Ahhhh, napalm!
My answer to this question was an uncertain yes. Why? I doubt my point of view is going to be popular, but here goes. (Remember that I'm not a MBA, or anything.)
It seems WotC (and thus Hasbro) might make more bang for their buck if they followed what seems to be Hasbro policy: buy sure sellers, market them properly, and keep selling them. On the WotC D&D and d20 ends this means less releases, less creative team members, a sharp focus on core books, and very little supplemental material, especially not many adventure modules. It means lots of business work, leveraging licenses and the big, bad OGL. They use the OGL to have small publishers invest their cash flow in riskier products, like adventures, campaign settings and supplements, rules expansions, and so on.
From what I see and hear, this may be the direction WotC is headed, but the past doesn't necessarily support this assertion.
What supports my assertion (not a definitive list):
- The OGL, the gentleman's agreement with d20 publishers, and the fact that they're putting serious work into the SRD again.
Core Rulebook marketing and sales. Upping the sale price of these books after the initial buying frenzy wore off.
They published definitive adventure modules for an array of levels to show what adventures for characters of that level might include as challenges along with a single campaign module (Return to the Temple of Elemental Evil), but they haven't published any others. (I'm counting Into the Dragon's Lair as a FR supplement in this case.)
They published a set of similar, definitive splatbooks for the core classes. While all of the material wasn't stellar, it at least serves as a good example of what another publisher might do. Even the much maligned Hero Builder's Guide Book is useful, especially to new players who need a little help understanding what a character is and can be. Some of my players use it for inspiration.
They defined how they'd handle deities and cosmology in a standard D&D game, but also gave tools for inventing your own. I may agree that the religion section of Deities and Demigods might have served me better as a Dragon article or as part of the Manual of the Planes, but it's still useful, especially for DMs new to the game. Further, many people wanted more on the Greyhawk gods, and the myth sets that were included in Deities & Demigods are popular ones. I personally have little use for avatar stats as presented, but others might like to have campaigns that shake the pillars of Olympus.
They facilitated character progression beyond 20th level with the Epic Level Handbook—the book that everyone seems to misunderstand. Of course they gave us "more of the same", because they had to fit epic progression into the existing infrastructure. Taken as just a character progression book, the work isn't bad. Further, the other sections of the book at least give a jumping-off point, examples, and inspiration for DMs who want to have powerful characters and themes in their games. No product that tries to include so much can be pleasing to everyone. (If you want Gandalf or Sauron, you can have them with the Epic Level Handbook. If you want me to, I'll prove it.)
They've released one major campaign setting in Forgotten Realms, while doing only a little to support Greyhawk. Forgotten Realms is a sure-fire evergreen, sales of he core book were and are assured.
They've licensed core book rights for Call of Cthulhu, The Wheel of Time, and Star Wars. Rumor has it that support for most of these products was always intended to be minimal. Sales would be focused on the core book and just enough supplemental material to serve as examples for GMs to create their own stuff. Licensed games create new players too, and some of those players will drift to other d20 games. (See below for more.)
They'll be releasing a definitive core book for the modern age in d20 Modern
They sold Dragon and Dungeon. This move allows another company (Paizo) to handle the creative and financial strains of producing the magazines, probably increasing the quality of those entities in the long run and supporting the sales of official materials, and the release of official material without requiring the expensive process of putting together books.
They sold internet sales, so another company could bear the financial burden of running such an operation, while WotC still makes money off the operation.
They've been laying off a lot creative staff, while keeping the business end (perhaps a little slimmer) strong. These talented folks will certainly find homes in the OGL publisher community, on their own, or as employees of major firms. The real problem with the layoffs is that so much talent can now go freelance, which pushes aspiring writers (and etc.) farther from realizing their aspirations. On the flip side, WotC may require more freelancers for its own products do to the slim creative team.
What clashes with my assertion (not a definitive list):
- The handling of the OGL and its potential has been a little sloppy, in my (uneducated) opinion. What I mean is:
>>They should have released as much material as OGC in the SRD as soon as possible, to give small publishers all of the official tools they need to make runs on parts of the market that WotC/Hasbro doesn't want to touch (profit's too small). Such a marketplace supports sales of core products.
>>They should have released certain elements of supplemental books, web enhancements, and Dragon magazine articles as OGC as a matter of course. Examples include feats, monsters, spells, and perhaps prestige classes, items, and magic items. I can understand WotC hording some of this material if they plan to compile it into their own products later. There is also a slight possibility that such a practice could hurt sales, but it doesn't seem to hurt the sales of other d20 publishers. More likely, it would increase the utility of WotCs books across the board. I know I would be pleased to have access to splatbook feats just to reference them in my writing, if nothing else.
