D&D General Chris just said why I hate wizard/fighter dynamic

I wish people would heed your advice rather than trying to get further barbs in.
I would agree, but it is kind of hard to back someone up on that when they further the side-discussion themselves:

A point made recently about 4e in particular was the huge number of pre-orders it had. I'm guessing that was almost entirely due to it being "Dungeons and Dragons", and gave it an instant pool of folks with books they probably felt, at least a little, that they should try out.

Pathfinder took another route to get that player base - being really similar to a version of D&D.

What percent of the non-D&D branded games are ones that directly ride D&D's coat-tails (OSR, PF, d20, 13th age, similar OGL products)? How popular is the biggest fantasy one after branded D&D and those derivatives?

Regardless, the thread has gotten so far off track since the original flurry of posts I'll probably stop watching it soon. 🤷‍♂️
 

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I would agree, but it is kind of hard to back someone up on that when they further the side-discussion themselves:

Regardless, the thread has gotten so far off track since the original flurry of posts I'll probably stop watching it soon. 🤷‍♂️

I tried... but then it didn't stop and... there it is.

Anyway, do you know if the new non-combat stuff in Strixhaven helps/hurts fighters in being more useful out of combat?
 

I tried... but then it didn't stop and... there it is.
I know, but people rarely bother once edition discussions become rampant.

Honestly, a thread devoted to edition discussions/bashing/war would be nice. People could "take it outside" of the thread to that one. Leave it unmoderated with a warning that people can expect the worse from others at times.

Anyway, do you know if the new non-combat stuff in Strixhaven helps/hurts fighters in being more useful out of combat?
No, not personally. I looked through a copy but didn't spend much time on it.

Frankly, I have little interest in most of the stuff WotC puts out since Tasha's because everything is a power creep instead just revising things that aren't working so well.
 
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Being first mover is obviously important, perhaps the most important thing, but it's somewhat absurd to say the qualities of a particular game system play no part whatsoever.

I Made no such claim.

I said that there is nothing inherently special about D&D's system that makes it the Market Leader in most of RPG land.

Because being Good Enough is all that is needed when you are the First Mover, and you service your customers.

Evidence of this claim was given when I cited how games with completely different systems became ascendant over D&D in their home countries.


If you want to argue that the magic system of D&D does not play any part than you need to address the points I made,

Which I did.

I said: "It's all about First, Good Enough, and Servicing your customer base."

Notice that there are three separate, and distinct things in that statement:

1- The Game must be First: First mover advantage in RPG land is HUGE! Because it establishes the social network effect that RPG's rely on to establish, maintain, and grow their player base. Tabletop RPGs rely on The Network Effect for their value. That is why many tabletop RPGs have a hard time justifying their existence to users of the dominant network.

D&D has the dominant network in English speaking countries. And with 2 slight bobbles has continues to maintain it. In a few other countries it had abdicated its First Mover status by failing to properly service its customer base. Which those few cases allowed other RPGs to supersede D&D's First Mover status and establish the dominant network effect in those countries.

2- The Game must be Good Enough: This is where system comes in. The Game must be good enough as a game that there is no compelling reason for the players to give up the games established network effect to switch to a competitors product.

i.e. Its system must not suck to the point that a competitor is a clearly better alternative.

This is why games like Sword World in Japan, and the Dark Eye in Germany were able to stay ahead of D&D after they subsumed its first mover status. Their game systems were Good Enough that there was no compelling reason for their players to give up the games established network effect to play the latest translation of D&D.

We have two games that have two mechanically different systems than D&D, that became ascendant over D&D in their home countries for decades. Which proves that there is nothing mechanically special about D&D as a game system, other than it is Good Enough that its players have no clear reason to give it up its dominant network effect and supplant it with a competitors product.

3- The Game must be Servicing its customer base: New content, otherwise known as the Supplement treadmill. For various reasons people like to play "supported" games. Not "dead" game lines. So people like their new adventures, splat books, and setting guides...

