthew you promised me a god-eating lizard. it's been two years and i still don't see a fucking lizard. get this elf loser out of the way and give me THE LIZARD
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grailfinders · 2 years ago
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So. Yeah.
I'm going to be completely honest here, given quite a few of hasbro/wotc's recent moves (not the least of which including the fucking pinkertons thing) I don't feel comfortable running a blog that is practically free advertising for them.
that's not to say the blog's ending or anything, we'll still be making builds for Pathfinder (and I swear that'll be getting more regular now).
also I hate to throw perfectly good work away, so I'll also be releasing the three Faerie Knight builds early, as they were already finished, and I will not be deleting any existing builds.
this is not a decision we're making lightly, but it is one we plan to stick with, at least for the foreseeable future.
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superhaught · 5 months ago
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*cries in DM that just wants to play D&D in the most accessible and inclusive way possible while WotC/Hasbro work exclusively to make the game more exploitative*
I want to punch something because is having a VTT built into D&D beyond IS cool and having rendered environments and minis in a VTT is even COOLER and these are positive directions to be moving in for the game BUT MONETIZING EVERY SINGLE PIECE OF IT TO THE POINT WHERE EVERYONE HAS TO PAY A SHITLOAD OF MONEY IN ORDER TO PLAY MAKE BELIEVE WITH THEIR FRIENDS IS SUPER NOT COOL
You dicks.
You want us to own the books and minis and battlemaps and dm screens and dice both digitally and physically and you’re using our adoration of Karlach against us to get us on board with it.
You’re making cool stuff! Be normal about it!
At the absolute MOST it should be set up so that ONE person pays a flat fee for access to the VTT which should be pre-programmed with every 5th edition option. Lots of people will buy this. If you want D&D to be a video game, fine, but then let us pay to have the game and don’t charge anything more and update it with hotfixes/patches when you need to. That is why BG3 is successful you fucks.
But also, it’s supposed to be a VTT, right? So if you charge players to join the VTT when the DM/someone in the group has already bought it, I’m gonna punch you. If you charge extra for the specific species or subclasses we want, I’m gonna punch you. GoddAMMIT I’m already paying your highest subscription price just so that I can homebrew shit in D&D beyond that is already freely available OR in books that are on my goddamn bookshelf!
I’m sick of this shit.
(I may be misunderstanding parts of this or have gotten information wrong. Please politely let me know if so, I’m just angy at a soul-sucking corporation but I still love D&D and everyone who loves it. I have opinions because I’m a professional in this space pls forgive.)
And remember, capitalism is always the bad guy.
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blue-eyed-thing · 8 months ago
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Something I'm so tired of in the TTRPG community, if someone says they hate WOTC that doesn't mean they want to completely change system.
It is completely valid and correct to hate WOTC and pirate their stuff, but fact if the mattet is dnd 5e is an easy system for so many people to understand and easiest to find more players for.
The number of times I've seen in comments people saying, "oh you should play X game, it can do what 5e does in this regard and is a whole new rule system." Like cool that's great maybe I'll take a look at it..... but if you think it's easy to convince a group of 4-5 players to completely drop a system and learn an entirley new one, WHILE life, work, and everything is going on. And look, if it's a smaller indie company, I'm not gonna pirate the game on moral grounds, so there is a monetary thing to it also.
It is good to learn new systems... if you can. But if my question is, "how can i make a 5e game about superheroes" or something, i don't need you to tell me about mutants and masterminds. I'm asking how to do something specific.
But yes fuck WOTC and Hasbro, pirate their stuff.
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kwaggysshardmindemporium · 1 year ago
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Behold, WotC making a move so braindead you'd think Hasbro made them fire a ton of people for no reason or something. Long post, so I'm putting a page break for those of you who don't care about MtG drama.
For reference so you know where I'm coming at this from, I'm an idiot whale buyer of these things. Secret Lair is deeply flawed, but I do love the shit out of the alt treatments and they do on rare occasion take an expensive card and torpedo the price.
