Evenglare
Adventurer
Vic Wertz (Technical Director) Dec 13, 2011, 09:18 PM
The real value of Paizo as a company is not in our rulebooks. Heck, we give the rules away for free, and anybody can drop them into their own book and sell them without even needing to consult us, much less pay us. We make money selling them, but as an actual asset, the rules themselves don't significantly add to the company's value.
As actual potential value goes, our setting and our stories are a far more important asset. Some of you have been around long enough to remember that the only reason we created the Pathfinder RPG in the first place is because Wizards stopped printing 3rd edition books, and we needed to have a rulebook in print to support our Adventure Path line.
The Adventure Path line is our bread and butter, and if I could get everyone to subscribe to one line, that would be the one. We want to sell more AP volumes, and we don't want to do anything that makes it less likely for players to buy one.
The APs need to be written for the full RPG. We need that broad range of characters, monsters, and player options to tell those stories. And that means that we need people to play the full RPG.
To be frank, the point of the Beginner Box is to bring new players to the full RPG, and to our Adventure Paths. So once people are comfortable with the basic concepts from the Beginner Box, we want them to move to the full RPG as soon as possible; anything we do that keeps them from migrating to the full RPG is therefore counterproductive to our goals, and a "Beginner Box II", whether that's adding options for Levels 1–5 or adding levels 6 and higher, works against that goal. The goal is teaching you the full game, not giving you a reason not to learn it, or a substitute for it.
Now, we *do* need to provide you tools that ease your migration to the full RPG, and that's where our focus will go with future efforts involving the Beginner Box.
The real value of Paizo as a company is not in our rulebooks. Heck, we give the rules away for free, and anybody can drop them into their own book and sell them without even needing to consult us, much less pay us. We make money selling them, but as an actual asset, the rules themselves don't significantly add to the company's value.
This is why wizards has not had much success. They focus on the rules and not the worlds, settings, and story lines that make this type of hobby great. D&D used to have all kinds of cool adventures, my personal favorite was the Dragonlance Modules. If they want to win back people they need to get back to the story elements of the game.
It pains me greatly that a 4th edition of Dragonlance didn't surface in any way other than a smattering of stats for some noteworthy dragons. They had a good idea with their Scales of War path. They kind of dropped the ball after that though. There was much wasted potential with the magazines. They could have detailed several campaign worlds, or stories but they just... didn't.
I'm happy with D&D 4 as a rule set, but the way it is implemented seems like they started retrofitting campaigns around this new rules set. It reminds me of... trying to drink from a fire hydrant. Forgotten Realms and Eberron were not done the justice they deserved. So many things felt forced by the rule set. They did a fantastic job with Dark Sun, disallowing divine power source and other things like that.
I dont know, I may be the only person who thinks this. Maybe not. Just my opinion of where things have gone, where we are now, and a way to imagine a future for our hobby.