4 Hours w/ RSD - Escapist Bonus Column

As many of you know, the Escapist has recently run a 3-part series on the past, current and future of Dungeons & Dragons. The ENWorld coverage begins here. I contributed some insights to that column and wanted to take this opportunity to expand and clarify some of my thoughts on this topic. Who Is This Guy Anyway? I [Ryan Dancey] have been involved on the business side of hobby game...

As many of you know, the Escapist has recently run a 3-part series on the past, current and future of Dungeons & Dragons. The ENWorld coverage begins here.

I contributed some insights to that column and wanted to take this opportunity to expand and clarify some of my thoughts on this topic.

GenCon2009-LisaStevens-OVC0U8.jpg

Who Is This Guy Anyway?

I [Ryan Dancey] have been involved on the business side of hobby game publishing since 1993, when I operated one of the first on-line/mail order hobby game stores, RPG International. It was through my work at RPG International that I met the team at Alderac Entertainment Group with whom I co-created the Legend of the Five Rings intellectual property, eventually spinning it out into a stand-alone company called Five Rings Publishing Group which was acquired by Wizards of the Coast in 1997 as a part of the process whereby Wizards also acquired TSR. I was at Wizards, working as a brand manager on trading card games and eventually leading the brand and business unit for Dungeons & Dragons until early in 2001 when I left to found a startup providing organized play services to 3rd party game companies, wound that down in 2003 and worked as a consultant until 2007 when I became the Chief Marketing Officer of CCP. Currently I’m the CEO of Goblinworks, a startup company developing a next-generation fantasy MMO.

I give that background (again for those of you who read the first column in this series; sorry for the repetition) just to establish the fact that I’ve been watching this industry closely for a very long time and feel I’ve got some insights worth sharing.

The Tabletop Roleplaying Game Hobby Is Contracting

Let me begin with a few simple statistics.

In 1995, when I was writing the business plan for the Legend of the Five Rings CCG, I assumed, based on the conventional wisdom at the time, that there were approximately 5,000 full line hobby gaming stores in the North American market. After arriving at Wizards of the Coast in 1997, I was surprised to discover that Wizards had been able to identify (after extensive work) only about 2,500 stores. In addition, there were about 2,500-3,000 mass-market book stores that sold some hobby gaming products; mostly TRPGs, and mostly just D&D.

Today, the best data I have been able to assemble leads me to believe that there are less than 1,000 full line hobby gaming stores left, and there may be as few as 500.

Of those mass-market bookstores, B. Dalton is gone. Waldenbooks is gone. Borders is going. Barnes & Nobel is not healthy. Today, there are only about 1,000 mass-market bookstores left (717 are Barnes & Nobel stores). That is meaningful because historically 50% of the D&D business was sold via mass-market bookstores and the loss of those stores has directly impacted D&D (and other TRPGs) significantly.

In 1994, when I attended my first GenCon, the list of exhibitors at the show included many companies that earned most (or all) of their income from selling tabletop RPGs, and who employed one or more full time TRPG designer/developers: Atlas Games, Chaosium, Dream Pod Nine, FASA, Game Designers Workshop, Heartbreaker, Hero Games, Iron Crown Enterprises, Mayfair, Palladium, R. Talsorian, Steve Jackson Games, TSR, West End Games, White Wolf, and I’m sure there’s others I’ve regretfully omitted.

In addition to those companies there was another constellation of small publishers consisting of one or two people trying to make a start in the business, working part time as TRPG designer/publishers, and buzzing around all these companies were dozens (maybe as many as a hundred) freelancers who made all or a significant part of their incomes from TRPG design work.

It’s notable that many in the industry saw the period from 1994-1999 as being fairly bad for TRPGs. The twin rise of collectible card games and the Games Workshop hobby appeared to be draining the TRPG segment of designers and of revenue. The most obvious sign of this problem was the failure of TSR’s business, leading to its acquisition by Wizards of the Coast in 1997.

I would argue that the segment actually brought on most of its woes by simply producing too much product. The proliferation of games, game worlds, and “house systems” so fragmented the market that despite indications that overall revenue remained fairly constant for TRPGs as a segment, the income earned per product and per company became so sub-divided that many (both products & companies) became unprofitable.

A second major factor at work was the consolidation of the distribution tier. When I was selling Legend of the Five Rings in 1996, we had an initial list of North American distributors of about 50. By the end of the decade, that list had shrunk to about a dozen. In fact, virtually every distributor in the market was either sold or closed between 1990 and 1999 – the people who had created the distribution network for TRPGs cashed out to the people who rebuilt it for the CCG business.

This consolidation had an unexpected effect on the TRPG publishers. Every distributor prior to the late 1990s had engaged in a practice whereby they ordered product from TRPG publishers in bulk, and held the inventory in their warehouses to fulfill retailer orders as needed. The standard industry terms were for the distributors to pay the publishers 30 days after receipt of the products. This created cashflow that sustained the publishers – they did not have to wait for every book they printed to sell, they could get the money immediately and transfer the risk of slow sales to the distribution tier. And in addition, every distributor tended to order about 10% more than they could realistically sell, as a hedge against as surprise hit. When the distribution tier consolidated, the publishers suddenly lost tremendous volume in terms of sales and cash. That 10%, multiplied by 50 distributors, was a lot of books. And the distributors that were left were run with much tighter financial policies, leading many to cease pre-paying for inventory and instead asking to hold it “on consignment” – that is, they wanted to pay for the product as they sold it, transferring the risk back to the publishers.

