eyebeams said:
To really qualify as "all accounts," you have to hear 'em from more than one guy. In the early-mid 90s *everybody* had declining sales. Declining as in "polaxed in the head and tumbling." The classic example is Mayfair's Underground, which was considered a failure at 15,000 sales. For a company in Mayfair's tier these days, 20% of that would be considered a success. Gehenna -- a book for Vampire that outsold the 3.5 PHB for a few weeks on Amazon -- had an initial print run of 10,000.
This is one of the most persistent death magnets in gaming - the rumor that Underground sold 10,000+ copies and was considered a failure.
If Underground really did sell that many, the margins on RPG books are big enough that the book itself must have been so expensive to produce that they needed to sell more than that to turn a profit. That points to a failure in vision, budgeting, and planning, not a sales failure. Considering that the book was published in a binder, I could see that as a possibility. I can only attribute it to the self-deluded design precepts of the 1990s that a game like Underground could be considered a viable game.
Furthermore, I seriously doubt that Underground sold that many copies into the distribution network. They may have printed that many, but I doubt that many ended up in game stores or on distributor shelves. If Underground really did sell that well, it would've been a hit at any point in the hobby's history.
You also seriously distort Ryan's stance. Vampire and the TSR novels did not kill TSR. TSR's inability to produce RPG books that were relevant or useful killed them. The company was, as a whole, unable to connect with its audience.
Personally, I think 2e killed TSR. It took a few years, but I think the player network slowly crumbled and gamers slowly converted from active purchasers to hobbyists who spent nothing on RPGs.
IMO, the failure of the industry as a whole can be attributed not to Vampire, but to the legion of designers who slavishly followed the Vampire model of design. The 1990s are a graveyard of dead games that followed the story-first paradigm. It's funny in that a designer can produce a D&D clone and everyone wants to laugh at him or ignore his work. But if he produces a Vampire clone, or throws in vague references to story, foreshadowing, and other literary tools in his work, suddenly he's a visionary.
That's the failing of the industry, and it goes far deeper and is a far bigger problem than most people realize.
Which reminds me, I can talk at length about this, but not right now. I have a boatload of work to do....