Pathfinder 1E An at-a-glance history of Paizo

Morrus

Well, that was fun
Staff member
Paizo published 10 blog entries which each covered a year of the company's history a few years back; I'm sure many of us have read them. I've excerpted a quote or two from each in an attempt to create a very quick at-a-glance company history. Obviously, it leaves out a lot of detail and nuance, but it's easy enough to click through for more information. I've also put these on my From TSR to WotC: A History of D&D page.


  • 2003: Fine-Tuning the Magazine Business -- "As I mentioned earlier in this blog, I spent a lot of 2003 analyzing the magazine business and coming up with ideas about how to make it work better for Paizo. This led me to clash quite a bit with Johnny as I questioned decades of common industry practices that he considered sacrosanct. Eventually, it became apparent that our differences were too vast to reconcile, so on December 8th, we announced his departure from Paizo. While this move relieved some of the pressure in the office, it also put me in a position I didn't intend to be in when we started Paizo: I was now fully in charge of a business that I had all of 18 months experience with."
  • 2004: The Worst of Times -- "As 2004 opened, there was a cloud hanging over Paizo. The reality that Star Wars Insider and the Star Wars Fan Club were going away in a few short months really hit home. Star Wars accounted for more than half of Paizo's revenue, and supporting the company purely on income from Dragon and Dungeon wasn't going to work. I personally had two options. The easiest would be to shut down the company. As I mentioned in my first anniversary blog, it takes a long time to get paid for magazine sales, and while that makes starting up a magazine very difficult, it also means that if you stop publishing, money keeps coming in for almost a year. It would have taken a while, but eventually, we'd have been able to recoup most of the money that Vic and I had invested in Paizo. The other, much more daunting option was to try to replace that lost revenue."
  • 2005: Laying the Foundation -- "[A] big change for Dungeon was making the Adventure Path a monthly feature. Beginning with Erik Mona's now infamous adventure "The Whispering Cairn" in Dungeon 124, the new Age of Worms AP brought new stories every single month, climaxing in the demigod Kyuss's attempt to enter the world of Oerth. From that point in July 2005 onward, we've scheduled a new Adventure Path installment every single month!"
  • 2006: Battling Headwinds -- "Our license for publishing Dragon and Dungeon was due to expire in March 2007, and this meeting would be the first step toward negotiating a renewal of that contract. It took a while to find a time that fit everyone's schedule, and we finally had to resort to meeting by phone rather than face-to-face. On May 30, 2006 at 2 pm, I had a conference call with Wizards, and it was during this call that they let me know that they had other plans for Dragon and Dungeon; they wouldn't be renewing the license for the magazines. I personally don't remember much of my reaction, but after the call, I brought Erik in to my office and told him the news, tears streaming down my face. (Read Erik's recollection of this major event below.) We always knew that this might be a possibility. That was, after all, one of the main reasons we had been building the other parts of our business: so we wouldn't be caught unprepared if the unthinkable were to happen. But I don't think any of us ever really thought that this was much more than a remote possibility. Dragon and Dungeon were finally firing on all cylinders and were enjoying critical acclaim that hadn't been seen in years. So this news struck us to the core. In one meeting, the last large chunk of the company that we started not quite four years before was going away. We were numb. How the heck were we going to cope with this? Frankly, it seemed impossible at the time."
  • 2007: The Year Everything Changed -- "One of the largest threads on the paizo.com messageboards began in October, when Erik announced that Paizo Is Still Undecided. The lack of any information from WotC and the seemingly overwhelming support for us to stay put were making us lean towards sticking with 3.5, but it would be suicide to produce support products for a game that no longer has core rules in print. So if we wanted to stick with 3.5, we knew that we'd have to release some sort of rulebook. As the end of 2007 neared, we still held out hope that things might work out for 4th Edition. But we were already planning the Pathfinder Adventure Path that would begin shipping the same month that Wizards was releasing 4th Edition, and the deadline for soliciting August 2008 products to our distributors was rapidly approaching, so we needed to make a decision, and fast. As the year ended, our new product lines were well-received, and the new Paizo was looking healthier than ever. But the decision about 4th Edition was now reaching a critical stage and the new year would again test our mettle. Fortunately, Jason Bulmahn had started tinkering on his own time with some ideas he had for a 3.5 revision, a project he had dubbed "Mon Mothma..."

