Cynicism of an AD&D refugee

I was looking at Ultimate Feats at the used book store yesterday and a thought occured to me. That was probably a great idea for a product when it came out. But I don't think there's a lot of market for that now. Same with adventures. And what's the reason?

Who keeps playing a game a few years after it's out? The fan, the hobbyist, the tinkerer. Someone who could dash out a new class if they had to. Someone who already has a dozen D&D books and can find something they like. Likely, this person has enough experience to be a little pessimistic whether an entire book of feats is really going to add much to their gaming experience unless they are really good feats, or whether an adventure is better than anything they could write themselves.

I wonder when WotC decided this person was not worth selling product to. Because that's pretty much how I see things. WotC doesn't want you kit-bashing your own classes, they want you to buy them and the pages and pages of cards, sorry, powers, that come with them. They don't care about loyalists because they think there is a whole world of new players out there waiting to be captured. They think old school players can fend for themselves, hoarding out of print materials, writing house rules, running furtive convention games and playing with their old college buddies.

I would totally buy a D&D T-shirt if I thought it was cool. I would buy another monster manual, I would buy ten, if I thought they were cool. If I keep running D&D year after year, rulebooks will need to be replaced. After five years of errata, I wouldn't mind paying money for an incrementally revised rulebook. Come on, $40 every five years? Bring it on.

There are plenty of people willing to sink $200 a year into the newest, hottest D&D. But how many of them are going to stick with it? What is going to happen to the D&D brand? Star Trek split between the original series and TNG, but at least they got to keep sharing the same universe.

I'm not sure the new edition is entirely the product of "market research," which WotC did plenty of for 3e. Sometimes I suspect changes were made to suit the personal preferences of the designers, who decided that since they were now King of D&D, they could do that. And with WotC wanting to raise revenue, and a staggered schedule of publication being the plan, and with a mandate to fix problems, this was the perfect opportunity. The only problem was this huge existing fanbase.

I think the problem was eventually solved by calculating who would shell out more money this time around. A lot of people were willing to convert, to stay current. Some bought the new core, even while keeping what they already had. I don't think WotC was incorrect in thinking 4e would reinvigorate sales. Obviously, plenty of people were ready to try something new. I just worry that it was short-sighted.

Eventually, the new edition is going to play out, as all must at some point. And then what will happen? Each generation of D&D player will be stranger to the one before. Will the name D&D even mean anything by the time 5th edition rolls out?

I feel really alienated, moreso than when Forgotten Realms, that new kid on the block, became THE D&D setting, moreso than around when Powers & Skills came out and I left AD&D behind pretty much forever. It became a thing of historical interest to me.

I was reading the D&D celebration book the other day. I really wonder if WotC has forgotten the lessons learned. 3e brought D&D back from the dead. What it did, must have been at some level a successful strategy. Avoiding an explosion of must-have sourcebooks was considered a design goal, and for good reason.

When "core" becomes bigger every year it means two things:

A) a percentage of experienced players will be lost every time you publish a sourcebook, if they reject some of the supplemental material you previously published, and
B) the cost of becoming an acculturated new player just got higher

It looks like to be a hip and with it player these days, you need to plan on laying down $60 to $100 on buying the core rulebooks, plus plan on spending another $40 a couple of times a year on new core, assuming you don't try to collect it all. Then you are going to spend a few dollars more a month for online content.

If you take a yearlong break from spending cash on D&D, you are probably gone for good. You might cherry pick a few things, but once you can't keep up, you're not going to catch up. Why should you? You've already spent $300 on enough gaming material to last a lifetime.

The whole model is based on creating a supply then trying to manufacture a demand for it. I think that style of marketing is on its way out... look at the economy now, with all the bloat it's had to shed. The way to do business is to find a need and address it.

Bundling things like the tabletop and online magazines and stuff with a new edtion was, in my opinion, a mistake. People might have paid for that stuff anyway. If you want to create revenue, you have to find a product people continuously want. Trying to hype something is going to produce, at most, a fad.

Plenty of people love 4e and I am happy for them. I don't. But let's say I were a 4e fan. I would really worry about what would happen if WotC decided 4e wasn't profitable enough before publishing a lot of stuff I was looking forward to. I don't want a gaming hobby that my publisher thinks I should be spending $200 a year on. I am not that target demographic.

If you were going to sell a new edition of D&D to me, you would do it like this:

A) Create something awesome
B) Put it in a big, awesome package
C) Mark up the price generously, which I will pay because it's awesome
D) Sell it to me and let me enjoy it
 

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WotC doesn't want you kit-bashing your own classes...
Where is the evidence for this?

