Sholari said:What Wizards of the Coast has done a poor job of is support for the dungeon master.
rounser said:What was wrong with the whale druid one?
Except we are talking about RPGs - a game - not novels. In the novel area you are correct - but even there you can target novel lines that are not making their margins. On the RPG end we can predict within 10% what a product will do. If we say we are going to sell 100 units in a year we will sell somewhere within 90 to 110 very consistently (we get surprised on occasion but not often).neroden said:The real problem is that "maximizing margins" is a *stupid* business plan for a publishing business.
I repeat, a *stupid* business plan.
You can't expect that any given book will have the same sales as any previous book. Book sales aren't predictable in that manner. And the market is inherently fragmented; most books will only sell to a particular submarket, not to "all readers".
This is akin to the insanity experienced by many major publishers when they decided that they would only publish blockbusters. Great margins! Sucky profits!
The majority of the profits in the publishing industry are in 'middle margin' books, which make a decent profit. By abandoning anything with less than stellar margins, you're abandoning about 80% of the market.
And nobody would argue that aiming to reduce your market share was, generally, good business.
Perhaps the correct argument is "We need these lower margin books in order to maintain market share." Because it's true.
Andy_Collins said:
I'm curious: what's your definition of "support"? 'Cause it seems to me like there are an awful lot of "DM support" products on the shelves.
Forgive me if I'm being obtuse, but...what's this support you're looking for?
Good theoretical advice - but advice is still just advice. I still have to spend a lot of time in preparation.Dungeon Master's Guide, 256 pp. The granddaddy of 'em all.
I disagree, a lot. Don't like the selection, and still remember what was available in past editions, but now no longer. (Yay for Creature Catalog.)Monster Manual, 224 pp. Enough monsters to populate any campaign.
Monsters of Faerun, 96 pp. But just in case MM wasn't enough...
Ephemera, IMO. Don't need god stats, don't need the planes - have more important things to focus on.Deities & Demigods, 224 pp. How to use gods in a campaign, including creating your own.
Manual of the Planes, 224 pp. How to use the planes in a campaign, including creating your own.
Adventure Path is a railroad of one adventure after another, and Return is a big megadungeon. Neither constitutes the kind of campaign I want to run.Eight "Adventure Path" modules plus Return to the Temple of Elemental Evil, total 480 pp. More than a full campaign's worth of adventures.
A good resource that saves actual campaign work, IMO. A winner.Book of Challenges, 128 pp. But just in case the modules weren't enough...
A DM has more important things to concentrate on than castle design, IMO, but it could come in handy.Stronghold Builder's Guidebook, 128 pp. Unlimited dungeons.
Neither of which I'm interested in.Throw in chapters 7 & 8 of the Psionics Handbook (35 pp.) and chapters 3-6 of the Epic Level Handbook (184 pp.), which present the DM with a wealth of support material for these two optional rulesets.
Not much of it saves time in campaign preparation. Advice is all well and good, but it does little to cut down on preparation time.That's approximately 1,978 pages of products directed primarily (if not wholly) at the DM, or about 82 pages per month of the lifespan of 3E D&D. Almost three pages per day, if you're reading 24-7.
Yup, a biggy. Saves a lot of work. Another winner.Dungeon Magazine.
Gets you thinking, but advice is still just advice.Dungeoncraft
Actually, this was one of the unusual combinations of class levels with a critter that really worked, conceptually and aesthetically speaking, IMO. YMMV, as it seems it does.It was about a WHALE druid.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.