  • 2008: Forging Our Own Path -- "As the cold and stormy start of 2008 settled on the Paizo offices, there was a palpable sense of tension. We were well past the point where we normally assigned freelance writing for our Gen Con releases. Wizards of the Coast was set to release Dungeons & Dragons 4th Edition at that show, and we were already planning out Second Darkness, the Pathfinder Adventure Path launching at the same time. If we were going to switch it to 4E, we needed to do it soon. But we knew little more about 4E in January than we did at the previous year's Gen Con. Early in the month, Wizards held a conference call with a host of third-party publishers telling us that they were working on a new third-party license and that we would probably have early access to the rules soon, but the lack of a firm commitment or any kind of schedule from Wizards was stretching our patience—and our deadlines....Thankfully, Jason had started to experiment with an alternative 3.5 rules system in Fall 2007. It was initially a lark that Jason was hoping he might be able to sell as a PDF somewhere down the road to the inevitable fans of the 3.5 ruleset that weren't going to 4E. He had dubbed the project Mon Mothma. Early in 2008, Jason had presented this document to us, a revision that added a variety of new options to a ruleset we already had experience and comfort with. Knowing the future was uncertain, we encouraged him to start turning his ideas into a complete, coherent rules set."
  • 2009: Launching Our Own RPG -- "As 2009 came to an end, Paizo was firmly settled into our new digs, and the Core Rulebook was selling so well that we were already preparing for a third printing. The Bestiary had just been released and was also seeing great sales. It was looking like Paizo was going to weather the shift to our own RPG game system with flying colors. Now we had the challenge of building on the successes of 2009 to establish Pathfinder as the preeminent brand in RPG gaming. A lofty task that was going to take a lot of hard work and a little bit of luck..."
  • 2010: Following Up on Our Successes -- "This will be news to most readers: By the end of 2010, the Pathfinder RPG had already overtaken D&D as the bestselling RPG. It would take almost half a year before industry magazine ICv2 first reported it, and several quarters more before some people were willing to accept it as fact, but internally, we already knew it was true. We'd heard it from nearly all of our hobby trade distributors; we'd heard it from buyers at book chains like Barnes & Noble and Borders; we could see it using industry sales trackers such as BookScan; we were even regularly coming out on top on Amazon's bestseller charts. Each individual market we sold in had us either tied with or outselling D&D, and none of those sources counted our considerable direct sales on paizo.com. Put all of those things together, and it was clear: Pathfinder had become the first RPG ever to oust D&D from top spot."
  • 2011: Taking On the Role of Industry Leader -- "As I mentioned in my previous blog, Paizo found itself in a very interesting position as we came to the end of 2010. Never before in the history of tabletop RPGs was there a market leader that wasn't Dungeons & Dragons. Why is that important? Well, there are certain tasks that the tabletop RPG industry has always relegated to the top dog in the category—and chief amongst those was player acquisition."
  • 2012: Laying Groundwork for the Future -- "At the end of the 2011 blog, I mentioned the impending announcement of 5th edition that had us wondering what Wizards had up their sleeve, and what it would mean for Paizo and Pathfinder. Wizards made their announcement in January, and released the first playtest materials in May. At Gen Con, Wizards announced that 2014 was a likely release date for their new edition. So what does this mean for Paizo? We've decided to stay the course. Pathfinder is doing amazingly well, with our products selling better and better each year, and our licensing partners are helping us make it the top RPG worldwide. We have a lot more that we want to explore with Pathfinder and we know that we have devoted fans and customers like you that want to go exploring with us. Paizo is good at making tabletop RPG products and we aren't deviating from that. We wish Wizards well with their edition launch; we will be creating cool Pathfinder adventures, expanding our Pathfinder campaign setting, and exploring new Pathfinder RPG rules while they do that. We will keep making Pathfinder until you tell us to stop."
 
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As a big 4e (and now 5e - at least what I have seen so far) fan I give Paizo a lot of credit for building a viable RPG company. That is no small task for such a niche industry. Even though I have never played PF I do own many of the books and APs and may play it some day (I did play a little of PF with the beginner's Box). I hope (and expect) that PF will co-exist with 5e.


There really is no doubt that PF has become the premier book selling RPG company but the question remains, how important are books sales in the industry now? The DDI model of 4e was IMO the biggest reason D&D books declined so dramatically in sales among other factors (reams of errata for the early 4e books being one and some people not liking the game another).


We still haven't seen the 5e digital strategy in full yet. There are hints of the basic game being available for free online but there seems to be a lot more we don't know yet.


If the basic game it available for free then how does WotC expect to make money on 5e? Do they expect most people will want the greater options the books provide? Do they plan to sell tons of adventures? Are the mags going to be a separate offering (either digital or print)? Will there continue to be a DDI type service for 5e?


The next 6 to 12 months will be interesting as WotC unveils and implements their 5e digital and non-digital strategies.
 

but the question remains, how important are books sales in the industry now? The DDI model of 4e was IMO the biggest reason D&D books declined so dramatically in sales among other factors (reams of errata for the early 4e books being one and some people not liking the game another).

Honestly, for me, online platforms is a reason not to use a given game system. Consider that I'm a graphic designer, and though I've used Adobe software in the past, currently you cannot buy Adobe products downloaded to your system, you have to pay a monthly fee and use their cloud where the software actually exists, and generally you save your work on their servers. I would never do this. So other than an old version on my PC, I don't use Adobe anymore.

Also, though I don't use a lot of software for my gaming, those applications I do sometimes use are often at locations where there is no internet access - one of the houses we regularly game at is in a rural area and the only internet available is dialup. Who would have the patience to use dialup to use an online software platform?

If I don't have a game system book at hand - I don't play that game. Many of the "books" I buy are PDFs, but then I run a print shop, so any PDF pages needed in hand during a game was printed by me, carried to the house and able to show others by letting them read it.

If the game system only exists online, it won't be a game that I ever play. So if game books are nolonger printed - its a potential loss of a customer. Thus to me, online platforms is no benefit.
 
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