The failure to consistently provide this support in non-English speaking countries is what allowed in a few cases other home grown RPG's to subsume D&D's First Mover status, because D&D had not yet built up a dominant network effect.

The lack of servicing the customer base is also one of the reasons why CoC has now become ascendant in Japan over every other RPG - the level of support is magnitude times better than anything else over there. Both in translations of English material - but also with a very vibrant culture of homegrown supplement creation.

CoC's dominance in Japan is further proof that so long as the game system does its job Good Enough for those who play it; it is factors other than the game system mechanics that really determine which RPG is the most popular in any given country.


So because people actually enjoy playing D&D we're just doing it because it's a sunk cost?

It is a bit more nuanced than that.

But the short answer is: Yes. It's because of sunk costs... (the sunk cost being the investment in the market leaders dominant network)

Now for the nuance.

Much of this is covered in my breakdown above of the reasons why the qualities of: " First, Good Enough, and Servicing it's customer base." Are the driving factors for ascendency in RPG land over any specific implementation of a games rules.

Tabletop RPGs is a medium that are utterly dependent upon the Network Effect for product value, and tabletop RPGs are a hobbyist commercial niche whereupon a very small number of actual hobbyists support a four-fold or greater number of players who rarely buy anything but instead play casually as a pastime. Hobbyists, if they are not good salesmen - and most are not - have to go where the biggest pool of players are, which means they play the biggest game, and that slot's been filled in most English speaking countries since 1974: Dungeons & Dragons.

As the market leader, with its massive network effect and support system, D&D as a game is Good Enough that most players do not feel a compelling reason to even look at a different fantasy RPG.

It takes a unique set of circumstances for Being First + Good Enough + Service to not = No can defend.

The market leader has to either stop servicing its customers, or commit own goals of epic proportions that cause its player base to turn away from their product. It is the subject of another thread, but IMHO, 4e is an example of the latter.


If there were a better game for the masses (not just your personal preference) there was plenty of opportunity for it to compete. That didn't happen.

Making a "better" game system is not enough to effectively challenge the market leader when faced with the fact that First mover status in RPG hobby is HUGE. And Established RPG IP fans are very long-suffering.

The market leader has to make a huge mistake that alienates the fanbase, or be incompetent enough, long enough, for you to take a big enough chunk out of their market share, (preferably both at the same time) so that the network effect for your game is built up to the point that it becomes worth the effort of the First Mover RPG's player base to switch to your games player network.

That is a tall order. Especially considering that in the current RPG market that means releasing a minimum of 4-6 supplements per year. On top of the expectations of having a Character creation app, and your adventures adapted to virtual table tops. And you have to keep at it long enough to be around when the market leader makes a significant mistake.

That is really hard when you factor in that RPG's have always been a very niche hobbyist industry. There is just not that much money in it unless you are the market leader. Generally speaking, the economic incentives for a second tier game company to try and go head to head with the top-dog are not that great. This hill has become even steeper to climb now that D&D is under the WotC/Hasbro umbrella and is now backed by serious corporate money...
 
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I Made no such claim.

I said that there is nothing inherently special about D&D's system that makes it the Market Leader in most of RPG land.

Because being Good Enough is all that is needed when you are the First Mover, and you service your customers.

Evidence of this claim was given when I cited how games with completely different systems became ascendant over D&D in their home countries.




Which I did.

I said: "It's all about First, Good Enough, and Servicing your customer base."

Notice that there are three separate, and distinct things in that statement:

1- The Game must be First: First mover advantage in RPG land is HUGE! Because it establishes the social network effect that RPG's rely on to establish, maintain, and grow their player base. Tabletop RPGs rely on The Network Effect for their value. That is why many tabletop RPGs have a hard time justifying their existence to users of the dominant network.

D&D has the dominant network in English speaking countries. And with 2 slight bobbles has continues to maintain it. In a few other countries it had abdicated its First Mover status by failing to properly service its customer base. Which those few cases allowed other RPGs to supersede D&D's First Mover status and establish the dominant network effect in those countries.

