A Change Is Coming...

Change is in the air in tabletop role-playing games, and it comes not because of a publisher, or a designer. But because of online streaming.

Change is in the air in tabletop role-playing games, and it comes not because of a publisher, or a designer. But because of online streaming.


A lot of people have been talking this week about Matthew Colville and his Strongholds & Streaming Kickstarter project. The success of the Kickstarter has been astounding, and fast. At the time of writing, having been live for less than a week, the project is about $75,000 away from becoming the second ever role-playing Kickstarter project to reach a million dollars. Two years ago, nearly exactly, John Wick took the second edition of 7th Sea to Kickstarter and raised $1.3 million dollars over the course of its term. Holding to the current rate of growth, Strongholds & Streaming looks to shatter that record long before it hits the half way point.

The Kickstarter project for the second edition of the 7th Sea role-playing game showed the success of the old ways of the industry. 7th Sea was a popular game of its time, one of the small handfuls of games that managed to make a name for itself outside of Dungeons & Dragons. There was a strong nostalgia element to the project, and it came at the right time economically to make a lot of money. But it was lightning in the bottle, a success that could not be duplicated even by industry powers like Monte Cook Games. Numenera 2: Discovery and Destiny came close, but peaked at $845K. The Kickstarter for 7th Sea had 11,483 backers, while Numenera 2 had only 4,185 backers. That is a staggering number right there: a project with slightly over four thousand backers brought in nearly one million dollars. With just straight division that is just over $200 per backer! Even when you look at the project itself, you can see that, due to the expensive and high level pledges, nearly $30K came from less than forty of the backers of the Numenera project.


That is how the older industry method target's their market and monetizes them: success comes from getting a devoted following and getting them to spend big. You see that in a lot of role-playing game campaigns, particularly ones that push collectable, high end versions of the books. If you compare that to Strongholds & Streaming (at the time that I am writing this column) the backers are spending around $82 each by simple division. The final backer count for 7th Sea is only a few hundred more than where Strongholds & Streaming is at the time of this writing, but 7th Sea had a slightly larger per backer amount: $113 and change.

The interesting thing about this looks to be that the larger numbers of streaming fans seem to be paying less money than what gets labeled as the more traditional gaming demographic, however they spend less money on a project than that established demographic. Is that good or bad? Well, the numbers are obviously good. With less than a week in the campaign, you can't really determine how many more people and money will get piled onto the project. The Kicktraq website is rarely right in these hectic early days of a campaign, and that site is currently trending the project towards $6 million (down dramatically from the early trend of $18 million). My educated guess is that the upper reach of Strongholds & Streaming would only be as high as half of that, but if it continues as strongly as it has been and weathers the inevitable mid-project slump, it will probably beat the total of the 7th Sea project, and hit with a final funding total of around $2 million.


The thing that I have been seeing a lot in online discussions of the Strongholds & Streaming project is that it has come as a complete surprise to many, if not most, of the people who consider themselves part of the established tabletop role-playing demographic. For those people, this is a seismic shift in the industry, but honestly one of the problems with the communities that accumulate around games tend to isolate from each other and have high walls that the inhabitants don't often try to look over, and see what other people are doing. I would say that while this Kickstarter project does represent a sizeable shift in the business of selling games, it is actually at the tail end of a number of shifts. Some of these shifts were more significant than others, but cumulatively over the last fifteen years they have added up to a big change in how gaming as an industry operates.

The first, and probably one of the most significant changes, would have been the Open Gaming License. The reason that this was such a significant change to the industry is because it had a leveling effect upon the playing field of the role-playing industry. Not only did it give every publisher, regardless of how great or small, access to the keys of the car of Dungeons & Dragons, but it also more or less said that all of the material published for it was more or less equal to each other. The big D20 boom and glut in the market demonstrated otherwise, as the brand was tarnished some by the lack of quality control, and it made it harder for the quality to stand out from amongst the drek. However, due to how the OGL works, once this door was opened it could not be closed again. Eventually, this would lead to Paizo challenging the market supremacy of Wizards of the Coast and Dungeons & Dragons with the Pathfinder and now Starfinder game lines. Through the OGL, Wizards of the Coast ended up inadvertently creating their own best competition.

The survivors of the OGL period have also given us industry leaders outside of Paizo. We likely wouldn't have publishers like Green Ronin being as strong as they are today without that early D20 support that the company did. While Monte Cook Games has their Cypher System rules, the reputation of Monte Cook, as a designer and publisher, was made on the basis of his involvement with the creation of D&D 3.x and his prominence as a third party publisher for the D20 system, with settings like Ptolus and supplements like The Book of Eldritch Might and Arcana Unearthed/Evolved through Malhavoc Press.

The next shift to how the industry works came with sites like RPGNow and DriveThruRPG (some may not remember that these two sites were once actually owned by different companies) offering up an easy way to distribute games in PDF format. Eventually this would expand to Print on Demand services as well. Due to the low overhead of being an RPG publisher in PDF format, these sites further democratized the role-playing game market. Building off of the ubiquity of the Open Gaming License, the digital marketplace made it easier for a multitude of publishers whose works would not otherwise be seen by significant numbers of gamers to not only find followings, but to also build them into financially stable and viable businesses. This is what would allow companies like Precis Intermedia to get to a point where it would acquire game lines like Shatterzone and Masterbook from the declining West End Games.