... they want you to buy them and the pages and pages of cards, sorry, powers, that come with them.
WotC wants to sell you as much supplemental material as they can. As did TSR. It's just the business model.

If I keep running D&D year after year, rulebooks will need to be replaced.
I'm lucky, all of my 1e books from the mid-to-late 1980s are fine.

After five years of errata, I wouldn't mind paying money for an incrementally revised rulebook.
See, I would. I get annoyed when a company tries to sell me what is essentially the same product several times over. Also, learning a new system every few years is fun, it's like an artist branching out and exploring new techniques/media.

But how many of them are going to stick with it?
My group is still playtesting the new edition. The early results are positive, but far from conclusive.

What is going to happen to the D&D brand?
It'll endure. There have been several substantially different games released under the D&D brand, and the brand is still around.

Sometimes I suspect changes were made to suit the personal preferences of the designers, who decided that since they were now King of D&D, they could do that.
You suspect that the people paid to design the new edition of D&D actually designed the new edition of D&D. I suspect you're right. I further suspect they were hired because of their design skills, which they applied to 4e.

I don't think WotC was incorrect in thinking 4e would reinvigorate sales.
They weren't. It's been the pattern for every new edition.

Obviously, plenty of people were ready to try something new.
Again, that's been the pattern.

Eventually, the new edition is going to play out, as all must at some point. And then what will happen?
5e.

Will the name D&D even mean anything by the time 5th edition rolls out?
How much does OD&D have in common with 3e? Heck, 3.5e is markedly different from initial 3.5e, when you consider the addition of things like per-encounter abilities and all those new magic systems. The paradigm began to shift inside of the last edition (as it did in 2e after Skills and Powers, come to think of it).

I just don't see how's there anything new here in the release of 4e. This has happened before (hopefully it'll happen again). So WotC is looking to create steady revenue stream, how is this new or surprising? The D&D brand-holders have always tried to keep the market buying. Their model has never been to sell a single, premium-priced package --which creates a big barrier to entry, BTW.
 



I wonder when WotC decided this person was not worth selling product to. Because that's pretty much how I see things.

I disagree. WotC knows they have a hardcore audience, and they will cater to it. That's half the reason for the transparency of many of 4e's rules, and the siloing: you know that when you change something, you'll only be changing that thing, and you will clearly see what the effects will be. Or, at least, that's one of the ideals (whether or not 4e really achieves this is probably up for debate).

Wizards wants EVERYONE to play their game, and I don't think they'd make a choice that they didn't really believe in just to make it more difficult for tinkerers.

I mean, it is ridiculously easy to design a new power, for instance.

There are plenty of people willing to sink $200 a year into the newest, hottest D&D.
It's more like $200 every 10 years, which boils down to $20 a year or so? And besides, I think WotC is probably seriously considering what it would take to get longer and longer editions, to get off of the "edition treadmill."

Part of that formula is likely to bump sales of products in the 8th year of the game. If they can keep sales high throughout the decade, they don't need the sudden cash influx that a new edition will grant them.

I'm not sure the new edition is entirely the product of "market research," which WotC did plenty of for 3e. Sometimes I suspect changes were made to suit the personal preferences of the designers, who decided that since they were now King of D&D, they could do that.
I mostly disagree. They're putting out the game they think most people want. There's just a few problems with that, and those problems tend to drive away some people.

#1: Not everyone wants the game that most people want. D&D has a lot of fringe tinkerers who value control over their own games quite highly.

#2: The game that most people say they want probably isn't the game that they *really* want because people are irrational, panicky apes.

I believe 4e's focus on combat, for instance, comes directly from the perception that combat is the most fun thing you can do in D&D, and that perception occurred because combat has been an action-packed central pillar of the game from day one, and the "20 minutes of fun crammed into 4 hours" perception means that fun only happens when the dice are rollin'.

I think that's a slightly misleading perception, but I can easily see how they got there, and how 4e serves those needs.

Will the name D&D even mean anything by the time 5th edition rolls out?
Sure. If we're lucky, it'll mean even more.

The way to do business is to find a need and address it.
I think that's what they're doing. Problem being mis-identifying a large part of the needs. ;)

If you take a yearlong break from spending cash on D&D, you are probably gone for good. You might cherry pick a few things, but once you can't keep up, you're not going to catch up. Why should you? You've already spent $300 on enough gaming material to last a lifetime.
I think this is a fairly valid fear, though. It's amazing how liberating it can feel to decide "Hmm...not this time..." I'm sure 1e fans have felt that for a while now. ;)
 

I think I'd have a very hard time trying to build anything not directly supported by the system as published. Make a 1e Illusionist in 4e? Now there's a challenge for ya! :) (hint: no spells, rituals or non-weapon abilities allowed if they cause direct physical damage. Have fun.)

