Agreed, but substitute drum for case......In order to find out how I know, I will require a case of your finest Earth Beer...
What, so to run an ad in a Marvel comic for 1 month costs between $30k and $60k?! Ouch.Originally posted by Aramis:
Well, the basic card is looking to be for (I think) full page add, and it looks to be showing 1, 4, 8, and 12 month block, at cost per month. the CPM figures are (if it is similar to other rate cards, cost per magazine, IE, per unit printed. IE, a way of figuring out how many copies to expect.
The Jr and Sr lines are for target audience.
Yes. In the early '80s, TSR ran some ads on late night television. I only saw them on "Saturday Night Live," but I've talked to other people who remember seeing them on others shows. I think the first part of the ads were animated, dissolving into a DM behind a screen and other people sitting around a table. The tag line was "Imagine the possibilities," or something like that.Originally posted by Malenfant:
Has TSR or WotC ever run any D&D ads on TV? How did they do it?
Lord Iron Wolf, you are coming through loud and clear.Originally posted by Lord Iron Wolf:
That's all I can squeeze out of my head for now. I have more ideas but I wonder if I'm coming across clearly or just incoherant ramblings.
Well, that's the point isn't it. There are better, more purpose-built generic scifi games out there now - GURPS Space, Star HERO, and D20 Future.One product I think would promote Trav well and build the community would be a (free?) Trav product devoted to helping the GM develop their own universe, patrons, adventures, etc. A list of pointers and examples from experienced GM's describing how to create a real environment, what details are critical to the game's continuity, and how to design fun adventures. Gurps Space did this well, perhaps too well for Traveller.
This is already in the T20 Book. And in the Gateway Domain book.Originally posted by PBI:
Why not simply include a section in whatever the final version of the core book is that resembles how D&D gives advice to DMs on how to run adventures and campaigns? That was always my biggest complaint with Traveller, was that the adventures and supplements read great but left me with no idea at all how to run a Traveller adventure. Even bad advice would be better than non-existant, as at least with bad advice, you have a platform from which to improve.