>>The d20 Reference Guide should have allowed the citing of core books in the manner that it now does all along. (See PHB, Chapter 8, Injury and Death for more information.) This type of referencing also supports the sales strength of core materials. Further, the same Guide should have allowed publishers to cite expansion material like the splatbooks, Manual of the Planes, and etc. I personally don't see how this could hurt WotC, and I feel certain it would support sales of supplemental books. Further, the OGL should have allowed other publishers to put requirement statements about supplemental material on their products, such as "This book requires the Manual of the Planes for full utilty..." or whatever.
>>They should have released the mechanics parts of licensed games (like Wound Points in Star Wars) as OGC, so small publishers could use those mechanics as well. My only concern about this point, is that doing so may have messed up the release of systems that may be found in d20 Modern as OGC. We'll see.
They released a lot of support material for Forgotten Realms, including a 3E adventure set in Cormyr, long before the core book. This could have been handled by sublicensing support for the core setting to another publisher (like Ravenloft and Dragonlance) but keeping the core book, and maybe some core crunchies like Monsters of Faerûn and Magic of Faerûn, as WotC products.
They released some material that's riskier, like The Book of Challenges or the Stronghold Builder's Guide. The release of these books could have also been licensed, or WotC could have just let the d20 publishing community come up with them. However, these products do follow a pattern. They show players and DMs, old and new, how to handle and expand certain aspects of the 3E game. Much of the material is great for idea generating, if nothing else ... even if your whole gaming group has read every encounter. (The PHB, for example, follows the same pattern by presenting Greyhawk as the core setting so new DMs and players have concrete examples from which to start playing. The Epic Level Handbook follows the same pattern with the City of Union. Union might not be the best setting ever depicted, but it does show a possible direction the game can go.)
Licensed materials seem strange ... following no set pattern. Star Wars was probably supposed to be a hot seller and a WotC goldmine, but I've heard sales are cool. Call of Cthulhu will continue to be supported by Chaosium. The Wheel of Time has a large fan base, and might serve to get many persons involved in gaming that would otherwise not be. But if WotC doesn't support this game better, who will?
They are currently engaged in a setting creation process, despite the glut of settings on the market. Of course, other companies are still releasing settings as well, like Blackmoor, Midnight, and etc.
In summary, what I'm saying is that Hasbro may be streamlining WotC into a strong business entity that will provide core materials for D&D and d20 games. They'll let the OGL make support for their core materials a sure thing, with a rich environment for creativity that could never be achieved by a single corporate entity in such a limited market. If that's their goal, then I support the move, and change my vote to no. The signals I've seen are too mixed for me to be sure, though.
Finally, as a passing comment on production value, WotC's staffers have always had the daunting task of creating products that are good enough to use, but generic enough to sell widely. Couple that with the legacy issues that 3E includes (like pleasing fans of 2E methodologies or settings), and it's a hard job. For the most part, the crunchiest bits of the material WotC produces have always been fine with me. I can take what I want of the fluff for my own campaign, and trash the rest . WotC has to balance the needs of veteran players, new players (who are just as, if not more, important), legal issues, game balance, and a plethora of other headache-inducing design issues.
I see a lot of complaints on this discussion and others that amount to, "WotC didn't include my pet favorite (x rule, monster, spell, or what have you), and yet they included this other stewpid new junk I don't like." Please. Everything does not exist to please one person in specific. For every person who thinks one thing or another thing is the dumbest pile of goop they've ever seen, there's another (usually not so vocal) person using this "dumb" stuff to dazzle and entertain his or her players or DM. I have an entire science-fantasy campaign setting that makes use of mostly "fringe" monsters from the Monster Manual, such as the digester and ethereal filcher. I changed their names to world-specific ones, but the stats are the same. Few things are useless to everyone.
I will say that 3E got me playing D&D again for the first time in many years.
Two other points:
maddman75 said:
The selling of all rights of electronic media to Infogrames. This is what nerfed E-tools....
...gnomish paladin-necromancers would never fly.
If my memory of working in the video game arena serves me, Hasbro sold its electronic media rights to Infogrames long, long ago (two years or more, maybe). Whether legal issues on that sale "nerfed" e-tools is beyond me, but I'd like to see where you get your data. Will you share?
The bearing of this point on Hasbro's/WotC's mismanagement of D&D is nebulous. If the legal issues from the Infogrames sale interfered with e-tools, it was purely coincidental ... unforeseen ramifications, if you will.
Finally, gnomish paladin/necromancers can potentially fly, so long as they don't choose transmutaion as their prohibited school. Of course, that they can never again advance as a paladin is a forgone conclusion. (Sorry I quoted you out of context, I just felt like joking after all this seriousness.)
