Druegar wrote:
Ian Lee wrote: a lot of gamers I know locally have never heard of it until I talk about it.
Do these same people go to the conventions where TD is played?
For the most part, they don't. Of those who've been to Gen Con or perhaps Origins a few times, they've not gone regularly because there's no particular event that draws them. TD is supposed to be that sort of event. You see it with how many people at GC decide to do TD because it's possible. Obviously, not everyone who hears about TD or participates is going to be motivated to go to cons because of it. OTOH, if they've never even heard of TD at this point, that's a marketing problem. There seems to be an assumption that GC, Origins, or whatever are known, but I went to Origins for the first time in 20+ years this year because of our group's interest in TD and it was very different from my vague recollections from the '90s.
I'm not much of a social media person, but there should be some way to get better penetration these days. Though, to be fair, I go to GC every year and tell people I know about it and that doesn't get folks fired up to go, so plenty of gamers just aren't going to care.
Druegar wrote:
Ian Lee wrote: The disbursement of information for casual players is actually pretty terrible.
This is a perennial issue. We can't make people come to the forums. We can't make them read posters or handouts in the coaching rooms. We know for certain that people don't read descriptions for events--which is why we don't have dedicated Nightmare runs anymore. What marketing vector(s) would you recommend? That's not snark, I'm genuinely interested in hearing folks' ideas.
I don't know that "making" is what is being looked for. When I play a game a lot, I look for primary forums for that game. The casual player of TD is not playing it a lot. The casual player is the once a year type who probably forgets about TD until they scramble around looking for some bags of tokens in the weeks leading up to it.
Again, this is the age of social media. That there are YouTube videos and reddit threads and whatever do circulate information. It's not like when I got lots of my gaming info from Dragon Magazine. Seems like FB, Twitter, blogs, meetups, online stores, or whatever could have more links. Depending upon what the goal is. Seems like selling more tickets at every place besides GC is a goal. Seems like selling more from this site's store is a goal. Other aspects of info are ancillary.
Having no knowledge Pax South existed until mentioned here, I would imagine that a regional push is either going on or could be done. Having never heard of WYC or GHC until they were mentioned here, imagine a similar, "How do we let people who are already likely to go know but don't follow TD that this is happening?" message can be a regional push. For Origins, I would imagine 2019 will be much more heavily attended TDwise just because the first year was not that well known and because of a lot of positive comments about playing at Origins in addition or instead. Still, until hitting capacity, there's likely room to get buzz to Origins attendees.
Now, I knew TD was at GC. I have had a sense of it. Where I didn't have any connection was with the economy that you can see in these forums. As a second part to the disbursement of information, there's making known that, if you want to have a token collection, it's not a matter of wading through token bins in the GC exhibit hall.
Sure, I don't read everything on the walls in the TD area of GC. But, what completely changed my understanding of what tokens existed, what transmutes existed, and generally provided a much greater insight was the hardcopy token guide. I had never seen one before I ordered a bundle from the store. Maybe they are lying around somewhere, but they should be in every coaching room to give people with time to kill something to peruse and to help give context to the universe of tokens.
If I had one long before I placed an order through the store, I very well may have started ordering much earlier. May not be able to drive people to tokendb.com or whatever, but may be able to get more eyes on a token guide or something like a token guide.
The recent thread about where people are located seems like something that would have occurred a long time ago. May not be able to run TD in the hinterlands that are places like the SF Bay Area, but TG could be run out here, KublaCon, for instance. That would create more awareness and "builds" are even more relevant to TG, anyway, plus less emphasis on number of treasure draws.
I used to read rpg.net more often, never read BGG that often, though I'll get pushed there for info, but how present is TD on either site? That I don't know, again, suggests that visibility is limited. And, yes, both have their foci, but TD is one of those things I think any sort of gamer should try at least once to see whether they like it or not.
Druegar wrote:
Ian Lee wrote: Make [transmuting] not challenging.
I'm of the mindset that it's okay to have both challenging recipes for tokenholic veterans and easy recipes for newbies. Why do you feel it's problematic to have both?
This thread was talking about sucking out overly common trade items. I definitely got on a tangent, which was how transmuting can impact that and, then, into how transmuting is accomplished isn't that clear.
I never said to ditch legendary recipes. My point is that legendary recipes, relic recipes, eldritch recipes all impact a relatively small number of players. Now, I may be projecting some and the goal may not to be to greatly expand transmuting to casual players.
If the goal is to get the once a year, three treasure draw player to transmute tokens so that they start chasing, then I would imagine a model of having a "$3 transmute", a "$5 transmute", a "$7 transmute", a "$10 transmute" is a far better model than what currently exists at the *low* end.
As pointed out, four Planks is a lot to expect for people who aren't invested in the economy. Ten Silk is not casual friendly. Even recipes with 4-5 different things aren't friendly in my mind. Maybe Boots of the Marauder was easy for people to make, but I never did any transmutes when I played once a year because a starter pack and a few treasure draws didn't even get me halfway to transmuting back in the day.
*If* the goal was more transmutes and maybe it isn't, I would envision more three item transmutes with transmutes more along the lines of common+uncommon+rare or more transmutes that take just two tokens (rare GP plus whatever to go with common plus 100gp). That doesn't do anything for sucking out trade items or gold except in the most indirect manner possible (fewer c/u/r that get turned into trade items, reducing supply). This would be on top of everything else. And, maybe that's a problem. There's only so much bandwidth to handle the physical manipulation of tokens to where having more low end transmutes on top of everything else doesn't help.
Also, there's the issue of the actual value of transmuting. How many Dire Boars does someone actually get use out of? Bronzeclad Cloaks? Just because a bunch of easy recipes exist doesn't necessarily mean there will be a horde of casual players making stuff. As much as I think it's far less clear what is going on with TD to the casual player than others, I do agree that there are lots of players who just won't care.
Anyway, for obvious reasons, forumites obsess over relic and legendary recipes. Have to be a certain type of player for those to matter at all. Quite a few are never going to make Ogre Magi or Whetstone or whatever just because it does take a commitment level beyond just playing TD once or twice a year. So, the economy can be jiggered to take a lot of a particular item or to take more gold out, but the impact is muted. Also fighting the effect of far more token buys being made. Rather than just achieve high end token buyer equilibrium, expand the demand base could drive more of the economy.