The popularity of 4e. The title of the thread is where I had to stop and read closely the contents within the post. Where is the data that supports the popularity (or lack thereof) regarding the edition? What assumptions are being applied to start the conversation this way? I need solid metrics. Anything otherwise is a clear cheap shot at the organization and those who choose to support the game (via buying their products).
This is simply wrong. Saying something is not as popular as it could be has
absolutely nothing to do with its merits or lack thereof, nor is it in any way an insult towards those that support the game. I am not sure where the "cheap shot" is by saying what I'm saying.
I don't even see it as a "quaternary" or "quinary" factor. How many persons in this thread have said it was important to them? Two?
I'm not saying its not a factor at all- those two clearly feel it was- but for most non-adopters, it was issues of marketing and mechanical/fluff changes they didn't like that kept them away from day one...IOW, LONG before lack of setting support could even be considered to be a factor.
I think you're missing what I am saying, Danny. It is not the setting support itself as a sales driver that I am talking about, and in a sense it doesn't matter whether people in this thread say that setting support is or is not a factor in their interest in 4E. I'm talking about something else, something a bit more subtle than the degree to which setting support is important to someone.
To try another angle at expressing what I'm trying to get at, let's look at Dragonmagazine. Dragon was almost certainly not very profitable (which is likely why they shelved it), yet it had what I am calling a secondary or tertiary impact on sales, as well as the health and vitality of the game. The idea being that you produce a product that doesn't in itself generate much profit, but supports the rest of the line in making more profit.
I'm saying that setting support is much the same. Having an ongoing, supported setting gives the game a place where its ideas and concepts can become embodied. It is an opportunity for WotC to say, "This is how we envision 4E."
What I hear people disagreeing with is not really what I'm talking about. I am not talking about the direct and obvious impact of setting support on sales and the game's popularity (this is what I'd call "primary" impact), but the in-direct and subtle impact that setting support has on the game by making it come alive, which in turn influences the game's popularity and overall sales.
A counterpoint is that original D&D and AD&D didn't have an ongoing, supported setting until after 1987, by which time I believe they were already in decline from their sales peak. (1982-5)
Interesting point. I think of all of the adventures that TSR published at this time, that served a similar purpose to what I'm talking about - making the game come alive through story. Early D&D and AD&D didn't have much in the way of setting support, but they did have tons of adventures. Later on in 2E it was both adventures but especially settings, and then in 3E the adventures waned but there were a few settings that were strongly supported. 4E has neither - there are few adventures and weak setting support, and thus no real way to bring the game to life in the way that I'm talking about.
The idea of having a well-selling campaign setting is a good one, but what campaign setting are we talking about? Forgotten Realms is played out, and I'm guessing Eberron - for all its merits - doesn't come close either.
From my perspective, they have actually produced a new campaign setting: Nentir Vale. In a lot of ways, it is more developed than Greyhawk was in 1985. I know that a key component of my enjoyment of 4E derives from the mythology of the Nentir Vale setting, as expressed through the adventure and later 4E supplements.
Yes, exactly - and in some sense what I am saying is that we need
more Nentir Vale. Pemerton mentioned
Worlds & Monsters which, strangely enough, is the closest thing to a 4E default setting book. My opinion is that they should have gone further with this. Actually, it may have been much wiser to have shelved the Forgotten Realms treatment and just gone with Nentir Vale from the get-go. They would have avoided the collateral damage from glutting a well-loved classic fantasy setting and they could have explicated similar themes in a new setting more clearly, and without the distraction of the Simbul's corpse.
If we look at Pathfinder, how much of their sales are due to Golarion? How many people are buying their products mainly due to the setting? While I don't buy Pathfinder RPG products, I have been getting the Adventure Paths, and now I'm in my fifth AP with them, I have a hard time believing they're all in the same setting: they're just too diverse.
A popular setting is a welcome bonus, but I don't think it is (a) essential or (b) easy to manufacture.
As I've been saying, my view is that the impact of a setting like Golarion is subtle and hard to track. It isn't just how many books the Chronicles series sells - I can't imagine that
City of Strangers was a big cash-cow for Paizo, but I don't think that's the point. I think the point of having and supporting a setting like Golarion is to bring a kind of life and vitality to the game, to bring it alive. Even if the APs seem like they could be in any setting they all still arise within the same world; Golarion provides a living, breathing back-drop for not only the APs but the elements of the core game itself, whether the monster fluff of the
Bestiary or the classes of the
Advanced Player's Guide or the GM advice in the
Gamemastery Guide.
In some sense I'm talking about something similar to cross-training. Going for a walk is good for you, it has a positive impact on your physical health, but it also impacts other aspects of your life. This, again, is the difference between "primary" and "secondary" impact. The primary impact is the benefit to one's cardiovascular health. The secondary impact might be the benefit one's psychological health, or the creative inspiration that many get from going for walks. Or it might impact other aspects of one's life; let's say you go for a walk with your significant other - it has a positive impact on your relationship.
So my view is that if we only look at the primary impact of carrying a given product, we lose sight of the big picture and we limit ourselves to the "bottom line" - how much profit this product generates on its own. With both setting support and Dragon magazine, WotC has really missed the boat, imo.
In this respect 4e resembles a game like The Dying Earth....
....Unfortunately, though, the rulebooks don't do much to support GMing this sort of game. A contrast is provided by The Dying Earth rulebook, which does offer tools to help the GM with this sort of situation-based preparation and play.
For 4e, this is really provided by Worlds and Monsters....
For better or worse, this is the type of play that 4e does not seem to have been designed to support (although later books like The Plane Above, MM3 and Monster Vault are heading in a somewhat different direction).
Interesting points - I like what you say here. In some ways it seems that 4E advocates a sandbox approach to the game, yet doesn't offer enough tools and support for running a sandbox-style game. So in the end 4E has been in a kind of in-between state, between its original "points of light" sandbox approach and its half-baked settings.
See, I don't see why they can't do both - advocate a sandbox approach, provide support for running a sandbox game, but also create and support and ongoing setting (like Nentir Vale). Now what might have been
really interesting is if they had developed and published the Nentir Vale in a similar fashion as a sandbox setting is developed. There wouldn't have been a world map and a general outline of the world, at least not at first, but instead it would have been developed piecemeal. Maybe first a Nentir Vale Gazetteer, then further gazetteers on the bordering lands and a gradual exploration of the world outward.