When I took control of the brand & business unit for TRPGs at Wizards of the Coast at the end of 1997, I asked Lisa Stevens to do a market research project to figure out what had really happened in the history of the industry and how we had (collectively) gotten ourselves into the deep hole we found ourselves in.

There were two basic answers revealed by her research.

The first was that the products the industry was producing had become too costly. The boxed set, in particular, was a huge problem. The cost of a boxed set vs. a hardcover book was often a multiple, rather than a percentage. The cost of a hardcover vs. a softcover book was also substantial. In fact, we found several high profile D&D products that were costing the company more to make than the suggested retail price of those products! This issue was endemic throughout the industry, since many publishers assumed they had to “keep up” with TSR in order to be competitive. But TSR wasn’t acting rationally, and had set its suggested retail prices based on its opinion of what the market would pay, not based on what they needed to charge in order to make a profit on the things they were publishing.

In this field, we often use a shorthand pricing system called the “Rule of 5”. Under this rule, you determine the suggested price of a product by multiplying the cost of the product by 5. Factoring in the 3-tier distribution system the industry uses, the result is that the final suggested retail price produces the following divisions:

• 20%: Cost of Goods (the cost of the production of the product, plus the wages paid to people who worked on it and any licenses or royalties)
• 20%: Gross Profit (that is, profit before subtracting all operational costs like salaries, marketing, rent, etc.) to the Publisher
• 20%: Distributor Margin (the gross profit the Distributor earns)
• 40%: Retailer Margin (the gross profit the Retailer earns)

This means that every $1 of cost increases the suggested retail price by $5. Some of the things TSR was doing were adding $10 to the cost of its products – which should have added $50 to the suggested retail prices – easily pushing many of those products into the $100 range. Instead, TSR was just losing money every time it sold one of these products. And the people who made those products never knew, because TSR’s dysfunctional management system hid that information from them. It was not until they got to Wizards of the Coast and had a chance to see the “real numbers” that they realized what had been happening.

The second issue that Lisa’s data revealed led us to our conceptual breakthrough about the business of TRPGs that shaped every decision we made when bringing the 3rd Edition of D&D to the market.

We realized that TRPGs fall into a special class of products & services that generate network effects. In our case, the effect that had the most impact was the concept of the network externality. For TRPGs, the “true value” of the product is not in the book/box that you buy. It is in the network of social connections that you share which enable you to play the game. Without that social network, the game’s value is massively reduced (it becomes literature, and there’s a small market for people who like to just read and never play TRPG content).

We began to view the market not as a series of product pyramids (a core book at the top, and an ever-broadening base of support materials produced over time), but instead as a series of human webs that overlapped and interconnected. Where those webs were strong, the products flourished. Where they were weak, the products failed. The limiting factor to the growth and strength of the TRPG market was not retail stores or shelf space, it was human brains within which these games could interconnect.

The more segmented those brains became, the weaker the overall social network was. Every new game system, and every new variant to those systems, subdivided that network further, making it weaker. Between 1993 and 1999, the social network of the TRPG players had become seriously frayed. Even if you just looked at the network of Dungeons & Dragons players you could see this effect: People self-segmented into groups playing Basic D&D, 1st Edition, 2nd Edition, and within 2nd Edition into various Campaign Settings that had become their own game variants. The effect on the market was that it became increasingly hard to make and sell something that had enough players in common that it would earn back its costs of development and production.

We looked around the industry and saw the same problem at virtually every company that had become successful: White Wolf had 5 World of Darkness games which were all slightly different, surrounded by a more diffuse constellation of games somewhat related to the Storyteller system but designed to be mutually incompatible. FASA had 4 games, none of which shared anything in common. Palladium & Steve Jackson Games both had “house systems” that they tried to use across their entire product lines, but they had ended up with the “Campaign Setting” issue that was bedeviling TSR; the variant rules at the edges of their games were creating independent game networks despite the shared DNA of the core. And we knew that inside every one of those companies they were seeing the same financial information we were seeing: Each new release was selling fewer and fewer copies, and in response, the companies were increasing the pace of releases trying to sustain planned revenues by volume of titles, not by volume of units. And it was killing everyone.

Our analysis lead us to the conclusion that in order to escape this trap, D&D at least had to try and unify its player community around one set of universally acceptable rules. And we had to cut back drastically on the number of different books we were publishing to focus spending on individual titles to drive up profitability. It was literally better to sell 7 copies of one book vs. 5 copies of two different books due to the economies of scale involved.

We hooked that train up to the engine of the Open Gaming License to help spur consolidation of game systems towards a common core, and to enable publishers who wanted to just make a great world or a cool sourcebook to do so without having to first make their own homebrew RPG (and thus fragment the market), and watched the resulting highly entertaining explosion in creativity and revenues in the market starting in 2000.

