A reason why 4E is not as popular as it could have been

What interests me more is why Pathfinder is selling so well. Paizo's core products are their AP's, correct? Are there really that many Pathfinder DM's out their running that many Pathfinder campaigns? What's driving their sales?

Crunch. My estimate is that in virtually all RPGs half the games are run in homebrew settings, and the rest in a variety of published settings. For Paizo, they're selling Pathfinder rules materials to GMs & players, and they're selling it to people playing in Golarion, FR, Greyhawk, and a lot of other settings.

Don't agree here. Adventure and story and flavor are absolutely the foundation of Paizo's reputation and their success built up from there. And they do continue to prove that strength.

But their crunch sells very well also.

I'm absolutely convinced their crunch sells massively more than their adventures/setting material. Consider how surprised they seemed at the success of the Pathfinder rules; if it was selling at the same levels as their fluff material then there'd be no cause to get excited.
 

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By producing products the higher-spending segment of the market wanted to buy.
I agree, but that just leads to the same question of "How did they do THAT?"

Personally I don't have any use for Paizo products. My group uses homebrew settings exclusively, and our DM's custom-create adventures, mostly in response to PC actions, pretty much the opposite of a published adventure path series. However, I can see the allure of their products, because adventures and their attendant setting details are much more like fiction than the (mostly) mechanics-focused 4e books. Paizo's offerings have an additional utility as inspiration and pure reading material that WotC's don't.

I agree with this. But, as you say, they made their reputation selling adventures, and their crunch supports their adventure line, not vice-versa. And this proved to be a smart choice.
The problem here is you are simply ignoring how well their crunch sells. Your assessment does not adequately describe events.
 

I'm absolutely convinced their crunch sells massively more than their adventures/setting material. Consider how surprised they seemed at the success of the Pathfinder rules; if it was selling at the same levels as their fluff material then there'd be no cause to get excited.

At retail it does. However, you need to appreciate that Paizo was founded as a magazine company and their Adventure Path subscriptions are still, far and away, the largest product category that Paizo sells directly to the end consumer.

Direct sales for Paizo? The Adventure Path is king. And there is a lot of money to be made there.

This is important, as this probably generates for Paizo an amount of revenue per Adventure Path unit (when sold directly) as Paizo earns off most of their hardcovers when sold through a distributor. This is not a small point, ok?

To the extent that the hardcovers might earn a little more per unit when sold through a distributor than Paizo earns off an AP direct sale (and I'm not privy to hard data) then I strongly suspect that the lower printing costs of an AP issue makes up for any revenue difference the hardcover brings.

What does this mean in real terms?

At 8,000 issues sold directly to subscribers per month (to be clear: I have ZERO confidence in that number and I am pulling that out of my butt) that would mean that the Adventure Path product line generates for Paizo about the same gross revenue as selling ~100,000 hardcover rule books in a given year.

But, importantly, that money comes in predictably every month and pays the rent, utilities and some of the staff. Every month. Like clockwork.

If we increase that subscriber amount and double it (and while I have no hard date, based on the subscriber base for Dungeon, about 16,000 per month seems a reasonable subscriber base for the AP line) then that is the same as the gross revenue they would make on 200,000 hardcovers sold in a given year. That's $225,000 per month in drect AP sales. Like clockwork. You can pretty much run most of the company off of that revenue alone -- and they do.

That's big money in the RPG business. Not only that, it's evergreen money, too. The 40,000 subscribers that are causually discussed for DDI? On a net revenue basis, those numbers and Paizo's AP sales revenue are relatively close to one another. That's how important the Adventure Path sales are to Paizo.

And we have not yet even counted in the other products that Paizo sells directly to its customers. Direct sales, whether at Gencon or through a webstore, are highly profitable. And as has been discussed on ENWorld in other threads, Paizo sells a LOT more to its customers directly in terms or revenune per customer, per month, than WotC does.

