JohnNephew
First Post
ced1106 said:GM Aids either provide GM advice, or do the necessary but un-sexy work for him. Examples of GM Aids are Robin Law's "Guide to Good Gamemastering" and Johnn Four's "NPC Essentials". Ambient Game's (?) "Everyone Else", Gold Rush Game's "Village of Briarton", and the Scarred Lands "Wilderness and Wastelands" are examples of GM Aids which do the necessary work for you.
I think GM aids are a definitely valuable type of product. We've seen that our products in that vein -- such as Backdrops, Seven Cities, Seven Strongholds -- have had good ongoing sales, meaning that GMs are buying them (and then stores are reordering).
They have a problem in that, like adventures, they appeal fundamentally to GMs, and thus have a smaller potential market than, for example, player-oriented class books. This may be limiting the number of them being published, but there are still a lot of them out there. (We have more of our own on the way, such as Sacred Ground, now at press for release sometime next month, which is like 7C/7S but containing temples and holy sites.)
Mearls is right, this is perfect definition of innovation: "stuff that DMs and players need to own, even if they don't know they need it yet."
The amount of product in the market, though, may be enough to make it hard for people to get exposed to products that are innovative under this definition. (Stores and distributors may not realize that players and GMs will need a new and different product, and they may be unwilling to order it in significant quantities, or reluctant to reorder it, as other dozens of books clamor for the dollars they have to invest in inventory.)
When you discover something that really clicks, and makes you wonder how you got by all these years without it, shout its praises so that others will know to look for it!