Odhanan
Adventurer
And that might actually kill interest in the game altogether.We're getting to a point where the belief seems to be that every year a customer must replace their old gaming materials.
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And that might actually kill interest in the game altogether.We're getting to a point where the belief seems to be that every year a customer must replace their old gaming materials.
Well, if they didn't, Wizards of the Coast would send ninja-assassins that would murder us all in our sleep and then burn off our old D&D-collections anyway.We're getting to a point where the belief seems to be that every year a customer must replace their old gaming materials.
This kind of sums it up, I think. Selling splatbooks will only get you so far.Different company, though. The original Hero Games is long defunct, after joining up with Iron Crown Enterprises, splitting off from them, partnering with R. Talsorian Games, and then being bought by Cybergames. The new company is actually "Defenders of Justice d/b/a (doing business as) Hero Games." However, they've managed to take a system considered pretty much dead and bring it back with steady support for nine years as of this year. In terms of edition count, they launched with a Fifth Edition in 2002 (although the manuscript's actually a couple of years older than that date would suggest), did a Revised Edition a few years later (mostly an expansion and errata collection), and launched a Sixth Edition in 2009. However, the changes are less dramatic than the 2E-3E or 3E-4E changes in D&D--the changes between HERO's 5th and 6th Editions are probably closest to 1E-2E.
Steve Jackson Games and Palladium are still around, but almost all SJG's revenue these days comes from Munchkin, and Palladium appears to be treading water.
Agreed, though TFT had about 60 ages of rules in total.D&D, and RPG's in general, need to figure out how to market themselves to be much, much easier to play so that they CAN break out of their niche market. Board games, video games, etc... are all easy to start quickly. To break out of this niche RPG companies need to package their RPG's to be similarly easy to start playing, and then they, and we, need to market this easy and fast to start playing RPG to everyone we possibly can so people will find out how awesome the strong points of these RPG's are, and see that it is worth their time to invest even more time into the more classic bigger and high page count products.
As long as RPG's keep presenting themselves as these daunting 100 to 5,000 page RPG's it is going to keep itself locked up within its niche because the bigger market will never risk investing its time into learning such a huge product.
They need to get it down to about 30 pages, with maps, miniatures, and other cool props.
Also agreed - I have had the same thoughts myselfLike I have been thinking, if they took the Ravenloft board game and tweaked it a bit more, it would be a great intro into 4E gaming that would be appealing to the board game crowd and possibly pull them into playing RPG's as well. Then RPG companies need to develop a $30 set that gets you started, and to steal them from the video game crowd give them access to an online interactive video environment in which they can play fully digital modules. Give them 30 to 60 days of free access in which to hook them, and then charge a $10/month fee.
I don't know about everyone else, but I found many of the Neverwinter Night "modules" to be a lot of fun to play, now imagine using that to integrate with printed books and how effectively it may draw people into investing time into learning the full table top RPG's.
I don't believe this will ever work.D&D, and RPG's in general, need to figure out how to market themselves to be much, much easier to play so that they CAN break out of their niche market. Board games, video games, etc... are all easy to start quickly.