These two shift together had probably the largest seismic shift to the industry of role-playing games. They would also allow the rise of the hobbyist publisher to a degree that was previously unheard of, and groups like the Old School Renaissance would spring up because of these factors. Combined with the rise of social media, the tools of production and marketing were available to publishers in ways that had previously been unheard of. For both good and bad, this meant that tabletop role-playing gamers could find games to a previously unprecedented degree. But, just as important, the shifting of the market to games in PDF format, and eventually into Print on Demand publishing, also meant that would be publishers would not have to put down the financial stake of paying for tens of thousands of copies of books that might not ever sell, because they had no way to find a market for them.

The third shift would be crowdfunding. Kickstarter. Indie-Gogo. Patreon. All of those sites and so much more. I'm not entirely convinced that the shift caused by crowdfunding is as great to the marketplace of role-playing games as the previous two were, but it still represents a fairly significant shift in how games are sold. We have seen great successes like John Wick's 7th Sea, Numenera from Monte Cook Games and the creation of the latest edition of the Fate role-playing game from Evil Hat Productions.

The rise of crowdfunding meant a few different things.

First, it meant that publishers could get their games out without needing to have a significant amount of capital. I know that I have a number of games on my shelves, from the White Wolf/Onyx Path 20th anniversary editions of Werewolf and Vampire to important indie games like Ron Edward's Sorcerer to old school clones like OpenQuest and Blueholme. I don't know that a nearly 500 page book like the 20th anniversary edition of Changeling would have even been viable without crowdfunding or Print on Demand production methods. The industry of role-playing games hasn't entirely shifted to one method or another, however, there are still those companies who are doing traditionally produced and funded books, and they are still being successful at it.

Second, it helps with marketing in ways a traditionally done book doesn't. Do a quick Google search for "Strongholds & Streaming." Now scroll through and see how many sites are talking about this game. There are a lot of them. Even before this article, we have spent a lot of "space" in talking about Colville's project here at E.N. World, and all of that adds up to a lot of free publicity. I would say that this supplement is getting more discussion than the last D&D book, or the last book for either Pathfinder or Starfinder. In cases like Strongholds & Streaming, everything starts to reach a critical mass of attention, and all of that will help to push this project over the top.

Now, one last thing specific to this project that I want to address is the idea that the funding for the streaming part of this project is actually what is putting it over the top, rather than the book itself. That could very well be, but I think that is irrelevant. How much of the money raised by John Wick for 7th Sea went into infrastructure (offices, new hires, general administrative things) rather than just going into producing the books themselves? We aren't going to know that, but the idea that this isn't a gaming success because the money isn't going 100% into the production of a book, or a game, is a silly one. The audiences for gaming streaming are significantly larger even than those who come to sites like this one. Game stores have reported that large numbers of people are coming into their stores and buying D&D books for the first time because they watched the Critical Role streams, and Green Ronin's campaign setting for the D&D campaign that Critical Role's Matt Mercer co-authored was a blockbuster success for the company.

We are on the precipice regarding how people approach and consume role-playing games. A couple of years ago our online group streamed some of our games, and I posted them on YouTube for posterity. It was more of an experiment than anything else, and even our videos have had hundreds of views by complete strangers. I would say that online streaming is probably one of the best tools that we have for introducing new players and GMs to role-playing games, because the games themselves aren't usually great at that. And, as long as the demographic of those new gamers is growing, they are going to continue to have a significant impact on how games are going to be made in the future. This isn't a place that we are going to be retreating from.


I think that the potential influx of new blood is going to be comparable to the people that were introduced to tabletop RPGs by Vampire, and the White Wolf games of the 90s. This is going to be a new demographic, with new interests and backgrounds, with a different way of looking at and interacting with role-playing games. And I think with them will come as significant of a shift on games themselves as the White Wolf fans created back then. We will see over the next few years how all of this shakes out, because it is just too new right now for anyone of us to see the forest from the trees. It will be a shift, but how big of one?
 

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Morrus

Well, that was fun
Staff member
Simply put, Morrus - You, your experience, your skill, is less likely to matter in moving product than the exposure that is streaming video hype.

It's not like the early years, where the authors were barely credited, and the company logo was a dominant selling point.

That’s not even slightly related to what I said. I was responding to the claim that there have been no professional third party D&D products since 2nd Edition, when there clearly have been, by dozens of publishers.
 

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mattcolville

Adventurer
Instead he's a streamer.

I think the fact that this thread and posts like this cast the issue in terms of streaming shows how little people know about what's going on, and how difficult it would be for folks to replicate this.

Overwhelmingly the success of this kickstarter is the success of my YouTube channel, not streaming. Not demand for streaming or a book of any kind.
 

mattcolville

Adventurer
He did a couple of them at the end of his last DnD campaign.

I found his condensed recaps to be more interesting then the actual game but thats just me.