So, first, the article says that a consistent bit of feedback about Secret Lairs is people want them to ship faster. Not personally a significant grievance of mine, but I get that at least. I wish the average buyer had some patience, but i just kind of have to accept they don't because this isn't something I can change. Okay, so how are they gonna fix this? Well, they're gonna use their market research from 4 years of this program to pre-print based on anticipated demand. And then that's gonna be the whole product run. No more print-to-demand. Or more specifically, the default is now limited print runs on everything and if it's print-to-demand you'll know. (A quick definition of terms here since most of my mutuals aren't into MtG: "print-to-demand/PTD" should here be interpreted as they collect an unbounded number of orders for these products ahead of time then print the total amount sold plus a little extra for replacing defectives and shit, so supply is effectively unlimited since it's going to be definitionally equal to the number of people who want and can afford it. "Limited print run" is there's a fixed amount they already made ahead of time and they aren't making any more after that, so supply CAN run out.)
So, who benefits from this change? Not you, that's for fucking sure.
The obvious MAIN benefactor is scalpers. People who have a bot that refreshes the page 10 times per second until the drop goes live then auto-buys a max cart full of everything. This wasn't a problem with most Secret Lairs before now, because it was print-to-demand. But now, supply is limited, meaning scalpers are going to become a huge problem immediately. WotC's existing market research on Secret Lair would be predominantly for products that DIDN'T have a maximum amount for sale and thus wouldn't attract many scalpers. They've had a few hundred Secret Lairs go out since they started. There's been I believe three that were limited print run previously, one of which was a total disaster due at least in parts to scalpers.
Also, a huge foundational appeal of Secret Lair IS that they're print-to-demand. You want one and have the money at the time? You get one. Period. I have a LOT of criticisms about that "and have the money" part, but those go WAY beyond the scope of a rambly complaint about Wizards of the Coast's distribution decisions. Short version is that if you were interested in getting these products, you could simply do that. No longer!
Now, I do have some faith in WotC. A tiny bit. They said their intent is to print about the sams amount ler drop as demand would've been so that the average buyer won't see a difference. I do absolutely believe their marketing people have enough competence to have factored in that scalpers will increase. I do think that most Secret Lairs will reach the end of their sale period with a little left over. However, I think that any Secret Lair with anything notably GOOD in it gets obliterated by scalpers from here on. That box that had a First Sliver and a Food Chain for $30 regular/$40 foil from a few months ago? Yeah, you're never getting your hands on a box that good ever again.
So I'm gonna ask a serious question: is this change good for WotC? I do think the answer is unfortunately yes, but it's worth noting that any flops from now on flop *even harder* because if a PTD Secret Lair flops then at least they only had to make 3,000 units or whatever and it definitionally still makes money. If a limited run Secret Lair flops... well now they have unsold inventory.
Now, I've complained at length about this. So do I have any suggestions? Yeah, actually. I do. And it's so close to their existing plan that there's no way it didn't come up as an option. I have a decent guess as to why they didn't, but here's my proposal:
The stated problem is that many buyers of Secret Lairs complain their product takes too long to arrive and WotC wants to change this. Their current solution is to switch to limited print runs based off market research projections of how desirable any given box is gonna be. Why not, instead of that, print something like 80% of the projection ahead of time, then if and only if sales go above that pre-sale print run you do print-to-demand for any excess? The vast majority of buyers receive their product lightning fast, the rest will still get theirs faster than before because late buyers aren't gonna be waiting for theirs to print behind everyone else. AND you can make some marketing hay out of it by making a big deal of "buy early, and it'll ship sooner than if you waited." It also insulates against flops a little bit because if something underperforms way below market projection, hey at least you only made 80% of the projected amount instead of all of it?
And I suspect the reason this idea isn't the one they're going with is because some asshole in a board room countered this idea with a sentence containing the word "streamlined," and I will grudgingly admit this idea isn't streamlined. The logistics of making my suggestion work are, indeed, a fair bit harder than the alternative since my idea is two print runs and their idea is one bigger one. Economy of scale is also an issue. They would probably get a slightly better bulk price per card printed if they ordered everything at once. I do, in fact, understand that my alternative is by no means flawless and there's obvious appeal on the corporate side of things to doing it the way they chose to do it. I also sincerely think that, unless that bulk rate is so massively different for doing an 80-"20" split printing that it's just plain not an option, my solution is better.
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