Maggan said:
That's a very good point. So even more product lines are out there that are not d20.
The reason I compiled the list was the fact that I got into a lot of discussions where people claimed that all that was produced was d20 and that d20 was killing creativity.
After I repeatedly asked for some sort of data to back that up, and never getting any data, I compiled the list.
So if anyone's got any data that'll prove me wrong, bring it on!
Sorry, most of my data is, likewise, anecdotal. Here's one piece of it: I've been going to GenCon every year since, um, '91? Anyway, every year, i make it a specific point to take the better part of a day just to do the dealer room, slow and methodical-like. I stop at every RPG booth, and talk to most of them. Even the ones that i suspect right from the get-go won't have anything to interest me. And, for the period from about '94 to '02, i even took notes. Specifically, i made notes of every new RPG i could find, focusing on those from small-press companies--not just the name, but a quick capsule summary of the rules and setting, and mini-review of same. A couple of years in tehre, i even wrote the whole thing up for UseNet (then i got burned out on the effort of doing it right, and busy with other projects, and the notes became once again just for me--plus, Ken Hite started doing pretty much the same thing).
Now, the trends: # of new games ["new" defined as "i haven't seen it at my FLGS yet"--and Pegasus is *very* good about getting in almost everything in the small-press RPG world] was pretty steady most of the way through the '90s--up and down from year to year, but similar numbers. Late '90s (as in '98 or maybe not 'til '99) was when there was a precipitous decline in the number of new games at GenCon. IIRC, '00 [it might have been '99--i don't have my notes handy] was the nadir, with so few new RPGs that i could've bought them all if they'd all been to my taste, and the year that i actually ran out of new things to buy at GenCon, and blew the rest of my money on used [usually, there're a few more-obscure used RPGs that i look for at GenCon, don't find them, and spend all my money on new stuff--we've got great used-RPG stores around here, plus i don't mind shopping online for that stuff]. In '01, there was a distinct dirth of new RPGs at GenCon. In '02, the numbers were back to about where they'd been in the mid-'90s, but more than half of the new games were D20 System. Ergo, the number of new not-D20-System RPGs was significantly lower than the number of new not-D&D RPGs in, say, '97. In '03, things were finally starting to diversify again, with as many or more new RPGs at GenCon than i'd seen in the mid-'90s, and a significantly smaller portion were D20 System than the year before. If the trend continues, this year will probably be the year that sees new non-D20 System games at GenCon returning to good levels, *plus* a whole bunch of new D20 System games--so more new games than ni the past.
All the way through, some of them were crap, some of them were pure genius, most were good. IMHO, more of the D20 System games were crap, or merely good, and the %age that were pure genius was lower. And not *because* they were D20 System. Rather, as someone else observed, there've been D&D-clone RPGs out there for years. Most of them have always been crap. Some of them were really just a cool idea or two, but "needed" an entire game built around them to make them go. Now, those same sorts of games actually *are* D&D-based (well, D20 System--same difference in this case), and some are just as crappy, while a few are less crappy, because they only invent their cool new idea, and just let the core D20 System handle the rest. And some of them just get turned into d20 System supplements, rather than building a new game (Elements of Magic instead of Ars Magica). Those who had a comprehensive vision for a truly new game (not just "D&D, only better" usually produced a pretty good game. Nowadays, some of those use D20 System. But many do not, because, well, they stem from a vision for a whole new game, not just tweaking an existing game, so often this vision includes a new system. However, a lot of really good, and some downright-awesome, new games *are* D20 System--more recently, this is probably because D20 System is part of the mental landscape, and thus gets incorprated into the evolution of the new game, but it could also come about because the new vision isn't about mechanics, or is vague enough in that area that it doesn't demand a specific system. I've never denied this. I love it--especially when someone takes a system i don't like and manages to make a game i nonetheless adore (Spycraft is an excellent example of this--and, heck, i don't even like the espionage genre, either, and i'm dying to play the game).
oh, another bit of anecdotal evidence: I wander into the FLGS on a pretty regular basis (and have for going on 20 yrs, since i lived 150mi away, and it was a special treat when i came to Madison). Pegasus has always been great about stocking small-press stuff. There was no dearth of new, interesting stuff in the '90s. It was '00-'02 where there was a significant drop in new stuff, in my impression. And it was '02-'03 where "all" the new stuff was D20 System. In the last 6mo-1yr, it has finally gotten back to the point where i can walk in and almost always see something new and non-D20 System. And, just for the record, there's a fair bit of non-D20 System chaff out there, too. I'm hardly a "D20 System bad, others good" sort of person. I've cringed at quite a few games recently, and several of them weren't D20 System.