If you take that list of companies that were active at GenCon in 1994, you have to add all sorts of new names by the time you get to the GenCons of 2001/2: Alderac Entertainment Group, Decipher, Eden Studios, Fantasy Flight Games, Goodman Games, Green Ronin, Guardians of Order, Holistic Design, Kenzer & Co, Malhavoc Press, Mongoose, Necromancer, Pagan Publishing, Pinnacle Entertainment Group, and a host of others that I’m certainly omitting unintentionally. Of course many of these companies were active prior to the OGL/D20 era and many never published D20 products but they all benefited from the resurgence of D&D.

Add to that a number of “indie” RPG companies that were supporting one or two full time designer/publishers like Ron Edwards, Luke Crane, and Vince Baker. The indy RPG segment was getting good advice and learning how to be financially viable via the exchanges on the Forge and other sites dedicated to small press publishing – work that continues to today and has helped create a large number of independently published small TRPGs exploring niches that larger mass-market TRPGs would never have attempted.

Feeding all that activity was an even larger cadre of freelancers than had been in place in the 1990s – the D20 System enabled folks who would never otherwise have tried their hand at commercial design to get paid for their ideas, who joined the pre-existing ranks of freelance creative people working with the major publishers.

Let’s set the high-water mark of the TRPG industry as GenCon 2003, where Wizards released the 3.5 edition of D&D. Shortly thereafter the dominoes started to fall: Incompatibilities between 3.0 and 3.5 meant that a lot of inventory on store shelves became “obsolete” in the minds of customers, resulting in a huge drop in sales and an effort by the retailers to clear that inventory at deep discounts. With the drop in sales came a drop in orders for new products – retailers got skittish about investing more money into a market that was causing them massive headaches.

It’s possible that things could have found a natural bottom at this juncture, and that the market could have rebuilt itself on the 3.5 platform.

Unfortunately, it was never going to get that chance.

At the end of 2004, Blizzard released World of Warcraft. The MMO market which had been considered an interesting curiosity by the tabletop RPG market suddenly exploded. Whereas the previously most successful game (EverQuest) had attracted about 400,000 concurrent paying accounts at the height of its success, World of Warcraft exceeded a million players within 12 months. By the end of 2007, it had more than 5 million players in the US and Europe. An entire new market grew up around World of Warcraft as other companies rushed into the space, quickly creating offerings outside of the basic fantasy of Warcraft, including superheroes, science fiction, cyberpunk, and military history: the very foundations of the TRPG market.

Worse (for the TRPG business) the MMOs also went after young children and engaged them in ways that TRPGs weren’t. Club Penguin, in particular, was so good at getting young kids into its game that Disney bought it for $700 million, and it was reported to have more than 30 million kids playing it.

Almost overnight the TRPG industry suffered two quick body-blows. A large number of people within its network externality left their TRPG groups to focus on MMOs. And instead of receiving the benefits of an acquisition engine generating new players every year, young kids got diverted into MMOs at an age earlier than any suitable TRPG offering, likely establishing a play pattern they’ll keep through to adulthood.

The effects on the TRPG market are now quite visible. At GenCon 2011, the number of companies that were paying full time salaries for TRPG game designer/developers was reduced to a short list: Alderac Entertainment, Kenzer & Co., Fantasy Flight Games, Margaret Weiss Productions, Mongoose, Palladium, Paizo, Steve Jackson Games, White Wolf, Wizards of the Coast, and one or two smaller “indy” publishers. Missing from that list are many of the successful companies that were thriving in 1994 and 2001/2 – lost to the industry as well are the freelancer jobs that those companies used to sustain.

Some of those companies continue to publish as secondary sources of income for their owners: Green Ronin and Pinnacle Entertainment Group are great examples of this phenomenon. But that seems to me to be a very precarious place to operate - the margin for error (or accident) is razor thin.

And the contraction is continuing. Wizards of the Coast has laid off a number of designers, as has White Wolf. Hero Games announced that it is ceasing to operate with a full-time staff. Problems at Catalyst indicate that it may be a while before they’re able to sustain the TRPG businesses they inherited from FASA.

So we see the causes: Rise of MMOs, collapse of retailing, and consolidation of distribution. And we see the effects – loss of jobs, shuttering of companies, and virtually no new startup publishers in the space with a mass audience.

Where Does This End?

My opinion is that the hobby gaming industry is going to transform into a very small niche business. It will cater primarily to an aging group of players who have made TRPGs their lifetime hobbies. As those players age, they’ll need less and less support in the form of commercially produced products. They will instead seek out community support tools to help them remain in touch with their hobby even as the social network they’re directly connected to becomes ever more frayed.

In the Escapist articles I am quoted as saying that this process will be like the evolution of the model train hobby. What I could have been more clear about was that my belief in this transformation is driven not by escalating costs (as in the case with model trains) but instead by the lack of an effective acquisition engine to drive new players into the TRPG hobby, and by the continued subtraction from the TRPG social network caused by MMOs.