2- The Game must be Good Enough: This is where system comes in. The Game must be good enough as a game that there is no compelling reason for the players to give up the games established network effect to switch to a competitors product.

i.e. Its system must not suck to the point that a competitor is a clearly better alternative.

This is why games like Sword World in Japan, and the Dark Eye in Germany were able to stay ahead of D&D after they subsumed its first mover status. Their game systems were Good Enough that there was no compelling reason for their players to give up the games established network effect to play the latest translation of D&D.

We have two games that have two mechanically different systems than D&D, that became ascendant over D&D in their home countries for decades. Which proves that there is nothing mechanically special about D&D as a game system, other than it is Good Enough that its players have no clear reason to give it up its dominant network effect and supplant it with a competitors product.

3- The Game must be Servicing its customer base: New content, otherwise known as the Supplement treadmill. For various reasons people like to play "supported" games. Not "dead" game lines. So people like their new adventures, splat books, and setting guides...

The failure to consistently provide this support in non-English speaking countries is what allowed in a few cases other home grown RPG's to subsume D&D's First Mover status, because D&D had not yet built up a dominant network effect.

The lack of servicing the customer base is also one of the reasons why CoC has now become ascendant in Japan over every other RPG - the level of support is magnitude times better than anything else over there. Both in translations of English material - but also with a very vibrant culture of homegrown supplement creation.

CoC's dominance in Japan is further proof that so long as the game system does its job Good Enough for those who play it; it is factors other than the game system mechanics that really determine which RPG is the most popular in any given country.




It is a bit more nuanced than that.

But the short answer is: Yes. It's because of sunk costs...

Now for the nuance.

Much of this is covered in my breakdown above of the reasons why the qualities of: " First, Good Enough, and Servicing it's customer base." Are the driving factors for ascendency in RPG land over any specific implementation of a games rules.

Tabletop RPGs is a medium that are utterly dependent upon the Network Effect for product value, and tabletop RPGs are a hobbyist commercial niche whereupon a very small number of actual hobbyists support a four-fold or greater number of players who rarely buy anything but instead play casually as a pastime. Hobbyists, if they are not good salesmen - and most are not - have to go where the biggest pool of players are, which means they play the biggest game, and that slot's been filled in most English speaking countries since 1974: Dungeons & Dragons.

As the market leader, with its massive network effect and support system, D&D as a game is Good Enough that most players do not feel a compelling reason to even look at a different fantasy RPG.

It takes a unique set of circumstances for Being First + Good Enough + Service to not = No can defend.

The market leader has to either stop servicing its customers, or commit own goals of epic proportions that cause its player base to turn away from their product. It is the subject of another thread, but IMHO, 4e is an example of the latter.




Making a "better" game system is not enough to effectively challenge the market leader when faced with the fact that First mover status in RPG hobby is HUGE. And Established RPG IP fans are very long-suffering.

The market leader has to make a huge mistake that alienates the fanbase, or be incompetent enough, long enough, for you to take a big enough chunk out of their market share, (preferably both at the same time) so that the network effect for your game is built up to the point that it becomes worth the effort of the First Mover RPG's player base to switch to your games player network.

That is a tall order. Especially considering that in the current RPG market that means releasing a minimum of 4-6 supplements per year. On top of the expectations of having a Character creation app, and your adventures adapted to virtual table tops. And you have to keep at it long enough to be around when the market leader makes a significant mistake.

That is really hard when you factor in that RPG's have always been a very niche hobbyist industry. There is just not that much money in it unless you are the market leader. Generally speaking, the economic incentives for a second tier game company to try and go head to head with the top-dog are not that great. This hill has become even steeper to climb now that D&D is under the WotC/Hasbro umbrella and is now backed by serious corporate money...
If you want a good example of what "good enough" means in this case, look at World of Warcraft - if it was ever the best MMORPG, that was a short window a while back. But people don't leave a guild behind for a better game, they leave when the game they're currently playing stops being fun.

