sevenbastard
Legend
That ship sailed long ago. Inflation, rising costs of plastics and shipping, and now tariffs . .
Has it? These GI Joe ones are a little big but the price point is good.
That ship sailed long ago. Inflation, rising costs of plastics and shipping, and now tariffs . .
Those two people are writers and creators primarily. What makes you think they could do the organizing, advertising, outreach and legal work necessary? More importantly, how would they afford to do so?
What I mean is: we can't expect celebrities to magically solve problems, especially when they have their own mortgages. Small companies and indie developers would need to build the coalition and organization and find a way to fund it.
You're mostly right. But the thing is that Perkins and Crawford most likely didn't have to make any of these decisions at WotC. If we'd talk about someone like Kevin Crawford (Without Number games), there's no doubt in my mind that in addition to being a creative, he had to just go through it and make business decisions. And I also agree that many creative decisions ends up affecting business.If you're putting out content for sale as a creator, you are an entrepreneur whether you like it or not. Any given creator doesn't have to do anything, obviously. If they are happy with the work they are putting out as a side gig or as a hobbyist, that's fine too. They want to write stuff for DMsGuild, have at it. They want to write stuff and put it out on DTRPG, go for it. But right there, they made a business decision. Why publish on DMsGuild Vs. DTRPG? There's benefits and disadvantages both ways. Congrats, they just made a business owner's decision. But I'll also point out this is why I think the term TTRPG industry is a misnomer. If there are only one or two companies where people can be fully, gainfully employed without having to have a secondary job, I question the value of terming it an industry.
You're mostly right. But the thing is that Perkins and Crawford most likely didn't have to make any of these decisions at WotC. If we'd talk about someone like Kevin Crawford (Without Number games), there's no doubt in my mind that in addition to being a creative, he had to just go through it and make business decisions. And I also agree that many creative decisions ends up affecting business.
Also, just because you get to make business decisions doesn't mean you made them purposely with the appropriate knowledge, or that you even learn from them. The vast majority of people probably put their products on DriveThruRPG because it's where everyone puts it. You're right that by having done so, they have effectively taken a business decisions. But if asked them for insight, you'd probably get something like "well it's where I buy my PDFs, so I figured that's where I should put them".
Here is what I want to see:This is a question I often ask myself, but now, with the release of the D&D 2024 books, I think it's a good time to ask it again:
What do we think the RPG hobby needs now? What's missing? What would make it easier for new players to get into the hobby? What makes it easier for existing players and game masters to engage in the hobby? What products do we think are missing or underserved?
And what can small publishers like myself do to help?
Agreed. My mistake was reading @Reynard 's statement as a request for the elimination of prep.Games which require prep still exist. More simple, streamlined games could use some exposure. One of the main issues in the RPG space is the thinking that its a zero sum game.
Yeah. I absolutely love what are effectively one-and-done RPGs. Not necessarily only one book or product, but you have everything you actually need in one book. And the lighter the better. Pirate Borg is a gold standard as far as I'm concerned. The rules are basically summed up in the back end papers and the front end papers have the five most useful charts from the game.
- More Mork Borg/Pirate Borg/etc-sized games, but with different esthetic, tone, etc. I love the feel of a new game that I can wrap my head around in an hour and jump into running after an evening spent reading and prepping.
Different perspectives and all that. I just see that as basic good game design. Designers starting from "what do I want game play to be like" rather than "okay, time to build yet another massive, sprawling game that will try to do everything."
- More of what I think of "adventure forward" designs. Back in the day, I was sold on Mothership because the adventures are creepy and awesome. I'd love to see more games that start with adventure concepts and then build a system to support them.
You'd need to switch HP to something else or redefine zero HP as something other than broken or dead, but it could easily work. Maybe do that "get more powerful the more you get beat up" thing that so many people seem to want. Instead of dead at zero HP you power up at zero HP. Definitely drive a certain kind of heroic style of play.EDIT: I forgot to add one thing I really want to buy - a superhero game with * Borg level rules and graphic design. Small, compact book with easy character creation, simple rules, but oozing with flavor evoked by art and graphic design.
"Your game designers were so preoccupied with whether or not they could, they didn't stop to think if they should." - Dr. Ian Malcolm, Game Designer.But that's my point. We can design adventures that do not require prep. We can design games that do not require adventures or prep. But the old way of doing things has such inertia folks can't even imagine a zero prep game.