As neither of these problems is structural to the TRPG industry, and are both driven by external factors, there’s very little that can be done to counter them directly.

Future Paths

Digital


The first thing that a lot of folks ask for when engaged about the future of the hobby is a virtual table top. It seems kind of obvious – if MMOs are breaking the social network of TRPGs then the way to fight back is to take the TRPG to the MMO’s territory and enable distributed on-line play.

The problem is that VTTs exist, and they’re not successful. If you give people the choice between a VTT and an MMO, they pick the MMO. The VTT doesn’t solve the real problem that is that the MMO experience is simply better for a significant portion of the former TRPG social network. My opinion is that a successful and widely used VTT will remain an elusive mirage despite how much effort is poured into developing them.

That is not to say that there’s no role for digital in the future of the TRPG. Transforming the delivery mechanism of TRPGs into digital products is, I think, the likely evolutionary path. And I’m not talking about just PDFs of printed books – I’m talking about the idea of making a digital product that takes advantage of all that implies to deliver an improved tabletop experience using iPad-type technology.

Conversion to Family Games

I define a Hobby Game as one where (at least one person) spends more time preparing to play the game than actually playing it. For TRPGs that is usually the GM, but often it is players as well. This “out of game time” may be the biggest obstacle to overcome to keeping the TRPG platform competitive.

I think that commercially successful TRPGs of the future will be constructed more like a family game – something that can be unpacked, learned quickly, and played with little prep work. These games will give people a lot of the same joy of “roleplaying” and narrative control that they get from today’s Hobby Game TRPGs but with a fraction of the time investment. Wizards is already experimenting with this format, as is Fantasy Flight Games. It seems like a good bet that there is a substantially profitable business down this line of evolution.

Pathfinder

I will end this essay by talking a bit about Pathfinder and it’s role in the market.

One of the goals of the OGL and the D20 project was to ensure that no single company would ever have the ability to kill Dungeons & Dragons. TSR almost did so; near the end of its existence it had pledged the copyrights and trademarks of the D&D franchise as security against loans it could not afford to repay. Had TSR gone into bankruptcy it is likely that for at least some time, and possibly an extremely lengthy period, nobody would have had the right to publish using that IP while the bankers fought over the carcass of TSR.

The OGL/D20 project also ensured that a version of D&D would exist as of the 3rd Edition version no matter what future incarnation of D&D might be developed. Future versions of D&D would be benchmarked against that milestone, and if the market decided they did not want to switch to the new version, unlike in previous iterations where all commercial support for the previous version would be terminated, the market would be able to keep supporting the version that they preferred. This raises a high bar to future versions of D&D – you have to be so much better than the 3e game that people will voluntarily switch platforms.

Pathfinder has (obviously) become the game that represents that 3rd Edition milestone in the minds of the majority of the players, and is benefiting from the fact that it seems the number of voluntary switches to 4e was less than Wizards had hoped.

Any time a market contracts, a phenomenon is observed which is called a “flight to quality”. This means that the people who remain in a contracting market tend to concentrate their business around the most successful parts of the market, hoping that they’ll be able to ride out the collapse and make it to a future expansionary period. This is what is happening right now with Pathfinder. The social network that was coalesced by the D20 System has been inherited by Pathfinder. Even as the rest of the market is getting smaller, Pathfinder is getting bigger because its attracting all the people who remain interested in the TRPG format.

Paizo, for its part, is still trying to re-start the acquisition engine. The Beginner Box it released this year is the best intro product that the TRPG market has seen in well over a decade (maybe 2 decades). I’m certain that there are kids who got it for Christmas and are right now getting their first taste of the TRPG experience. Hopefully those kids will decide to spend at least a part of their gaming time around the tabletop rather than the MMO virtual worlds. Only time will tell.

My instinct is that Pathfinder will be the lifeboat that the long-term hobbyists will use to keep the social network from fraying past the point of no return. There’s enough people playing it and interacting both locally and virtually that I think it has the momentum it needs to sustain itself even if a total worst case scenario would unfold (Barnes & Noble also fails, and the full line hobby game store ceases to exist). Paizo is doing the right things in making its community and its market one unified whole, which is a great insurance policy against forces beyond its control.

Where Goes D&D?

I’d like to expound on this topic in more detail. Unfortunately, I’m privy to confidential information that makes that impossible at this time. I see the same things you all see – Monte Cook going back to Wizards of the Coast and a general recognition in the market that 4th Edition was not commercially successful. I think that in 2012 I’ll have a lot more to say about D&D, but that will have to wait for a future column. For now I’ll just end by saying that I hope with all my heart that the folks at Wizards of the Coast figure out how to get that franchise righted and back on track, because it would be good for the hobby in general for D&D to become a strong brand again.

--RSD / Atlanta, December 2011
 

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Ryan S. Dancey

Ryan S. Dancey

OGL Architect

Cergorach

The Laughing One
I'm seeing 56 page B&W adventures for $10, but those have always been more expensive then usual. A 160 page book for $10 with 300+ rituals. Level up is 64 pages and $4. But I'm also seeing 16 page expansions for $5. But would you accept that kind of quality and price from a publisher like WotC these days? I don't think folks will, folks don't mind paying for quality, but 32 pages of discarded material that didnt make the book, wrapped in a subpar wrapper isn't exactly quality.