It beat out other first movers by being better, though, but then held the hill for well over a decade. I'm sure people more versed in early MMO history can tell us why.
 

If you think about it though. It's not ridiculous.

Almost everyone of the most successful games in TT, VG, and BG are the firsts ones to make a decent version.

Think of almost every top game. Then think of how many surpassed a successful predecessor in the same genre.

Really only happens in strategy games that have different foci.

"If you aint first, you're last" - Ricky Bobby
This I agree with you on. The first decent version of things more often than not skyrocket to success.
 

If you want a good example of what "good enough" means in this case, look at World of Warcraft - if it was ever the best MMORPG, that was a short window a while back. But people don't leave a guild behind for a better game, they leave when the game they're currently playing stops being fun.

It beat out other first movers by being better, though, but then held the hill for well over a decade. I'm sure people more versed in early MMO history can tell us why.
Honestly, at the time of its release it was a big leap forward for MMOs. Its intuitive questing system and relative ease of solo leveling were a very big deal, in addition to being attached to a popular IP and Blizzard's sterling (at the time) reputation.

Once it achieved a critical mass (12 million players by 2008), next-gen games that borrowed a lot of its innovations just couldn't gain a foothold. You didn't see any real challengers in popularity until Blizzard kicked a number of development own-goals.
 

Honestly, at the time of its release it was a big leap forward for MMOs. Its intuitive questing system and relative ease of solo leveling were a very big deal, in addition to being attached to a popular IP and Blizzard's sterling (at the time) reputation.

Once it achieved a critical mass (12 million players by 2008), next-gen games that borrowed a lot of its innovations just couldn't gain a foothold. You didn't see any real challengers in popularity until Blizzard kicked a number of development own-goals.

Exactly. All of D&D's early potential "competitors" failed to emulate the things that D&D got right sufficiently in spite of whatever innovations they introduced to build up any real competitive momentum.

By the late 70's early 80's it was a wrap. D&D had the critical mass by then.
 

Exactly. All of D&D's early potential "competitors" failed to emulate the things that D&D got right sufficiently in spite of whatever innovations they introduced to build up any real competitive momentum.

By the late 70's early 80's it was a wrap. D&D had the critical mass by then.
And we also have proof that it isn't inevitable or permanent - but the only company that can unseat DnD is WotC.
 

I Made no such claim.

I said that there is nothing inherently special about D&D's system that makes it the Market Leader in most of RPG land.

Because being Good Enough is all that is needed when you are the First Mover, and you service your customers.

Evidence of this claim was given when I cited how games with completely different systems became ascendant over D&D in their home countries.




Which I did.

I said: "It's all about First, Good Enough, and Servicing your customer base."

Notice that there are three separate, and distinct things in that statement:

1- The Game must be First: First mover advantage in RPG land is HUGE! Because it establishes the social network effect that RPG's rely on to establish, maintain, and grow their player base. Tabletop RPGs rely on The Network Effect for their value. That is why many tabletop RPGs have a hard time justifying their existence to users of the dominant network.

D&D has the dominant network in English speaking countries. And with 2 slight bobbles has continues to maintain it. In a few other countries it had abdicated its First Mover status by failing to properly service its customer base. Which those few cases allowed other RPGs to supersede D&D's First Mover status and establish the dominant network effect in those countries.

2- The Game must be Good Enough: This is where system comes in. The Game must be good enough as a game that there is no compelling reason for the players to give up the games established network effect to switch to a competitors product.

i.e. Its system must not suck to the point that a competitor is a clearly better alternative.

This is why games like Sword World in Japan, and the Dark Eye in Germany were able to stay ahead of D&D after they subsumed its first mover status. Their game systems were Good Enough that there was no compelling reason for their players to give up the games established network effect to play the latest translation of D&D.

We have two games that have two mechanically different systems than D&D, that became ascendant over D&D in their home countries for decades. Which proves that there is nothing mechanically special about D&D as a game system, other than it is Good Enough that its players have no clear reason to give it up its dominant network effect and supplant it with a competitors product.

