billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
I get the lament, but the very thing you're lamenting is one of the things that killed TSR - producing too much stuff that wasn't profitable or even in enough demand to pay for its creation. And even though it may have looked like the people in charge cared for the hobby because of all the cool stuff they were producing, they weren't structurally able to care about it in the same way that the hobbyists did. Their funding allocation model was too rigid to jettison a failing project and boost the ones successful in the market.(What follows is an old gamer's lament, not really relevant to the topic, feel free to skip to the next post).
The sad thing is, maximizing the profits for D&D means losing a lot of the things that made me fall in love with the game. Scores of supplemental books fleshing out campaign worlds and providing deep lore and many options for different kinds of games. Experimenting with ways to improve and adjust the game instead of being beholden to design decisions made when I was an infant.
Sure, maybe the mountain of books didn't make much money. But having access to a historical campaign setting book like A Mighty Fortress or Charlemagne's Paladins, or being able to buy a book full of ways to make a tired old game new and fresh again like Magic of Incarnum or Complete Adventurer, or a deep dive into a little known part of a campaign world like Old Empires or even it's distant past like Netheril: Empire of Magic, was what really excited me as a gamer.
To know that now, supplemental products won't be made unless they are chock full of player options because "nobody buys DM books", only the most bare bones of settings will ever be given, and that nothing innovative will ever arise unless a certain percentage of every possible customer is on board with it, is just sad. The great campaigns and games of the past weren't ever based on "x% market approval" or comparing potential book sales to pork futures.
Obviously, a business is just that, a business, and it exists to make money. That's undeniable. But once upon a time, I'd like to think some of the people in charge actually cared about the hobby. Now it's just "what's the bare minimum we can do to make a profit"?
And sure, maybe I only used a fraction of what was printed in those supplements of yore. But they inspired me, in a way that "new spell X" or "new subclass Y" really doesn't.
You may lament maximization of profits as a motive, but you have to have some form of stable and manageable profitability, maximized or not, to keep supporting the hobby at all. TSR ultimately failed at that by doing the very things you lament D&D no longer having.