Something I've learned is that each type of video is like a different product. Folks who like Running the Game videos aren't necessarily interested in the Campaign Diaries and neither of those people are necessarily interested in the live game. But there are lots of folks interested in each of those.

So for some people, the stream has value to them because they get more Campaign Diaries!
 

mattcolville

Adventurer
Streaming - Great way to advertise and build brands, but the content is not representative of about 60% of the sessions I've run over the years.

If our stream fails to attract an audience, it won't be because we focused on story over combat, it'll be because it's basically the same game everyone else is playing. We're not professionally charming people, we're game developers. :D
 

Kobold Boots

Banned
Banned
If our stream fails to attract an audience, it won't be because we focused on story over combat, it'll be because it's basically the same game everyone else is playing. We're not professionally charming people, we're game developers. :D

Thanks for the reply Matt, it's appreciated. Looking forward to Strongholds & Followers.

Be well
KB
 

Brodie

Explorer
I think the #1 take-away from this kickstarter is the fact that a fanbase can be EXTREMELY loyal and willing to throw money at the person they're fans of. Is that a bad thing? I'd say it depends on the person. Anybody not a fan of, say, Zach Snyder is going to look at his fans and go "What are you people smoking?!?"

That said, I'm in the Matt Colville fanbase, I'm one of the 172,000+ subscribers to his YouTube channel. Doing some quick math, if every one of those subscribers contributed $5.82 (USD) to the campaign, it'd be at the $1,000,000 mark still. Only a fraction of that subscriber number is contributing. It's not even a whole 1% of his sub count.

When he started the project, I honestly didn't think he'd have a problem reaching his goal. But I honestly couldn't have imagined the first time I'd go to check out the project and see that it was already at $750k and waaaaaaay past the goal.

So, kudos, Matt. You've got some crazily dedicated fans. (And for the record, I think you're several times better than Zack Snyder.) Oh, and now I really want those pirate ship stronghold rules.
 

mattcolville

Adventurer
Thanks! I definitely agree that what folks are seeing is the result of the YouTube fan base. It has almost nothing to do with the streaming ecology, it has to do with building 170,000 followers over two years making videos telling folks they can be DMs.

Instead of talking about streaming, folks looking at this KS should be looking at how to build a loyal youtube following.
 


darjr

I crit!
Cities and this book. Someone gave me a cluebyfour and now I realize that a stronghold could be a mansion in big city, an Tower could be an old tower that the city swallowed up. Etc...

Can’t wait to start it.
 

I think the fact that this thread and posts like this cast the issue in terms of streaming shows how little people know about what's going on, and how difficult it would be for folks to replicate this.

Overwhelmingly the success of this kickstarter is the success of my YouTube channel, not streaming. Not demand for streaming or a book of any kind.
Athlete vs footballer.

I was using “streamer” as a semi-generic term for “person posting media online.” A more encompassing descriptor for the new media. “Vlogger” is probably the more appropriate adjective, but that seems overly specific when discussing the changing trends as a whole. Because that’s the result of vloggers and live streamers, and VTT streamers. The whole Web 2.0 shebang, and how it has changed tabletop gaming. The change that is here, and has been here for a while but went unnoticed.

We here at ENWorld do so like to think of ourselves as “the norm”. The baseline. The trendsetters. The average gamers. And assume that the trends and viewpoints that are popular here are representative of those of D&Ders as a whole. Which probably has never been true, but is somehow even less true. And ENWorld was one of the places WotC went to advertise & tease new products (like 5e when they previewed a class here).

Sure, ENworld as a staggering 280k members. But that’s the result of being online for fifteen years. Less than 2k are ever online at any given time; there’s probably fewer than 10k active members. And even fewer of those hit the forums: most threads are lucky to get 2k views, and that’s a lot of repeated viewers from regular discussion. This thread has <750 views. (And I’m probably 2% of those.)
Meanwhile, the “Matt Colville brand” has 38k followers on Twitter, 21k Twitch, and 171k subscribers on YouTube, with newer videos getting in the range of 70k views.

This Kickstarter is probably one of the top 10 biggest D&D related news events of the year (the new top grossing TRPG Kickstarter and it’s D&D related)… and it wasn’t mentioned on ENWorld until *after* it had blown past the vast, vast majority of other D&D Kickstarters in terms of both dollars and backers, including such projects as the Creature Codex or Tome of Horrors Reborn. ENWorld and its membership were irrelevant to its success further highlight by the reaction of many posters here, which has been “who?” or “I don’t watch D&D online”.
It mirrors the reaction to one of the other big events of the year: the start of the new Critical Role campaign. Which is an event that will only make it easier for new people to get into that campaign and engage with a sizable community. And potentially generate more spin-off D&D materials, like the best selling Tal'Dorei Campaign Setting. (Geek & Sundry is heavily promoting the new campaign with freakin' billboards, and it was a non-event on this site.)

That’s a huge change. And it's one that already happened. As shown by WotC turning to online personalities during the Stream of Annihilation. ENWorld and the old guard aren’t the trendsetters. We’re not the majority or representatives of “D&D players”. I n fact, we’re almost out of touch. D&D news is happening and we’re left going “Huh? Who?” or “ What else has he written?”
 

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