3- The Game must be Servicing its customer base: New content, otherwise known as the Supplement treadmill. For various reasons people like to play "supported" games. Not "dead" game lines. So people like their new adventures, splat books, and setting guides...

The failure to consistently provide this support in non-English speaking countries is what allowed in a few cases other home grown RPG's to subsume D&D's First Mover status, because D&D had not yet built up a dominant network effect.

The lack of servicing the customer base is also one of the reasons why CoC has now become ascendant in Japan over every other RPG - the level of support is magnitude times better than anything else over there. Both in translations of English material - but also with a very vibrant culture of homegrown supplement creation.

CoC's dominance in Japan is further proof that so long as the game system does its job Good Enough for those who play it; it is factors other than the game system mechanics that really determine which RPG is the most popular in any given country.




It is a bit more nuanced than that.

But the short answer is: Yes. It's because of sunk costs... (the sunk cost being the investment in the market leaders dominant network)

Now for the nuance.

Much of this is covered in my breakdown above of the reasons why the qualities of: " First, Good Enough, and Servicing it's customer base." Are the driving factors for ascendency in RPG land over any specific implementation of a games rules.

Tabletop RPGs is a medium that are utterly dependent upon the Network Effect for product value, and tabletop RPGs are a hobbyist commercial niche whereupon a very small number of actual hobbyists support a four-fold or greater number of players who rarely buy anything but instead play casually as a pastime. Hobbyists, if they are not good salesmen - and most are not - have to go where the biggest pool of players are, which means they play the biggest game, and that slot's been filled in most English speaking countries since 1974: Dungeons & Dragons.

As the market leader, with its massive network effect and support system, D&D as a game is Good Enough that most players do not feel a compelling reason to even look at a different fantasy RPG.

It takes a unique set of circumstances for Being First + Good Enough + Service to not = No can defend.

The market leader has to either stop servicing its customers, or commit own goals of epic proportions that cause its player base to turn away from their product. It is the subject of another thread, but IMHO, 4e is an example of the latter.




Making a "better" game system is not enough to effectively challenge the market leader when faced with the fact that First mover status in RPG hobby is HUGE. And Established RPG IP fans are very long-suffering.

The market leader has to make a huge mistake that alienates the fanbase, or be incompetent enough, long enough, for you to take a big enough chunk out of their market share, (preferably both at the same time) so that the network effect for your game is built up to the point that it becomes worth the effort of the First Mover RPG's player base to switch to your games player network.

That is a tall order. Especially considering that in the current RPG market that means releasing a minimum of 4-6 supplements per year. On top of the expectations of having a Character creation app, and your adventures adapted to virtual table tops. And you have to keep at it long enough to be around when the market leader makes a significant mistake.

That is really hard when you factor in that RPG's have always been a very niche hobbyist industry. There is just not that much money in it unless you are the market leader. Generally speaking, the economic incentives for a second tier game company to try and go head to head with the top-dog are not that great. This hill has become even steeper to climb now that D&D is under the WotC/Hasbro umbrella and is now backed by serious corporate money...

All I can say is that I disagree. The term sunk cost is being used incorrectly, sunk costs means you've invested so much in something that you can't abandon it now. People that buy new editions have no sunk cost, most people who play the game are new. WOTC doesn't have much of a sunk cost in the traditional sense because they rebuilt 5E based on what worked in the past based on player feedback.

Yes, there is brand recognition and inertia, but 4E showed that wasn't enough. Maybe, just maybe, 5E is a decent game that appeals to a broad audience that along with name recognition has made it successful. With 5E we no longer have the initial explosion of sales followed closely by a drop in sales we saw with the previous couple of editions. I will agree that success leads to more success, but that's how things grow. If 5E had not come along, something else would be top dog.

It's not worth arguing about, especially since I'm not even sure what point you're trying to make. My point? D&D 5E is a decent general purpose RPG that appeals to the masses. That, along with brand recognition and what I think is a yearning to connect with people directly has led to the best sales ever. That's all that matters.
 

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