Mercurius
Legend
Here we have [ame="http://www.amazon.com/Pathfinder-Chronicles-Campaign-Erik-Mona/dp/1601251122"]Exhibit A[/ame], the original Pathfinder Campaign Setting book published in August of 2008, and here is [ame="http://www.amazon.com/gp/product/1601252692/ref=pd_1ctyhuc__sbs_02_01"]Exhibit B,[/ame] the Revised Edition, subtitled "World Guide: The Inner Sea," but I would assume that it is effectively the same book somewhat expanded and revised, to be published in March of 2011.
So we have a revision of a major release just two and a half years after it first came out. We can also cite Fantasy Craft, which came out with a revised version - presumably with only minor adjustments and errata, but with a new publisher - only a year after first being published. That also is an expensive ($50ish) book.
My somewhat rhetorical question is, why can the gentle folks at Paizo and the Crafty Crew do this, but when Wizards of the Coast does this - whether with 3.5 or 4E, or even Essentials - many people cry foul? Is it just a matter of Wizards being The Man in the RPG world, so anything they do is inherently following some Evil Scheme To Rule The World? Or is it because there are many more WotC consumers? Or is it something else? (Maybe WotC is truly, inherently evil, and I just missed my save vs. charm many years ago?).
We can go beyond Paizo and Crafty and look at many RPGs which have multiple editions, often spaced much closer together than Dungeons & Dragons. Look at, for instance, Call of Cthulhu, which is one of the most hallowed "Indie" RPGs ever, with a dozen editions and sub-editions and anniversary editions over a 25-year period. I suppose one could say, "But they don't come out with thousands of dollars worth of product that is invalidated by the new edition."
I have never truly gotten this argument - the invalidation of previously published material. Is the 1st edition Dungeon Master's Guide useless because of 2E, 3E, 3.5E, 4E, and Essentials? Not at all - it is a wonderful source of ideas and tips, even to this day, and perhaps THE classic roleplaying book that every gamer, or at least every GM, should have on their shelf. Now that's an extreme example, but what about those dozens of 3.5E hardcovers? Are they invalidated and useless with the publication of 4E? Not at all. You have two options: 1) You could keep on playing 3.5E (or Pathfinder) and continue as you were, or 2) You can play 4E and mine those books for ideas, or convert bits and pieces as desired.
Here is the bottom line: Nothing is invalidated in the D&D tradition, nothing lost, and nothing no longer usable. DMs are, or should be, an inherently creative bunch, and it doesn't take a lot to convert Death's Ride to 4E, if you so desire. This is not to say that Wizards of the Coast, as a subsidiary of Hasbro, a company--like 99% of companies--primarily interested in making profit, doesn't have business in mind when they come out with new books, editions, and sub-editions, but that no matter what they do, it does not invalidate previous material.
Furthermore, and more relevant to my main point, we shouldn't cry foul every time they try to improve or refresh the game with a new edition. Yes, the new edition (or sub-edition or revision) has profit as a driving factor, but it isn't the only factor. And the two key factors: profit and game improvement, are not inherently mutually exclusive. I don't think Wizards came out with 4E just to make more money; they also came out with it because they thought it was an improvement, an evolution of the game, and as any artist or creative type knows, one is always seeking to improve their craft, their art (their game).
Again, this does not mean that profit-mindedness does not sometimes get in the way of creative development. I would say that it sometimes, even often, does (see, for example, Robert Jordan's Wheel of Time fantasy series). One could argue that 4E was a bit rushed, that it could have used some ironing out, another year of playtesting, and a few more bucks towards editing. But I'm guessing that in 2006, or whenever internal talks of a new edition began in earnest, the people at Wizards did not say "Let's create a new version of D&D without any concern for quality or innovation, just to start the cycle again and make more money." They probably said something to the effect of, "Let's use a new edition as an opportunity to both integrate new insights and ideas into the game, and to start a new cycle of money."
The point being, the two--profit potential and new ideas--have to, and seem to in the case of D&D, coincide for a new edition to occur. I don't see why we can't extend this to revised "sub-editions" so that we could, for example, get revised and re-formatted versions of the core books without people crying "Wizards is Evil!" As I said in another thread, I would certainly be very happy with a revised version of at least the Player's Handbook and probably the other two as well. In fact, I would say that it is high-time to do so, that it is almost creatively irresponsible not to do so, given the insane amount of errata and tweaks that have occurred since it was published two and a half years ago.