Because the critics most often don't look at what's being done with the games or the supplements. They see the "d20" logo and tell themselves "this is bad because it's d20. I will never read this, that's how bad it is!"
And when I ask for data to back up the ideas that d20 is destroying the market and creativity, I never get any. Not once have I got any hard data to back up the notion that d20 has destroyed the market for non-d20 games, or that it has stifled creativity within the hobby.
I hope i haven't come across as saying that [the creativity-destroying part]. I fear that D20 System may cut down on creativity in the long run, but mostly i'm just worried that it provides an incentive towards compatibility--it's not D20 System that's hard on creativity, it's D&D not participating in the feedback loop of open-content development that i see as the potential obstacle to creative evolution. D20 System doesn't stifle creativity, it promotes it. It makes it even easier to take an idea and evolve it, and then evolve it some more. What might hinder this feedback is the desire to be seen as compatible with D&D of the current edition. Since WotC isn't using the cool ideas out there, and letting them evolve D&D, you have to choose between using your Cool New Idea and remaining compatible with D&D. Now, in the long run, this'll probably not be a problem--either D20 System will establish a sufficient independent identity that D&D compatibility is no longer an issue, or D&D will start to incorporate OGC advancements. I think we're seeing the former start to happen, with Mongoose's "OGL" games leading the way.
And keep in mind, i am most definitely *not* part of the "i won't look at it 'cause it's D20 System" crowd. Right from the start, i've been looking at D20 System products same as any other. And i've been buying D20 System products just as much as non-. However, it wasn't until Dynasties & Demagogues came out that a D20 System product was sufficiently compelling for me to buy it. Despite how much i love Nyambe, Spycraft, M&MM, and some other D20 System products, i didn't love any of them enough for them to make it to the top of my "to buy" list--there was always something "better" out there, and it was always non-D20. [For anyone who's keeping score, my 2nd D20 System purchase was Arcana Unearthed--i loved playing D&D, but gave up on it for mechanical reasons a decade ago; D&D3E did nothing to re-ignite my passion for D&D, but AU made me want to play D&D again. So my next mini-campaign will be D&D, and i'll be using AU, the Net Book of Feats, and Book of Distinctions & Drawbacks for the rules.]
IOW, i don't say "D20 System--no point in looking 'cause i won't like it". Rather, I've consistently looked at D20 System products, and have consistently been underwhelmed. I've been dissatisfied with literally hundreds of products over the course of, what, 4 years now, and a great many of them have the same logo on the cover--is it *really* that unreasonable to conclude that there's a connection between that logo and my dissatisfaction? Don't get me wrong, there're some really great D20 System products out there. But, setting system compatibility aside, very few of them are "best". M&MM is one of the best D20 System games out there to date, with some really great innovations, and is probably the best D20 System supers game out there, and i like supers RPGs. But what's it got over Champions/Hero 4th, TMNT, Godsend Agenda, Heroes Unlimited, Marvel Universe, or DC Heroes? [OK, trick question: the main advantage it has over Heroes Unlimited is that it doesn't suck. But for the rest of those?] To me, it doesn't matter if it's better than Silver Age Sentinels D20, Four Colors to Fantasy, The Foundation, and Deeds Not Words (and i'm not convinced it actually
is better than all of those; but for sake of argument), because my scope is a lot bigger than D20 System. You wanna sell me on a product, you need to be the best product in that niche to date--not just the best D20 System product. Spycraft is an excellent example of this--it might be the best action/espionage RPG i've ever read (somehow, MS&PE, Top Secret, and James Bond 007 never really 'clicked' with me) [only reason i don't have a copy is that my funds are limited, and a friend has one so i can just borrow it].
In short, i most definitely
do look at what's being done with D20 System. And i see some pretty god stuff, along with a lot of crap. But most of the "pretty good stuff" that is new to D20 System is old to RPGs. Frex, Unearthed Arcana, has a lot of "new" stuff in it. However, when i read through it, there was almost noting i hadn't seen before. To take a specific example: recharge magic. Seems well-done, but i've got at least a dozen RPGs on my shelves already that do the same thing, in some cases better (and in some cases worse). It just doesn't matter to me that it's new to D&D, because my scope is a lot bigger than that--if i wanted to play a game like that, i've got a lot of choices, and even if i specifically want that option in my D&D game, i can just grab a system like that that i already have (such as Ars Magica, which has the added bonus of compatible number ranges).
OK, enough for one post.