Now we don't have hard data for Paizo's sales -- but we do have the gem below recently published on the blog of Black Diamond Games. The revenue at retail at that one store (and it IS just one store folks so we need to be careful when projecting this result across the whole market) is somewhat surprising.

Black Dimond Games currently earns just about the same amount of money off of five Paizo hardcover rulebooks as it earns off of ALL of WotC hardcovers and essentials line according to the owner. That makes Pathfinder a more profitable RPG to sell -- at least at this stage -- for both Paizo and for the retailer (as that means bigger sales from less rack space)

The below chart indicated that the APs do sell reasonably well at retail. The stand-alone adventures for Pathfinder, however, clearly do not sell well. There is magic in the AP line that is not found elsewhere in adventure gaming.

One last surprising note: the Flip-mat and Gamemastery Map Tiles published by Paizo are surprisingly brisk sellers for those stores that stock the complete lines. Paizo is making a lot of money off of those accessories. That's why they are increasing the lines, not cutting them back as WotC is doing with their own dungeon tiles.

pathfinder+2.png
 
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What interests me more is why Pathfinder is selling so well. Paizo's core products are their AP's, correct? Are there really that many Pathfinder DM's out their running that many Pathfinder campaigns? What's driving their sales?

It seems what Paizo's done --and more power to them for doing so-- is to successfully steal a big portion of the "D&D completist" segment away from WotC. People who are now buying adventures they won't get to run instead of books of class crunch for PC's they won't get to play.

Well, I think it has a lot to do with awesome production values and customer relations; Paizo has, IMO, far better art direction than WoTC does, and their products look pretty damn good. And, as Paizo fans often point out, Paizo employees and freelancers are very forthcoming and have a really good rapport with their customers. However, WoTC staffers comment only rarely on their own forum, and they like to keep a lid on things as long as possible. Also, Paizo listens to their fans; not only do they respond to feedback, but every now and then they also ask: "What do you want us to publish?" or "What do you want to see in X and Y?". As we know, public playtests are also linked to this, and AFAIK at least 'Cities of Golarion' and 'Dungeons of Golarions' were originally suggested by posters on the Paizo forums.

But, gorgeous art and layouts, plus openness and vigorous communication with their fans are just one part of the story; if you ask me, it's their high standard of quality, writing and attention to detail that has grabbed a lot of the former and current WoTC customers (at least among the 25+ crowd). For example, APG is in my opinion the best D&D supplement I've ever bought, and this single book contains enough material for years and years of play. And not only do their adventures read well, most of them play very well, too -- at least in my experience -- and Golarion is to me what FR used to be, i.e. a detailed setting with a lot of elements from my favorite literary genres.

Speaking as a librarian, boxed sets are not ideal material for public libraries; Paizo's books are, and that is why Pathfinder is getting more attention at the library I work at (and other city libraries as well, I guess). In fact, as far as I know, there aren't too many 4E groups in my country, but I personally know several groups that are playing Pathfinder; I even have several Pathfinder GMs among my co-workers. I don't know about US, but if I had to guess, I'd say Pathfinder is definitely more popular than 4E in Europe.

Finally, Paizonians know exactly what they're doing, what their fans want to see and where they should be heading; WoTC, on the other hand, seems to be flailing around in darkness and desperately trying to hit something. I would actually want to try running 4E, and I guess I'm one of those people who they tried to hook with Essentials, but I'm not interested in Fortune Cards or boardgames or "4.5-ish" revised books with added options; I want minis and new printings of core rulebooks with errata (and I dislike digital products, so DDI is not an option for me). I still buy Dungeon Tiles (which is, IMO, their only product line that still has great production values and usability), but as I'm looking at their product catalogue for this year, I feel sorely disappointed. :(
 
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To echo parts of Steel Wind's points,

I am highly confident that, at this point, growth in their story based product is being strongly supported by their recognition as the home of 3X roleplaying. Just because the adventures got the ball rolling does not mean that the benefits always flow in the direction.