I would hope that Wizards of the Coast would not stop from improving their product because of Fear of Nerdrage, because knee-jerk nerdrage is actually antithetical to creative development and game evolution, as much or even more so than the (supposed) profit-mindedness that it is often in reaction to.
So we have a revision of a major release just two and a half years after it first came out. We can also cite Fantasy Craft, which came out with a revised version - presumably with only minor adjustments and errata, but with a new publisher - only a year after first being published. That also is an expensive ($50ish) book.
My somewhat rhetorical question is, why can the gentle folks at Paizo and the Crafty Crew do this, but when Wizards of the Coast does this - whether with 3.5 or 4E, or even Essentials - many people cry foul? Is it just a matter of Wizards being The Man in the RPG world, so anything they do is inherently following some Evil Scheme To Rule The World? Or is it because there are many more WotC consumers? Or is it something else? (Maybe WotC is truly, inherently evil, and I just missed my save vs. charm many years ago?).
We can go beyond Paizo and Crafty and look at many RPGs which have multiple editions, often spaced much closer together than Dungeons & Dragons. Look at, for instance, Call of Cthulhu, which is one of the most hallowed "Indie" RPGs ever, with a dozen editions and sub-editions and anniversary editions over a 25-year period. I suppose one could say, "But they don't come out with thousands of dollars worth of product that is invalidated by the new edition."
I have never truly gotten this argument - the invalidation of previously published material. Is the 1st edition Dungeon Master's Guide useless because of 2E, 3E, 3.5E, 4E, and Essentials? Not at all - it is a wonderful source of ideas and tips, even to this day, and perhaps THE classic roleplaying book that every gamer, or at least every GM, should have on their shelf. Now that's an extreme example, but what about those dozens of 3.5E hardcovers? Are they invalidated and useless with the publication of 4E? Not at all. You have two options: 1) You could keep on playing 3.5E (or Pathfinder) and continue as you were, or 2) You can play 4E and mine those books for ideas, or convert bits and pieces as desired.
Here is the bottom line: Nothing is invalidated in the D&D tradition, nothing lost, and nothing no longer usable. DMs are, or should be, an inherently creative bunch, and it doesn't take a lot to convert Death's Ride to 4E, if you so desire. This is not to say that Wizards of the Coast, as a subsidiary of Hasbro, a company--like 99% of companies--primarily interested in making profit, doesn't have business in mind when they come out with new books, editions, and sub-editions, but that no matter what they do, it does not invalidate previous material.
Furthermore, and more relevant to my main point, we shouldn't cry foul every time they try to improve or refresh the game with a new edition. Yes, the new edition (or sub-edition or revision) has profit as a driving factor, but it isn't the only factor. And the two key factors: profit and game improvement, are not inherently mutually exclusive. I don't think Wizards came out with 4E just to make more money; they also came out with it because they thought it was an improvement, an evolution of the game, and as any artist or creative type knows, one is always seeking to improve their craft, their art (their game).
Again, this does not mean that profit-mindedness does not sometimes get in the way of creative development. I would say that it sometimes, even often, does (see, for example, Robert Jordan's Wheel of Time fantasy series). One could argue that 4E was a bit rushed, that it could have used some ironing out, another year of playtesting, and a few more bucks towards editing. But I'm guessing that in 2006, or whenever internal talks of a new edition began in earnest, the people at Wizards did not say "Let's create a new version of D&D without any concern for quality or innovation, just to start the cycle again and make more money." They probably said something to the effect of, "Let's use a new edition as an opportunity to both integrate new insights and ideas into the game, and to start a new cycle of money."
The point being, the two--profit potential and new ideas--have to, and seem to in the case of D&D, coincide for a new edition to occur. I don't see why we can't extend this to revised "sub-editions" so that we could, for example, get revised and re-formatted versions of the core books without people crying "Wizards is Evil!" As I said in another thread, I would certainly be very happy with a revised version of at least the Player's Handbook and probably the other two as well. In fact, I would say that it is high-time to do so, that it is almost creatively irresponsible not to do so, given the insane amount of errata and tweaks that have occurred since it was published two and a half years ago.
I would hope that Wizards of the Coast would not stop from improving their product because of Fear of Nerdrage, because knee-jerk nerdrage is actually antithetical to creative development and game evolution, as much or even more so than the (supposed) profit-mindedness that it is often in reaction to.