Alternate History: Magic The Gathering Never Exists. What Changes for D&D?

WayneLigon

Adventurer
This may be a bit convoluted. Give me a minute.

Ryan Dacey's Predictions for 2007 for the Game Industry got me to thinking. I read further down in his entry some other interesting bits, such as

When we created L5R in 1995, the conventional wisdom in the gaming industry was that there were 5,000 hobby gaming stores in the North American market. That conventional wisdom was wrong, but we didn’t really figure that out until sometime in 2000. In fact, there were between 2,000 and 3,000 hobby gaming stores in the late 1990s.

In 2000, Pokémon swept the hobby gaming market, and there was a short-lived increase in stores as people rushed to cash in on the Pokémon phenomenon. From 2001 to the present, there has been a steady decline in the number of retailers. Today, the best estimate that Luke & I can arrive at is that there are between 1,000 and 1,500 hobby game stores left.


Now, before that Magic: The Gathering sweeps hobby shops.

Here's what happened locally - by that, I mean the store near me, and a couple stores I used to go to in Birmingham. Magic comes in. Within a few weeks, there are lots more people in the store than there used to be, but they buy nothing but Magic and play nothing but Magic. They don't buy RPG stuff and they don't cross over into playing RPG stuff.

Historically, the hobby store has been where new RPG players met each other. Now, store space is tight to begin with. Soon it's tighter as Magic players take up all the tables that used to have D&D and other games going on. Soon after this as tournaments start up and the whole organized leagues get started, they get pushed out completely. By this time, most of the RPG crowd has stopped coming to the store because they can't stand the much younger Magic players, most of whom are - as most children are - rude and loud.

By, oh, 1995 the hobby store is ruled by the Magic players and, to an extent, still is. They never went much for Pokemon though they sold it; so did everyone and his brother but the Pokemon players went to Books-a-Million on weekends. You could hardly move in certain sections for them.

It's 1993-1995 and the Internet is just starting to make it's big splash. The DotCom Bubble is not yet burst, and we start to see lots of game retailers online. So I started buying stuff online, as did most of my friends. The hobby store stopped stocking a lot of new RPG stuff because their customer base for it fled. Soon thereafter, they closed. Another store opened a year or so later, but it was several years before RPGs began to make an appearance there again. Other stores I know simply converted completely to cards and dropped their RPG lines. There used to be several hobby shops in the Birmingham area. Now I think there is one or two.

So, now... rampant speculation. What happens if Magic never occurs? The entire collectable idea never fires off, companies are not ruined or crippled by either the effects of it, or by trying to emulate it too late.

WoTC, without the millions upon millions generated by Magic and Pokemon, doesn't have the cash to save TSR wholesale. Probably no-one does.

It's now 2007. What's happened in the last ten years?
 

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D&D is sold by TSR to Malhavoc Press/Monte Cook in 2003, due to low sales of "Ultimate Skills and Powers" or whatever they'd've put out at that point. Monte basically makes 3.5 as it is in Arcana Evolved. The peasants rejoice.

-TRRW
 

Then Nightfall over throws the peasents and present the Scarred Lands to the masses.

AE still sells but thanks to Nightfall, d20 becomes a more concrete reality. ;)
 


EGG buys the rights to AD&D back for a buck 95 and by 2,000, AD&D 3 hits the shelves. It's an instant sellout and EGG buys microsoft 5 years later. :lol:
 

TSR goes bankrupt, and Bioware acquires the D&D trademarks and IP, but only uses them for video games in the short run. With D&D no longer being published, White Wolf makes a move into quasi-medieval fantasy with limitted success, though the out of print Dungeons & Dragons remains the most-played game in the genre.