Are you talking about the mechanical difference or about the thematic difference? Causing direct, physical damage is abstracted (correctly, IMO) and no longer means that you're taking a dagger or a fireball to flesh. It represents harming the individual's ability to defend himself. Look at the (free) Dragon Article "Characters with Class: Wizards", in which illusions are featured. They still do damage most of the time, representing the mental toll they take on the target.

That said, you are correct in saying that the illusionist is hard to replicate in 4e, at least completely. None of the at-wills are illusion-heavy. Most levels give you at least one option for an illusion spell, and the cantrips are very nice in terms of pulling off what used to be low-level illusions, but the translation isn't perfect. This will likely be improved possibly remedied by Arcane Power.

Of course, this can be remedied by simply reflavoring the powers. But I'm betting you're not too hot on that, right?

As for the business about number of class options - someone said 4e has 47 options where 1e had 10 and 3e had 12+8; whatever - why does that matter? Once you get past the very basics - fighter, wizard, sneak, cleric - the game-mechanics of the character really shouldn't matter that much. It's a sad thing to see "characters" made of feats and skills and powers rather than personalities and alignments and role-played interactions.

How odd. You first point that 4e is not varied enough in a mechanical sense ("I can't model an illusionist"), then you say that mechanical variety is unneeded. The mechanical options in 4e give you far more variety in character options than was possible before in the case of non-pure wizard characters. Want a reasonable fighter/mage? No problem, 4e can do that. Want a fighter that has a good base of skill support? Sure, you can do that too. Want to play a cleric of a god of thieves without gimping yourself? Check!

You're looking for specific examples of variety, and I will happily agree that 4e can't cover every single character concept right off the bat. Of course, 3.5e couldn't either- it covered less ground than 4e, in fact. It did cover some cases that 4e doesn't, but 4e covers plenty that 3.5e couldn't in a satisfactory manner.

If you're looking for a dedicated illusionist from core, then 4e fails. I'll argue that your demands there are fairly narrow, though, and won't apply to anyone looking to make an organic character- why wouldn't a wizard who prefers illusions not want to learn even the most fundamental attack spells if he's going out adventuring, for example? I'd figure he'd want magic missile or fire burst as a backup, no?
 

See, I would. I get annoyed when a company tries to sell me what is essentially the same product several times over.

Obviously, if you are happy with the updates you currently have and your books are in good shape, you would be under no obligation to "upgrade" which I think is a state people enjoy.

paradigm began to shift inside of the last edition (as it did in 2e after Skills and Powers, come to think of it).

I just don't see how's there anything new here in the release of 4e. This has happened before (hopefully it'll happen again). So WotC is looking to create steady revenue stream, how is this new or surprising? The D&D brand-holders have always tried to keep the market buying. Their model has never been to sell a single, premium-priced package --which creates a big barrier to entry, BTW.


What you are describing, though, is the AD&D 2e in its death throes. That model was ultimately not successful. The fan base revolted, sales shrank, and the design team ran out of steam. TSR went out of business.
 

as far as im concerned the only thing that has ever been "core" in D&D is fighting-men(fighters) clerics , wizards ,elves ,humans, halfings, dwarves and two a lessor degree rogues and gnomes after thoes you have hit core. as much as i love bards druids barbarians how is the dession to go with newer classes not core? 4E players handbook is ALL you need to play the game(as a player) and have a good time. the only people complaning about it are people who don't like the selection they were given. its simple economics i would love for every edition to have added core but if the page count of the books goes up so must the price. given that every class has 15-20 pages dedicated to it and with 8 classes in the phb you need to leave room for the rules and other things. now if Ph2 comes out with a considerablely low page count and 8 classes i might be pissed.
 
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as far as im concerned the only thing that has ever been "core" in D&D is fighting-men(fighters) clerics , wizards ,elves ,humans, halfings, dwarves and two a lessor degree rogues and gnomes after thoes you have hit core. as much as i love bards druids barbarians how is the dession to go with newer classes not core? 4E players handbook is ALL you need to play the game(as a player) and have a good time. the only people complaning about it are people who don't like the selection they were given. its simple economics i would love for every edition to have added core but if the page count of the books goes up so must the price. given that every class has 15-20 pages dedicated to it and with 8 classes in the phb you need to leave room for the rules and other things. now if Ph2 comes out with a considerablely low page count and 8 classes i might be pissed.


So..if a book has a smaller page count, less words and more whitespace...shouldn't it cost less by your criteria?? Just saying.
 


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