Is WOTC falling into a problem like the old TSR did

TSR released everything for 2ed, including 15 "complete" books, 4 "options" books, 9 dungeon master oriented "blue" books, and more. It seemed like they where realing 5 or 6 things a month each month for a long time.

But they also made other bussiness mistakes far too numerous to list here with both 1st and 2nd edition. (my favourite remains investing in needle point).

Given that, it is hard to compare TSR to Wizards, which is actually run by people with a clue. And I think Merric is right in that Wizards is trying to maintain a fairly diverse range of offerings and are maintaining quality.

Still, how many rules variants and players options do you really need? Or does anybody need. Not only more and more classes, races, feats, skill uses, spells, magic items and PrCs but also tricks, team work benefits, substitution levels and several additional magic (or de facto magic) systems?

I don't. But maybe it is just me.
 

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I would love to see a collection of feats and PrC put into corrisponding books. This would make it easier on some of us who are permitted to use whatever book we can excuse but don't have the means to carry every book we have.

yipwyg42 said:
Spell, and Magic Item compendiums came out about the time 2.5 (The various power books) came out.

We now have the spell compendium out and magic item compendium out in a bit. I wonder if they are going to have a feat and prestige class one as well.
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Complete Mage, Scoundrel, and Champion are basically Arcane, Adventurer, Divine part 2.

Monster Manual is heading towards number 5, and by the looks of things, is more monsters with character levels.

I am expecting Complete Warrior 2 announced by years end.

I'm already looking at the following for my games

The 3 core books
DMG 2
PHB2
Spell Compendium
Magic Item Compendium
A few of the different core classes with the feats that go along with them.
Up to 50 more feats from various books as well.
Alternative class abilities
no prestige classes. (with the feats, and alternative class abiities, you don't need prestige classes)
 


ehren37 said:
A full spice rack is nice, it gives you options as the recipe requires is. Most people dont cook with everything at once.

That's assuming people know how to cook.

Nothing in the books tells one how to deal with the overflow of rules.
 

Crothian said:
Nothing in the books tells one how to deal with the overflow of rules.

DMG II said:
Whether introducing house rules of your own creation or expanded rules from another D&D products, alway know why you are doing it.

You might wish to add flavor to your world with setting-specific prestige classes, spells, races, or magic items. These modular changes are safest to make; if you find that they are too powerful (or not useful enough), you can always modify them during play.

Other rules changes should be made more carefully, for reasons you make clear to the players.
(...)

It goes on for several more paragraphs of level headed advice.

I thought the DMG and even the PHB had some similar advice in them, though they are in the basement right now.

Of course, I really think that really most GMs learn this skill through experience. But as with most such skills, some good advice can get you going the right direction faster. But alas, too many GMs ignore advice snippets. Even some seasoned ones can use some refreshers.
 

Someone mentioned this before, but they hit the nail on the head: After the core rules, you only have room to expand.


We've seen TSR expand by allowing their authors/developers to create a bunch of different worlds and then try to support them through setting updates. Not necessarily a bad process, but for a variety of reasons already hashed to death, not as profitable.


So, what's the alternative?


Produce a lot of books that expand the core rules/classes/prestige classes/feats/etc. Wizard's seems to have taken this approach as a way of staying profitable. The idea remains, "Make something that everyone could buy and use." Of course the approach has the negative of leading to rules bloat.


So, what's the happy medium? What is the new strategy for the industry? What products attract new players (customers)?


Is putting out a bunch of campaign settings and not trying to push them through continued setting specific support okay? (For example, just giving us a fleshed out Eberron or Planescape in one book, maybe giving a Player's Guide to ___ as the only supplement. Does including fast play or lite rules in the setting get new players to purchase the game?) This seems a bit too hit and miss, although I'd love to see some more unique non-Tolkien-like settings.

When do you as WotC say no to anther Complete/MM/rules expansion book? This obviously is making WotC some money.

Can adventures be profitable? What about super adventures like Exp to Castle Ravenloft?

What about game aids? Do people buy dungeon tiles? Do the games become more mini-centric (Gosh, I hope not!)? What about the future of software in RPG's?


I think the only way to get away from this problem of "rule bloat" is to figure out a new and profitable way of producing and selling books to the largest audience you can.
 

Psion said:
It goes on for several more paragraphs of level headed advice.

I thought the DMG and even the PHB had some similar advice in them, though they are in the basement right now.

Of course, I really think that really most GMs learn this skill through experience. But as with most such skills, some good advice can get you going the right direction faster. But alas, too many GMs ignore advice snippets. Even some seasoned ones can use some refreshers.


Exactly why I re-read them every year or so. Without guidance you often get off track. So I re-read the advice sections of the various books to make sure I haven't forgotton any good advice (and I often do, which is why I make an appointment with myself to read the stuff again next year) and to see if any advice pops out at me in a fresh new way because of things that happened in the past year.

Thinking you know it all and don't need a "refresher" read is just setting yourself up for needless mistakes.
 

masshysteria said:
I think the only way to get away from this problem of "rule bloat" is to figure out a new and profitable way of producing and selling books to the largest audience you can.
Or to let RPGs be a "by the hobbyist, for the hobbyist" thing. Really, that doesn't sound that terrible, to me.
 

Philotomy Jurament said:
Or to let RPGs be a "by the hobbyist, for the hobbyist" thing. Really, that doesn't sound that terrible, to me.

Are you suggesting a system of smaller publishers with smaller profit margins?

Unfortunately, this won't work for a company like WotC or a brand like D&D (at least while in the hands of a company like WotC/Hasbro).

The idea is fascinating though and no matter what, there still is a draw for companies to attract new players.
 

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