I'm seeing a lot higher 'average' salaries for Germany, as high as €41.000 from a research from 2010. $22.000 => €17.600, that's just above the minimum salary in the Netherlands (€17.360). There's a BIG difference between average income (which is €22.000 in the Netherlands) and average salary. With average income, they take all the income be that a salary or a social stipend and divide that by the number of citizens including folks that don't work (including children). The average salary of those working in the Netherlands is €34.600, I doubt it's much different for Germany.

And an Editor, Layout artist or an Illustrator aren't exactly low-end jobs. I see folks taking significant lower salaries in the non-profit sector, but when it's for a business that aims to make more money (like WotC, aka. Hasbro) folks don't accept a pittance...

And what's this mumbling about supporting multiple editions? For a property like D&D it isn't doable, to much stuff out there, a market that is already split up amongst many RPGs isn't going to support even older editions. It would kill the business. But as I have said before, what one find unprofitable, someone else could find profitable. The problem is the D&D brand, it's worth a lot, so getting a license to produce D&D 1E products isn't going to happen, because such a license would be prohibitively expensive, even if WotC/Hasbro was inclined to license out D&D 1E.

I'm currently working on a new Mecha line, I'm getting new B&W line art designs done at $50, that's relatively cheap. If I want an established popular name, I'm quickly paying $150 per illustration/design. I'm currently working with someone that is relatively new in the field, and delivers some cool designs, but isn't a professional yet. If he keeps growing he will ask/get more and it'll be worth it.

In 2003 someone who did color illustrations for Dungeon/Dragon magazine (those single class/monster illustrations) got him $150, which he thought was quite good, but it was an established magazine.
 

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OpsKT

Explorer
(in response to my citation of the number of FLGS left in the North American market).

Yes, certainly. I was paid by a client while I ran my consulting business to reach out to as many such stores as could be located. To build the necessary database I compiled information from SIC codes and from on-line yellow pages and by doing state by state searches of business licenses. I added in the retail lists I had been keeping for years for my own businesses, as well as contacts screen scraped from many publisher sites. I think GAMA may have distributed a retailer list after one of the GTS shows (but I honestly don't remember at this point). Then I hired an outsourced firm overseas to call all of the phone numbers we were able to generate and we had our outsourcers ask the people who answered a series of simple questions to see if they were brick & mortar stores and if they sold hobby game products beyond just D&D and Magic. Given the time that has passed since that work was performed (more than 5 years) I'm saying the number is likely 750 FLGS +/- 250.

Thanks for this. I was not calling you or Lisa lairs (as implied by another earlier) but as a general academic rule, you mistrust numbers you don't see yourself unless you at least know how they were gathered. Thank you. That makes sense as a way to have gathered those numbers that would be accurate.

"Flight to Quality" isn't something publishers do. It's something consumers do. And it's an emergent behavior, not a planned or scripted thing. It just happens because most people are rational, and in a shrinking market, the rational thing is to go where most of the other people are going. Once it starts, it becomes a self-fulfilling prophesy. In Pathfinder's case, it's well past the starting point.

You've got a twisted and mistaken idea about the people who make RPGs (D&D, Pathfinder, etc.) if you think they're driven by automatic response to market research and focus groups. By and large they're ad hocing it just like they always have. In fact, I'd bet that by far there's more tension as the market research folks try to convince designers not to do something than there is effort expended trying to get them to do something based on research. It's a hair pulling experience to convince a designer who knows they're right about something that the data shows they aren't.

It sounds like this is a terminology difference based on matters of scale. In my business classes (currently in senior year finishing a second Bachelor's degree in Business Information Systems) we discussed flight to quality as what happens when large mass manufactures contract around the goods/lines that both sell well and have a high margin. For example, GM cutting the popular lines of Pontiac and Saturn, even thought the consumers were buying them and they were popular because the margins were still too low even with people buying them as very popular brands.

I could see in a smaller market where that contraction would be more of a response to consumer actions than margins, but only to a point. Star Wars Saga Edition was very popular, but WotC decided to end it because in part it had too low a margin with the licensing fees.

That said, how much of this flight to quality is due to the game being good, as opposed to the perception that the game is good? While Pathfinder is a decent system, it was built on the bones of D&D v3.5, and as a result has most of the problems that v3.5 had intact. 4e has it's own set of problems (while I think that both games problems stem form being level based over 'organic' that is a topic for another time and thread), but at least it is more consistent among levels with those problems. Pathfinder still has 'liner fighter, quadratic wizard' issues even with the new gifts to the martial style classes.

Or, and this is impossible to easily measure I'd admit, but should be considered, how much of this perceived flight to quality is due to the edition wars and the perception that one game is winning over the other? While the edition wars have pretty much drove me away from running both, how many feel like they have to be forced into one or the other to find people to play with? Which is a shame, because I do believe there is room for both, as each does the 'Generic Fantasy' genre with a different feel.