Bioware releases a new edition of D&D in 2001, which borrows heavily from video game concepts (most notably, Vancian magic is killed in favor of a mana point system) to some success, quickly becoming the #2 tabletop RPG publisher (behind only White Wolf). Bioware acquires a license from LucasArts for PC, Xbox, and tabletop RPGs based on Star Wars in 2002, and uses a Star Wars RPG based on '3e' to improve their foothold in tabletop games. Bioware's model is based on more frequent new editions, and fewer supplements; '4th Edition' is launched in 2006 to some cheers (4e being somewhat more mechanically elegant than Bioware's first tabletop RPG) and some grumbling (3e having launched only five years ago). Star Wars 2e is expected to launch in May 2007, coinciding with the 30th aniversary of Star Wars, and the launch of the Knights of the Old Republic 3 game for Xbox 360.
 

Bone Thugs-N-Harmony, flush with cash from their hit "Tha Crossroads," purchase TSR and release D&D E-1999-Eternal Edition, with tribute modules to Eazy-E such as "Halflinz My Height Don't Fight."











Every module released ends up with the PCs either dead or in prison. Module writers such as Krayzie Bone calls this "keeping versimilitude."
 

Diaglo wins the lottery and buys out TSR. A new edition of D&D is immediately released, except it isn't at all new, but a reprint of OD&D (1974). His new company also sells gamer apparel, the most popular being the 'No Limit' branded hat of d02.
 

Games Workshop buys TSR.

In 1999, GW releases a new edition titled simply 'Dungeons & Dragons,' which is a mix of pre skills and powers AD&D 2e and a Warhammer Fantasy Battles skirmish game. The rules are closer to 2e than the 3.0 of our world, with most of the innovations drawing from GW rather than the many RPGs published between 2e and 3e. The Warhammer setting book is the first to release; the Forgotten Realms and Warhammer receive continued support, and Dragonlance gets a single book release.

Grognards fans rail against the new edition for being miniatures dependent, but the dual-branding is successful. GW is able to capitalize on owning two of the then-top four IPs in fantasy (Final Fantasy and Lord of the Rings being the others, since this is pre-Harry Potter). They are particularly successful at reviving the late-'70s, early-'80s 'tournament module' style of play, and insist on painted official miniatures at these events. Sales are high, surpassing White Wolf, but do not reach TSR's peak.

In 2000, GW introduces a Warhammer 40,000 RPG using a modified and not-quite-compatible form of the D&D/WHFR2e rules. This proves more successful than its fantasy counterpart and becomes the bestselling RPG of its time, selling equivalent to D&D 3.0. Bioware's successors begin working on a WH40k CRPG based on these rules.

By 2002, GW has acquired the Lord of the Rings license for miniatures and RPGs. It releases the LotR minis game as it did IRL, but also takes over Middle Earth Roleplaying, converting it to its version of Dungeons and Dragons. Coinciding with this release, GW also puts out 'Dungeons & Dragons 2nd Edition' as the rules base; the changes are minimal, but significant enough that there is little compatibility. The Middle Earth setting takes off with the hype surrounding the movies and GW's marketing clout. GW's RPG sales make new records for an RPG even as fans complain about the quick release of the new edition.

By 2003, it's clear that GW has no intention of updating the TSR settings to 'D&D2'; WHFRP, WH40kRP and MERP all get revised core books and splat books for the new system, but FR and Dragonlance do not, nor do any of the other abandoned TSR settings.

By 2004, the LotR craze is at its height, fueled by savvy cross-marketing. Without competition from collectible minis games, which were never invented without the inspiration of Magic the Gather, GW's stranglehold on miniatures gaming seems complete.

As 2005 rolls around, the LotR minis game dies off as the hype from the movies does. The RPG, however, now the de-facto setting for D&D, has the dual-branding to survive and thrive. By now, GW stores have essentially replaced independent FLGSes across Europe and North America, and have begun to choke off sales to other RPG and minis manufacturers.

In 2006, GW throws a bone to long-time D&D fans and releases a series of boxed games with miniatures and rules for all the classic TSR settings. These boxed games use a significantly altered version of the D&D 2 rules. Meanwhile, the last region books for WHFRP and MERP are released, and the last Campaign Codex for WH40kRPG. Sales begin to dip.

In early 2007, GW announces the release of Dungeons & Dragons 3rd edition...
 

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