d20 Prime Directive


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scourger said:
It has been my experience that a significant majority of DMs/GMs use modules. I use them exclusively, and the last time I played an RPG that wasn't a module was almost 15 years ago to the best of my recollection. Somebody ran Rifts--a game for which there were no modules. Even that GM continued that game using an old Omega World series of adventures.
While that may be true now (having heard complaints from Dungeon readers when Dungeon & Polyhedron were married), the GM only represent an average 1-out-of-5 Player's Handbook owners (assuming I use a base typical gaming group consisting of 4 players and 1 GM).

It's not profitable in the long run when you must consider making such a small print run.

HOWEVER, when introducing a new [version of a] game, a publisher must consider providing adventure modules during the first 3-6 months of the core game product release, so new[-bie] owners can get a headstart in learning and enjoying the game. Call it an aggressive marketing tactic. New game + scenarios are usually guaranteed to be played almost immediately.


scourger said:
Many of the books you mention are D&D books. I believe there is a big differrence between D&D & other d20 games, particularly those from 3rd party publishers. People will buy D&D books in much greater quantities than books for other d20 games. I have a gaming friend that bought many, many D&D books; but he will not buy books for any other d20 game. He and I are the only big consumers in our group. To use WotC's recently-revealed marketing strategy terms of Trial, Regular & Lifestyle: he and I fall somewhere between Regular & Lifestyle. We'll never be Lifestyle players because neither of us buy every product that is released by WotC for D&D--and even most other third party lines peter out (he gave up on Scarred Lands befiore it was canceled and has stopped buying Kalamar stuff, too). All of our other group members are Regular players since they have the basic rules (a PHB) and that's about it. On the other hand, I am a Lifestyle player of Judge Dredd d20. I buy everything I can for it. I do this because I like the core book and the modules. The sourcebooks are mostly just read & shelved, but I buy them because I'm captivated by the game and setting. I think this is where ADB wants to be with PD20. They want Lifestyle players. They want sales of as many books as they can print.
With all due respect to ADB, they shouldn't have that high a goal, especially when it comes to roleplayers. Even if they are willing, such a goal to get lifestyle players is a long-term plan. Even D&D in its heyday -- before the other RPGs started coming out -- took a long while to build its own fanbase.

Stick with a short-term goal (get trial players in), and then advance upward.


scourger said:
Which is what they will not get with your purchases of just the Klingons & Romulans sourcebooks. Do you think anyone else in your group will buy those books? Any of the PD20 books? Don't get me wrong. I'm not saying it's bad for them to sell two books or for you to buy 2 books. Certainly, not every game can appeal to every gamer. But, I'm telling them that they will sell me many books if they publish modules. You're telling them that they will sell only 2 books to you no matter if they publish modules or not. The wiser marketing strategy is to publish modules. Of course, ADB may just want to saturate the market with the first four PD20 books and then get out of the d20 publishing business. I might convert adventures from other sources for PD20, but it's often easier to just play the other game if I'm going to have to use material from it. If they want to attract Lifestyle PD20 players, they need publish adventure modules.
With all due respect, publishing adventure modules would be considered an attraction for trial and regular players.

The 2 sourcebooks -- Klingon and Romulan -- are geared toward regular and lifestyle players. And lifestyle players, well ... they may occasionally like adventure modules but I think at this stage the GM would rather be creating campaign and they're going to need how-to books or an interactive community to share ideas.
 
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All this pondering of the original series prompted me to check it out at a local store. All 3 seasons are on DVD now, but are a little too expensive. Maybe I'll get TiVo or a DVR so I can pick them up on cable...
 

Ah yes, the great "Modules" debate of ENworld. Honestly, interesting stuff. Of course we have all heard it before, and should perharps continue further debate of the subject in an appropriate thread in the General Forum.

Back to the issue at hand:
As long as we are wishing/suggesting/asking questions, since it has been mentioned that PD20 will have star ship combat rules, how will it be for star ship construction? I realize that in such an iconic setting, there's not going to be a lot of need for "from scratch" construction rules (but I might be interested) but I also know that kit bashing is a big part of SFB, or at least it was of the Star Fleet Command Computer Game when I was heavily into that. Thus, I would suspect that alot of people would be interested in ships with a moduler design that could be altered to fit the campaign.

Second, how much of non-Star Fleet Federation culture will we be getting? I assume it will ultimatelly be in a Federation book, but will there be any in the core? Always interesting stuff, and might be good for PC backgrounds.

Finally, and this may be answered by some one more familiar with the GURPS books, is play style "troupe" based (where i player has several PCs of different types) or more 1 player = 1PC with the GM running the red shirts? I would be interested in hearing anyones experiances playng the older versions as it might give us a persepective on how the new game will play out.
 


BPIJonathan said:
It will require the PHB. Only the new feats and skills are described in the PD20 book.

Thanks for the clarifcation! Though it leaves it a little open to use with D20 Modern (I guess we will have to see)

D20 Klingons and D20 Romulans...very cool

And Ranger REG: you can make a game (like Sidewinder) that is practically stand alone, but leaves out the XP and advancement rules so you can put the D20 logo on the cover, that is what I meant by "virtual OGL".
 

TerraDave said:
And Ranger REG: you can make a game (like Sidewinder) that is practically stand alone, but leaves out the XP and advancement rules so you can put the D20 logo on the cover, that is what I meant by "virtual OGL".
And you have a problem with this thing you called <air quotes> "virtual OGL"?
 

JimAde said:
My guess would be the latter. They'll need all new classes, races, equipment, etc. I assume pretty much the only thing missing will be the XP/Level chart and an explanation of how to award XP for an encounter.

This is a common misconception. You certainly can include an XP/Level chart. It says so in the d20 License Guide:

Applying the effects of Experience to a Character does not include creating or modifying an experience point chart or defining a new class (including describing what benefits that class provides at each level).

As you can see it specifically states that creating or modifying an experience point chart is NOT included in the definition of Applying the effect of Experience to a Character.

The Traveller's Handbook has included an experience point table since it was first released and it is a d20 product.

[edited to fix a spelling boo-boo]
 

JimAde said:
My guess would be the latter. They'll need all new classes, races, equipment, etc. I assume pretty much the only thing missing will be the XP/Level chart and an explanation of how to award XP for an encounter.

You can explain how to award XP for an encounter as well. What you can't do is explain how to apply that earned experience to improve a character.
 

RPGRealms said:
This is a common misconception. You certainly can include an XP/Level chart. It says so in the d20 License Guide:

Yes you can, as long as it is different enough from the one in the PHB (as that one is not open).
 

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