Part of this, I think, is that in the industry, the GMs have an unusual amount of clout. In video games, anyone can buy and play. In TRPGs, it is often the DM who buys, runs, plans, and chooses the game for the entire group (in part, often because they have the money to buy this stuff).

Fair enough - it was done by my marketing department. It's only fair that I take the shot for it. It was in bad taste, I wish it hadn't been done, and if I had the chance to do it over again, I'd have intervened to stop it if I had the chance to do so.

I give you full credit and award for being a good enough man to admit that was a mistake and not try and gloss over it. I don't care what the people on the Eve Online forums might say about you, you just earned big points in my book. :)

Do I really think the companies as a whole are encouraging the edition wars? No, of course not. That's bad business form to attack your competitors directly. But do I believe that marketing people might be taking advantage of that? Sure, to a point. We're all human. We want to feel like we've made the right product choice and that we 'won.'

But the industry as a whole would be well served by doing what they can to get everyone back in the Big Tent®, and then working with the consumers to figure out how to get more people to come in the front flap and see what we have to offer.

The DDI should not be a hypertext version of the rules. That should be free anyway. DDI should be tools to help you manage your game and your characters. It should be editorial content to help you enjoy your game session more. It should be lore and backstory for campaign settings. It should be a library of content not published in books that you can access for a small fee - stuff that's got too small an audience to be worth printing, but that YOU might find really helpful (like for example a few dozen more Fey creatures).

DDI should also be a community organizing tool that helps you find groups, form groups, and gather groups into larger groups so that folks have a sense of a real-world social network.

DDI should also be a place for playtesting and feedback, where the designers can get immediate and real-world input on the work they're doing.

And obviously it should be a portal to content: All the content that TSR/Wizards has ever published (and that they have rights to) should be available for a reasonable fee.

Why can't I browse a list of monsters (thousands and thousands), select any number I wish, and have a POD version of a Monster Manual custom built to my specifications sent to me (electronically or in print)? Why can't I build my own spell books for my campaign from a list of spells (thousands and thousands) and do the same?

Wizards has all the data necessary to enable a whole new way of formatting the game - customized directly for YOU, as opposed to generically. DDI could be the portal to that.

The material released as Open Game Content is just the tip of the iceberg of value that Wizards controls.

In this we fully agree, and before I finally deleted my account and quit their forums because I was sick of the edition wars, I said very similar things often on the boards at WotC.

Let me ask you if this makes sense -- I have been saying since the first Character Builder was released that the CB should be a free product to use (online or offline, doesn't matter). It would let you pick your powers, do the math, and so on. And it would make you a character sheet.

But only the sheet. No power and item cards. Powers and feats just listed by name. To know what all that stuff you added to it DOES (read: your powers and magic items, rituals for certain caster classes), you'd need to own the books that stuff was in.

Therefore, WotC would give away convenience with the CB, but actually encourage people to buy the books.

Does that make sense based on your experience? And, if it does, would Paizo consider doing that for Pathfinder?

And as an end note, to someone else --

One thing that the computer gaming industry has done is to coalesce around a small number of online platforms, Steam, for instance is a one-stop-shop where you can instantly purchase and play a vast array of games. Nothing like that exists in the TT RPG industry.

Well, it does actually. They are called Amazon (where I get most of my physical game books because my UFLGS never has stock) and DriveThruRPG. If the companies started doing Kindle editions, I'd get those via Amazon (for supplements, I still like physical core books to reference at a table).
 
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Klaus

First Post
No offence. Let's settle this. I like your artwork;)

Unfortunatly I'm pressed into a position I don't advocate.
I was estimating the cost based on how I would do it as a startup. I said elsewhere, that WotC is an entirely diffrent matter. They can certainly pay $20 for a good black & white picture. < pun

Let me ask you a serious question. How long does it take you to to paint a good b/w picture?
Depending on size (1/3, 1/2 or full page) and complexity (portrait, scene, humongous battle with dozens of creatures and characters) it can take anything from one to four days, in addition to the back and forth of doing sketches and reasonable revisions before doing the final piece.
 

Brix

Explorer
.. And what's this mumbling about supporting multiple editions?
That was a suggestion from another poster in this thread.
You can also support multiple editions by publishing edition-neutral fluff
I know of high quality fluff that didn't make it into a book. For example the web enhancement for the Mysteries of Moonsea accessory. This was already announced, but was not released, because 4E came, and wizards did not want to publish pre-FR-material anymore. I guess it was already finished at that time complete with $150 artwork and the best payed editors and layouters the world has ever seen.

I'd pay $1,99 for it.
I guess at least 500 other people would buy it, too.
That's $1000 Euro for putting the damned thing online.

Not doing it is simply stupid (and it was stupid at that time)
Not only would this approach generate money. It would also bring back many 4E-deserters.
 

freeAgent

Explorer
I joined this site just to reply to this article.

I agree that the TRPG market is contracting and has been since at least the mid-late 90s. My first experience in RPGs was with AD&D when one of my friends and his older brother allowed me to sit in on one of their sessions and play a character. I thought it was really cool and wanted to play more. This was probably in 1995 and I was 10 years old.

