Another reason behind WotC continuing the schedule as is would be that this is what they have the resources (staff & budget) to do. Limitations on that front would hinder any other outcome. Not saying it is the case but the D&D staff has shrunk greatly over time and till recent growth so had their audience.
As [MENTION=6834463]happyhermit[/MENTION] says, if they wanted to pump out more material, they'd hire another studio or two, or bring in a bunch of freelancers like they have in the past.
3 products a year ain't necessarely bad. Its more problematc that 2 of the 3 are APs. Produce one AP a year and people will actually have time to play them. A source/setting book, a splatbook and an AP a year, all more or less related, would more interesting.
And no need to make the all 50$ books. Smaller and more affordable splat/sourcebooks are ok too.
The benefit of two APs each year is that you don't have to like both. If people didn't like
Curse of Strahd they just had to keep playing or run an earlier one to tide them over for
Storm King's Thunder. And it means in a few years, WotC can get more experimental and niche with their APs. They can do an
Expedition to Barrier Peaks or something in the Planes that many fans won't want, since there are enough options already available.
Well I'm going to have to disagree with you here because the prep time of these AP's is just as long as someone running a homebrew. Prep time has been cut by loads do to the more simple rules and charts that are provided. I've been running and playing for 32+ years and I can prep a homebrew quicker than using these AP's.
This is mostly true. You will prep the same amount regardless of whether you're using a prepublished adventure or homebrew. You prep based on the amount of free time you have, and the more free time you have the more you will prep. To a point.
If you have almost no time to prep, a prepublished adventure will be faster. When you're short ideas and having a brain dead weak (busy at work or from family) a prepublished adventure does the work for you.
It's also not an either/or situation. You can pull bits of the adventures out for your homebrew (cities, NPCs, monsters, encounters, dungeons, etc). And you can run a prepublished adventure you like between homebrew campaigns. Once you buy a storyline, you're not stuck always buying storylines.
These AP's are obviously not meant for beginners so those people who can run these AP's could more than not just create a homebrew quicker. Homebrew games have more a flow to them while these AP's are specific. Now if you like the stories then fair enough, but when it comes to quicker prep I disagree.
But "prep" isn't the sole reason to publish adventures. There are lots of reasons the storyline adventures are advantageous. If you'd listen to the podcast, Mearls gives several examples.
People will start to get burnt out on AP's and want to venture in more homebrew worlds,
Paizo has been doing their APs since 2007 - a full decade - and they're still going strong with no signs of disinterest from the fans.
in fact, the surveys have already said that most people play homebrew over AP's and other adventures.
Yes, but there's few products you can release that support homebrewing.
And it takes almost no effort to move the adventure to a homebrew world, provided it's roughly the same level of generic fantasy as the Realms. People have been doing it as long as TSR/WotC has been publishing adventures. If it wasn't an issue during 1st Edition with Greyhawk, why is it an issue now?
New players will no longer be new for too much longer and will want to expand to other things instead of these straight road AP's.
Didn't you *just* say that these APs weren't for new players?
Right now they are in a position with the release schedule that there really is no way to fail. It's not like they are investing huge amounts of money in product after product so while their release schedule is holding up,
It could fail. If the new books don't sell then it fails. If people stop playing then it fails.
it's not doing as well as Mearls likes to pretend it is.
How?
Based on what evidence?
It's a move that will not drive away customers, but keeps the potential from going anywhere.
D&D is bigger than it's been in decades. Bigger than it was during either 3e or 4e.
Tell me again how it's not reaching its potential?
They don't know what new people want because a new force of players have come on board. It's like someone telling you they've never tried an apple before and you tell them they won't like it because you don't.
So, Mister "I've been playing for 32+ years"... what do new players want?
How much marketing research have you done on the buying and spending habits of youths? How often do you interact with 16yos?
I bet you if they dropped back to 1 AP a year and gave us more variety such as sourcebooks and more world building tools we would see a bigger increase. They are keeping new players, and old, from getting something because they don't like it. All we hear about is how well the PHB is doing which shows people like the rules which was already a given. Nothing there that's proof about their release schedule and their AP releases.
What kind of "world building tools" are necessary?
Put up or shut up
What would a "world building tool" look like? Describe the book. Or books since it's replacing a book that comes out each year.