I guess. Though I can't really blame them for wanting to see some real return on their investment as opposed to a theoretical return they couldn't turn into cash.Ranger REG said:So you blame the stockholders?
I guess. Though I can't really blame them for wanting to see some real return on their investment as opposed to a theoretical return they couldn't turn into cash.Ranger REG said:So you blame the stockholders?
I concur. At least you have a variety of "peanut butter" products (e.g., nautical rules, realm management rules, mass combat rules, etc.) in the market. Eventually, one will be right for you.Philip said:The proliferation of poor quality, fluff-filled splatbooks is bad when there is no alternative. Once you have bought two bad splatbooks from a company, you probably won't buy anymore. Furthermore, you might blame the IP (D&D sucks) instead of the company (TSR sucks)
The proliferation of the same when there are alternatives is not so bad. You can still get good material another way. Additionally, bad rep is more likely to affect a company than the brand, which is good.
Ranger REG said:I concur. At least you have a variety of "peanut butter" products (e.g., nautical rules, realm management rules, mass combat rules, etc.) in the market. Eventually, one will be right for you.
rogueattorney said:1. WotC's admission of being unable to produce profitable adventures is a cop-out. Certainly, Necro, Goodman, and other companies that make their living on making modules proves this.
marketingman said:After all TSR owned the Rights to the Nazi for when it had the Indiana Jones Game.
And had more lawyers then Game designers.
Staffan said:From what I understand, the timeline goes something like this:
5. Years pass. WOTC buy and then sell off various RPGs (like Ars Magica and SLA). Pokemon craze makes WOTC even more filthy rich. They buy D&D.
6. Stockholders tell Peter "Hey, we're sitting on this stock that's nominally worth quite a lot, but since WOTC isn't publically traded we can't sell them on the stock exchange. So, either you start paying out significant dividends, introduce the stock on the stock exchange, or figure out some other way we can actually get some money out of this stock."
7. The solution hit on is to sell the company to Hasbro. Stockholders get rich. Peter stays on as boss of WOTC, but below the top brass at Hasbro.
8. Hasbro sells Hasbro Digital to Infogrames. As part of the sale, Infogrames gets the digital rights to all Hasbro games - including D&D.
9. Peter Adkison gets angry about it,
As part of his resignation, he gets right to first dibs on anything formerly WOTC Hasbro decides to sell.
FireLance said:About bringing in new players.
I can see how a single consistent rule system such as d20 would help to bring new players into the hobby. A new player may not be interested in role-playing games as such, but he might be interested in the setting of a specific novel, TV series or movie, e.g. Middle Earth, the Star Wars universe, Pokemon, Harry Potter, etc, or he may be interested in a particular genre such as espionage, action, horror, anime, etc.
And let's face it, getting people into the hobby is still mostly done by an experienced player or DM teaching a new player the basics. No matter how interested a person is a particular setting or genre, it is not likely that he will go to the local game store, pick up an RPG based around that, and start playing.
The d20 system has two advantages in this respect. First, because there are so many publishers out there, there is a good chance (barring licensing issues) that there is a product that caters to the new gamer's area of interest. Second, because of the consistent system, the learning curve for the experienced player is less steep. He doesn't have to master a new system to run a game that would interest the new player.
Dannyalcatraz said:I haven't seen a real difference in the ratio of good products to bad over the 2Ed to 3.5Ed years, even with OGL.
What I HAVE noticed is a change in the fundamental structure of the industry. Whereas during the pre-OGL years, anyone who wanted to make a new game had to come up with a "new" system, that is no longer the case. Now, if you meet the requirements, you just use OGL and design your campaign/world features.
IMHO, this is both good and bad.
It is good in the sense that you're seeing more people trying out different games- with OGL, like HERO and GURPS before it, you only have to worry about 1 system (generally speaking). Any kind of game setting can be described within the OGL system. This means that game designers don't have to reinvent the wheel, just their backstory.
However, I think you're seeing less creativity in general. That is, pre-OGL, you really had to work to get something sellable. Game designers came up with a slew of systems, some of which were quite good if not excellent-and that pushed game design forward in general. If D&D had been OGL, you might not have seen the innovations that came with Traveller, Runequest, Melee, etc. that in turn drove improvements in D&D, ad infinitum.
The slippery slope formulation of this: If all you have to do is use OGL to get your game out, soon all you'll have to game with is OGL.
I don't think that that will actually happen- no system pleases everyone- so there will always be alternatives. But there are trends in that direction- more and more games are showing up in D20 versions- Traveller, Call of Cthulhu, Deadlands, Silver Age Sentinels (and the list goes on)- while more good non-D20 games are showing up in the discount bins, even ones with D20 versions.
seankreynolds said:All of those 300 people at WotC need a computer (barring the janitorial staff), chair, desk, office supplies, health insurance, and so on. They all use electricity and water. All of those things cost money, and that cost must be accounted for in every single product WotC makes. So even before they get a single product out the door, WotC has set costs that are ten times higher than the costs for your 10-man d20 company, especially as most of those d20 companies don't have a formal office (they're run out of peoples' homes and linked by phone or the internet) and thus don't have to pay janitors. Most probably don't have health insurance. They're using their personal computers.
Now do you see how a 32-page adventure, which makes maybe $1-$2 profit (based just on the cost of goods, printing, and the salaries of the designer, editor, artist, mapper, and typesetter directly involved in the book, but not counting the averaged-out costs of the marketing, sales, human resources, etc. employees) might be profitable for the ten-man housed-in-the-basement company (which has a low overhead) but not profitable for WotC (which has a high overhead)?