Thank you for the kind reply!Thanks for the thoughtful answer Mike, much appreciated and I did get a better feel for your past and maybe potential posts around the subject and that my gut reaction was in the wrong.
I'm just reading through this thread. This is a great question. I don't think we know because there are so many factors. The plethora of products in 2E is likely tied to two key factors: that even middle TSR management didn't know when a line such as Planescape was losing money or a specific product type (like Dark Sun flipbooks) was losing money with every sale. Second, that only a very few knew that the reason for printing so much was to keep the company afloat through a bizarre money-borrowing scheme that was doomed to someday fail and destroy the company. Without those two factors, for sure the teams would have been a lot more smart about what kind and how many products to create.I think there's a little bit of "post hoc ergo propter hoc" here. We don't know all the factors that turned D&D from a front-list to a back-list market. First, we have only the two extremes of (few products, few product lines and high sales) and (plethora of products in plethora of lines and high sales). We haven't seen the variations in between - how many products and lines per year can the company and the market handle? One data point group we don't accurately have is each person's annual budget for RPG products.
People frequently talk about the glut in terms of 'there were too many settings and we were cannibalizing the market.' What I don't hear is 'there were too many settings AND too many products in each' which I think is more accurate. Would the market be able to sustain one new book per setting per year (a sort of yearbook)? Two products, such as a setting book and an anthology setting book? I don't know - I don't think we've seen enough variety in models to establish a cause/effect relationship, yet.
When Ray mentioned this, it was a example, not the sole reason for growth. It is also about younger players. More than half of 5E's players started with 5E and more than half are in their 20s or younger. Gender is just super easy to look at as something that you can double, and was clearly excluded (in various complex ways) and which D&D has managed to change as an approach visibly/recognizably.Really interesting to learn that the big demographic shift was not actually more younger players, but more women! I wonder what brought that on, if it was really just more exposure through live streaming games and such, or if other factors played as big or bigger of a role. Obviously it’s anyone’s guess, but I’m more inclined to assume something in the hobby space must have changed to make it more friendly towards women than that it was just a matter of exposure.
Following Greg Tito's public comments, it seemed that management pulled funding from them, as he expressed disappointment that the events couldn't be held in the way they had before (once the pandemic had lessened, and not for pandemic reasons but rather management ones).I think they petered out before then, didn’t they?
I did a “Tour of Annihilation” because if it. I ran D&D at 9 different game stores in the area, friends did two more. In ten days straight.
This is a good question, but hard to answer. Perhaps the most true answer is that just about no one is making money of consequence. And just about no one can, through any model, cover the costs of a mortgage, kids going to college, retirement, and health care later in life. This is an industry that functions more like a hobby even for professionals. It is seldom one where your products can pay for your actual cost of living. There are exceptions, but those people are kind of special for complex reasons.With that in mind, what kind of profit are writers/designers making the way you outline, forgoing the connection to WotC IP?
Just as an idle thought, is there any point in doing "loss leader" products on DMsG and use those as advertisements for your main body of work over at DTRPG? As in, "Here's my Caves of Chaos tie-in adventure. If you like that, go that-a-way for more."
That's the thing. It depends on each creator. If you will have 20 sales, the platform doesn't matter. The more you have an audience, the more you can turn that profit dial way up by being able to sell in a variety of places.
I'm just going to take this opportunity to note that, IMO, the on-ramp that Mike Mearls and his team built for 5e is tremendously underrated as a factor to 5e's sustained growth and success.My personal guess, just a guess, is there is no shortage of new players to bring in and that has been 5E's key to growth.
I agree. The big storylines played a part in the on-ramp as being a clear next step from the Starter Set. IMO, they also played a part in expanding the community by being shared experiences. Even if a group didn't play the big adventure, they could take part in the ancillary media surrounding it. I think it also contributes to the continued success of 5e's back catalog. Even if you didn't get, for example, Storm King's Thunder at release because you were still playing a previous adventure, it stayed in your mind as a possible next campaign.The next key is to find the next pathways to new players. It is likely better served by big clear marketing storylines (think Storm King's Thunder as 2016's big story (with only Volo's being released earlier in the year), vs the confusion of whether Spelljammer or Dragonlance were the main emphasis for 2022 (on top of Radiant Citadel and Netherdeep) or how Strixhaven was lost in the shuffle of Fizban's, Van Richten's, and Witchlight.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.