And, the one thing I think is clearly the big point of common success between 4E and PF is the subscription model. The details are way different, but the economic core is the same.
 

I posted a longer discussion about this recently, but in short, there is a fundamental mistake in comparing 3E to 4E here.
I think I basically agree with you.

I posted upthread that, when 4e was released, I assumed that WotC had the market research to confirm Ron Edwards' specualtion that a well-supported RPG that departed from "simulationism-by-habit" could really take off.

It seems, however, that WotC were taking a bit of a punt, and that Edwards' speculation was wrong. (Although I think WotC didn't do as good a job as they might have in writing their rules texts - see below for more on this.)

In some ways it seems that 4E advocates a sandbox approach to the game, yet doesn't offer enough tools and support for running a sandbox-style game. So in the end 4E has been in a kind of in-between state, between its original "points of light" sandbox approach and its half-baked settings.

See, I don't see why they can't do both - advocate a sandbox approach, provide support for running a sandbox game, but also create and support and ongoing setting (like Nentir Vale).
My response to this - and it's just my intuition, it's not coming from any deep insight into either RPG business or RPG design - is twofold.

On "why not both" - I think it's actually a bit of a challenge to come up with action resolution mechanics that suit both "just in time" GMing of a situation-driven game, and that suit "world/story" GMing of the sort that a developed setting supports.

I'm not saying it's impossible - HeroWars, for example, is a game that tries to combine both approaches using Glorantha as the gameworld.

But just one example as to why it might be tricky - in a "world/story" game, the GM is likely to know the obstacles in advance, and to present them in some detail to the players, and the players will then be looking for action resolution mechanics that really let them enage with the detail of those challenges. And those action resolution mecanics have to produce results that put the players on the same page as the GM - otherwise the game won't run smoothly.

On the other hand, in a "just in time" game the GM is more likely to be adding details to a situation in response to ideas and interest expressed by the players as play is going on. So the action resolution mechanics have to be ones that encourage the players to produce those sorts of ideas, and that let them pursue their interests - otherwise the GM will be left with nothing to build on.

Skill challenges are, in my view, a good attempt at a mechanic for the second sort of play - and that is how the rules for skill challenges are presented in the DMG and PHB (I can provide quotes if desired). But skill challenges are a fairly poor mechanic for the first sort of play - they tend to produce the "exercise in dice rolling" experience, as the GM describes the situation to the players, and tells them their options, and the players roll the dice. And this is how the examples of skill challenges both in the DMG and in the WotC adventures have tended to be experienced (not by everyone, but I think at least by a majority of the posts I've read on these forums).

Second response: I think Ron Edwards is right when he says that authors of non-simulationsist RPGs mechanics are often afraid to explain, in plain language, how they intend their mechanics to be used. They fall back into the language of simulationist RPGs. And this makes the rulebooks for their games at least moderately incoherent. And in my view 4e has this problem. (Worlds and Monsters is an honourable exception, but its candidness about the way in which monsters and other game elements are intended, by the designers, to be used by a GM in running adventures is reflected in only one part of the core 4e rules that I can recall - namely, in the DMG's brief discussion of languages. EDIT TO THIS: of course the DMG makes it very clear how monsters are to be used in combat encounter design and resolution - but I'm talking about the use of game elements to create an FRPG experience - indeed, the fact that the DMG goes metagame only in relation to combat, but not in relation to GMing overall is part of the problem.)

When I look at the rules in a book like Hubris's Maelstrom Storytelling, or Robin Laws HeroQuest II - which are both sterling exceptions to Edwards' generalisation about non-simulationist game texts - and compare them to WotC's efforts, it makes me cry (well, not literally!). If only WotC had actually explained to readers of the rulebooks how the sort of game that the 4e mechanics support is played and GMed, maybe 4e would not have so easily fallen victim to the "dice rolling"/"minis game"/"WoW" critiques. Instead WotC left this as an exercise for the reader - and those who tried to play the game in the typical sort of way that 2nd ed AD&D or 3E was played had, I assume, a fairly mediocre experience, of rolling a few dice and making a few tactical decisions but not really experiencing the evocative power of gaming in a fantasy world.

