GreyLord
Legend
I think a concern in the "It's not worth it" belt is not in regards to feedback, but that people are not interested in the game itself when it is released.
There is the problem of the Wii conversion to the Wii-U situation. Everyone felt the Wii-U was just another name for an upgraded Wii.
I think there are many that here it is backwards compatible and simply feel that there is nothing that RD&D is going to offer them. They already have the rules they want, so why rebuy them?
This makes the next steps hard. If you do a backwards compatible game, you get those who feel this way.
On the otherhand, if you make a new edition, you risk antagonizing the beast that devours your soul. You could lose a lot of players.
At least, if they stick with the 5e rules the new adventures and other items that are published probably will be somewhat compatible with what they already have, even if they don't get the new Core Rules.
The trick is to thread the needle of being innovative enough so that people buy the new rules, while at the same time remaining true enough to the original 5e rules that you keep all the players you already have.
I think that's probably the biggest difficulty with those who may feel it's not worth it/we are out of luck...types.
There is the problem of the Wii conversion to the Wii-U situation. Everyone felt the Wii-U was just another name for an upgraded Wii.
I think there are many that here it is backwards compatible and simply feel that there is nothing that RD&D is going to offer them. They already have the rules they want, so why rebuy them?
This makes the next steps hard. If you do a backwards compatible game, you get those who feel this way.
On the otherhand, if you make a new edition, you risk antagonizing the beast that devours your soul. You could lose a lot of players.
At least, if they stick with the 5e rules the new adventures and other items that are published probably will be somewhat compatible with what they already have, even if they don't get the new Core Rules.
The trick is to thread the needle of being innovative enough so that people buy the new rules, while at the same time remaining true enough to the original 5e rules that you keep all the players you already have.
I think that's probably the biggest difficulty with those who may feel it's not worth it/we are out of luck...types.