Unfortunately, I had a hard time finding anyone to play with other than my one friend and his older brother. In fact, I had a hard time playing with them, because it was really the older brother's game (he was the DM), which he played with his friends. I was only able to play with them a handful of other times. I tried to get some of my other friends interested, but I never had the financial resources to buy a ton of books, so I was stuck with the intro to AD&D box and some random add-ons mostly about the Forgotten Realms campaign setting. In any case, my attempts to actually play D&D as a TRPG were a failure. This was also due to both "hobby" games stores I knew of in my area going out of business (Fantasy Forum and Arlington Comics and Cards, though the latter was primarily a Magic Cards shop).

I still read the Forgotten Realms novels, and I played Baldur's Gate/II, NWN, and stuff like that on the computer but TRPGs were essentially dead to me for over a decade. When computers and the internet became more widespread, I used them to play computer games and not to connect with pen and paper RPG players.

Fast forward to the near-present. I was discussing geeky hobbies at a party recently and found that a couple friends-of-friends used to play or still do play TRPGs. We decided to throw a D&D (3.5e) party and it was a blast. Everyone had a great time, even people who had never played an RPG before. At this point, I decided the time was right to try and get back into TRPGs.

I checked out what games were out and what was popular. I discovered Pathfinder and thought it was awesome that Paizo publishes PDFs of all their books, so I jumped in. I also got the Legends of Drizzt boxed game to see how that was. I played it once with a few friends and really hated it since it's so limited and has no roleplaying component. Its only redeeming quality as far as I'm concerned is that it brings back memories of the R. A. Salvatore novels I enjoyed as a kid.

So, Pathfinder it was. I looked at the local community for gaming and found that there is one out there in Chicago (which seems to be centered around Chicagoland Games/Dice Dojo and the Chicago Order of Weekend Screwballs). Unfortunately it's not in a convenient location for me and I can't play during the week at all.

So, I decided to start my own group. It includes:

  • My girlfriend, who hadn't played RPGs until two months ago
  • Two other friends of mine who had never played TRPGs, but are big into board games.
  • A friend of the other two friends who has 3.5 experience
  • A person I found on Meetup who had been looking for a weekend group in the downtown Chicago area since at least May, 2011 (this was in December). She had played 3.5 and probably earlier editions as well.
As the organizer of the group, I became the de facto DM/GM. This was a pretty daunting thing to jump into because I have very little time to read and write adventures and I hadn't played Pathfinder or D&D since the 90s. Since my overall investment in TRPGs quickly went from $0 to around $300 not including my time, I wanted to make sure I was successful this time around.



I was glad to find that Paizo also offered the Adventure Paths, so I went that route. I also got Hero Lab. I've found these to be invaluable time-savers for someone like me. I also found Hero Lab files for all the NPCs in the Adventure Path I chose (Second Darkness) and Combat Manager. These tools have all allowed me to successfully GM my first two sessions with MUCH less time commitment than I would otherwise need to invest. With resources like Hero Lab and d20pfsrd.com, I don't even have to know all the rules and the rules, tables, math, etc. behind everything since it can be referenced on the fly. This is great.


Anyway, all that is a roundabout way of saying that for someone like me the new online and technology-assisted resources aren't just nice. They're necessary. Things are still not incredibly user-friendly for someone completely uninitiated (like most of my group). Unless you've already played RPGs before or are otherwise extremely motivated, you'd be hard pressed to locate all of the great resources out there before giving up and going back to CRPGs or whatever else you do in your limited free time.


I think that in order to really grow the TRPG business, a publisher needs to find a way to dramatically cut down on the time and effort needed to get started. Right now, tools are generally spread across the internet. The problem with this is that someone who first goes to Paizo or WotC (or Amazon) will most likely not get exposed to any of this unless they do more digging on their own. They'll get a game that's playable only if you do TONS of manual work with pens and paper. The publishers should start trying to partner with or absorb the groups putting out computer/internet-based tools and resources so they can cut down the up-front time commitment and present a more unified system of play to the consumer. Basically, in order to compete with CRPGs on a long-term basis publishers need to try and make their games as accessible as possible without dumbing them down like the D&D boxed games. At this point, nobody has done that. Paizo has come closer by releasing books in PDF format and declaring Hero Lab the "official" character generator for Pathfinder, but they still have a long way to go. The frustrating part is that the parts are already out there, but nobody has put them together yet.
 

S'mon

Legend
"My instinct is that Pathfinder will be the lifeboat that the long-term hobbyists will use to keep the social network from fraying past the point of no return."

I play/DM at the London Dungeons & Dragons Meetup, which is accessible to anyone who can google 'Dungeons & Dragons' and 'London'. We have dozens of regular players, around a dozen different campaigns running at a time (weekly or fortnightly), we would probably have even more players if venue space was unlimited. But generally speaking, if you live near London and are ok with playing in a pub, you can get a game with us.

From what I see, Pathfinder is certainly popular, but the typical new player has heard of 'Dungeons & Dragons' and turns up bright eyed & bushy-tailed with a 2008 4e D&D Player's Handbook. That will only change if WoTC issue a new book called "D&D Player's Handbook" - the Essentials books certainly didn't cut it.