But like I said upthread, and earlier in this post in response to BryonD, maybe the sort of game that 4e exemplifies is just not going to be popular in any event. In which case I fully agree with you that the problem for 4e's popularity is the setting issue, but precisely because this is (in my view) a symptom of deeper features of the mechanics which it turns out many RPGers seem not to want.
 
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It seems what Paizo's done --and more power to them for doing so-- is to successfully steal a big portion of the "D&D completist" segment away from WotC. People who are now buying adventures they won't get to run instead of books of class crunch for PC's they won't get to play.
I can see the allure of their products, because adventures and their attendant setting details are much more like fiction than the (mostly) mechanics-focused 4e books. Paizo's offerings have an additional utility as inspiration and pure reading material that WotC's don't.
Good posts that make sense to me. What is a little frustrating to me is that, in my experience, the closer an RPG product is to fiction, the harder it is for me to incorporate into my game. I want outlines of situations that are ready for me to drop my party into, perhaps with a few general possibilities for resolution sketched out, and perhaps with some backstory that is engaging and likely to make a difference in the actual play. These tend to be more like encyclopaedia entries and less like readable fiction.
 

Others embraced the new edition. The reasons why really don’t concern me but I hope they understand I will never play 4e, just as they will never return to 3.5e.
And some of us weren't playing 3E or 3.5, and came back to D&D because of 4e. But, it seems, perhaps not enough of us.
 

That is certainly NOT the only way. RPGs will tell you what is doable or not, primarily through what there are rules for.

<snip details>

It is a common myth that newbies love improvisation and rules-lite gaming.
Pawsplay, I don't really disagree with anything you say here, and I feel that you may have misunderstood my post(s).

Someone upthread suggested that 3E handled newbies unfamiliar with the mechanics well, because all the newbie had to do was describe an action, and then the GM used the rules to resolve it.

4e, on the other hand, was said to be less friendly in this respect because its power-based/exception-based design means there are no clear underlying substystems that the GM can turn to in a similar fashion.

My point was that I think this exaggerates the newbie friendliness of 3E, because in fact many of those underlying subystems in the 3E rules will produce mechanically sub-optimal results, which are likely to lead to the newbie having a less-than-satisfactory experience (at least in combat).

I believe that the point made in the last paragraph stands regardless of whether or not 3E's systems are good simulations (you suggested that they are - I'm in no position to dispute you on that) and whether or not newbies like rules-lite. Furthermore, if a newbie is eager to learn the rules, than s/he will likely have no more trouble learning the mechanics that govern her low-level 4e PC than the mechanics that govern her low-level 3E PC.
 

If only WotC had actually explained to readers of the rulebooks how the sort of game that the 4e mechanics support is played and GMed, maybe 4e would not have so easily fallen victim to the "dice rolling"/"minis game"/"WoW" critiques. Instead WotC left this as an exercise for the reader - and those who tried to play the game in the typical sort of way that 2nd ed AD&D or 3E was played had, I assume, a fairly mediocre experience, of rolling a few dice and making a few tactical decisions but not really experiencing the evocative power of gaming in a fantasy world.
I can only speak for myself. But I am comfortable presuming that my own view is fairly typical.

I understand how 4e plays and is intended to be played. And well before 4E was released I knew that it was not a game that appealed to my tastes.

In the last months leading up to 4E's release a very common arguement was that those of us not interested simply did not "have everything in context". This turned out to be untrue.

So I really don't think having it explained better was the problem at all.

In contrast, I look at Andy Collins comment to the effect that prior editions tried to make classes the way they would be in a fantasy world and 4E instead looked to make compelling game mechanics. To me that puts "mini games" squarely in front, to the expense of "the evocative power of gaming in a fantasy world".

That isn't to argue right or wrong. But the perceptions are not based on understanding or playing 4E differently than intended.
 

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