By contrast, at the games stores Pathfinder seems to have the edge over 4e D&D, eg it holds all the best real estate at Orc's Nest, the central London games store that is the common entry point for 'just passing by' new roleplayers.

Not relevant to the Meetup, but online it's the OSR that has a lot of the momentum when it comes to traditional RPGs. For the fragmented, can't-get-a-game players, whether newbie or grognard, OSR-D&D has the huge advantage that with pre-3e D&D anyone can easily play a real roleplaying game via text-chat, voice-chat, bulletin boards; no rules knowledge required, no funky virtual tabletop technology required. This is just a niche, but it's a niche that IMO may be increasingly important in terms of the amount of D&D actually being played.
 

Cergorach

The Laughing One
I'd pay $1,99 for it.
I guess at least 500 other people would buy it, too.
That's $1000 Euro for putting the damned thing online.

Not doing it is simply stupid (and it was stupid at that time)
Not only would this approach generate money. It would also bring back many 4E-deserters.

I would probably buy it to for $1.99, BUT...

#1 $1000 is chump change for a company like WotC/Hasbro, the folks discussing it and giving it's seal of approval would probably cost more then $1000.

#2 If you sell 500 units @$1.99 for a product that you don't support anymore, it's 500 people that don't have to buy any of your other products for a while.

#3 WotC has spent a lot of effort killing of their previous editions, so currently folks were forced to go 4E or go home (that didn't go as expected with Pathfinder). Hell, WotC isn't selling any pdfs at the moment no 1E, 2E, 3E or even 4E pdfs, so why would they suddenly start selling a web only product for a measly $1000....
 

Gentlegamer

Adventurer
By contrast, at the games stores Pathfinder seems to have the edge over 4e D&D, eg it holds all the best real estate at Orc's Nest, the central London games store that is the common entry point for 'just passing by' new roleplayers.
Orc's Nest! I still remember the ads in Dragon from the late 80s to early 90s! The Orc picking his nose with his tongue!

loghead.jpg


Tiddley Widdley Diddley Plop! The Orcs have got another shoppe! (something like that)
 

Morrus

Well, that was fun
Staff member
I'm sorry, but the dedicated 4E fan pays a lot of money for pages and pages full of new powers, that even an intern could develop.

At this point, I think we need to see your super-cheap product produced by interns which rivals the quality of large companies.
 

eyebeams

Explorer
The most accessible form of roleplaying for neophytes is fanfic-based freeform play. These feature:

1) No cost
2) No need to meet anyone physically
3) No need to learn rules
4) Well-known contemporary media properties
5) Multiple free, intuitive tools
6) Platform neutral -- forums, blogs and other web hangouts work well on anything

The idea that a game can be introduced through a tablet/smartphone app is based on the popular notion that young people are "digital natives" who will take the technology for granted. Unfortunately, the "digital native" stereotype is wrong; most smartphone and tablet adopters are over 25.

This is formidable competition. How can tabletop RPGs catch up? Point by point:

1) Release the core rules for free. This is easy, since pirates already do it anyway. You might as well make it easy and control versions. 4chan's TG and torrenting communities already collaborate on distributing DTRPG PDFs within days of paid release.
2) Encourage the growth of online play communities from a central exchange, without administering it all yourself. I don'y believe dropping wads of cash on a virtual tabletop/toolset is a good idea, because centralized development will always have to catch up with free options. I can already run RPGs through everything from forums to G+.
3) Produce rules that can be learned gradually, without being set aside as a "starter." Throwing down a chunk of change on a game you're supposed to drop after Level 5 (or whatever) immediately creates a barrier between yourself and full adopters.
4) Current successful licences are all based on existing crossovers between RPGers and other fandoms. This almost never grabs anyone new. Freeform games are usually starved for well-developed, game specific soft content, however. Basically, companies need to start paying for fluff and setting again. This runs contrary to what the majority of game designers and hardcore fans believe, but they're wrong. The collapse of a unitary D&D and the rise of casual freeform proves that the last decade's obsession with building a "better mousetrap" of game systems was a self-indulgent effort that appealed to existing RPG greybeards. The fact is that setting/narrative context is the necessary unifying factor, not systems. The entire project of innovating through system first has had a decade to make a breakthrough. It failed.
5 and 6) It's about time we acknowledged the huge number of people who are not waiting to play through a top down software product, but are already doing so through free stuff. Since these tools are always changing, your community hub needs to stay constantly updated, providing play sites and advice.

The big challenge is to build a profitable business model from it. The idea of paying for *any* element of an information-centric pursuit is pretty much alien to young people. If you look at conversations that younger gamers actually have about acquiring games, it's all about filesharing -- there is a distinct contempt for the idea of paying for anything.

In all cases, the trick is to produce something that new consumers want, but can't make themselves. The solution may be some subscription-based freemium model, where the core of the game is free, but the ongoing content/support stream costs money. Lots of people hate that -- I'm not fond of this sort of thing myself -- but current RPG consumers have basically purchased as much as they're going to, and lots of people have less money than they used to.
 

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