Rise and fall of editions and speculation on 5E

Mercurius

Legend
This probably could have gone into the 5E forum, but I thought because it includes a discussion of the game as a whole and is more "meta" than rules specific that I'd post it here. Mods, if you feel it belongs in the 5E forum, please feel free to move it.

I've been reading through Shannon Appelcline's wonderful four-volume Designers & Dragons series on the history of RPGs, in particular the long two-part series on Dungeons & Dragons, which begins in Volume 1: the 70s and ends in Volume 3: the 90s. Appelcline arranges the books one volume for each decade from the 70s to 00s, with those companies that started in a particular decade having their entire history in that book. So TSR, which was active from 1973 to 1997, is covered in its entirety in the 70s volume, while Wizards of the Coast, which started in 1990, is covered in the 90s. Its also worth checking out his discussion of Paizo and other OGL companies in Volume 4: the 00s.

Anyhow, something struck me while reading the history of D&D that I thought might make an interesting thread topic and discussion. Appelcline discusses the rise and fall of each edition, and the ups and down of the game as a whole. But what struck me is that every edition had a cycle of rise and inevitable fall. It might seem obvious, but I was thinking about this in relation to 5E, and how we are currently in the early growth period - before even the first inklings of any problems.

I've talked about this a bit before, in my "age theory" of RPGs using the traditional mythic structures of four ages that we see in Greek, Indian, and other cultures (i.e. golden, silver, bronze, and iron ages). I have commented that you can look at both the entire history of D&D, from 1974 to the present, but also individual editions through this lens.

But what I wanted to bring forward in this thread for discussion is speculating about 5E in light of the different eras of D&D, the different editions and how they rose and fell. To do so, I will briefly re-cap a few salient points from Appelcline's history, at least as I understand it. This is my take on Appelcline's work, so don't blame him if I got anything wrong!

OD&D:
Published in 1974 with expansion books coming out over the next few years. It didn't as much "fall" as was replaced by updated versions that sought to clean up the rules, incorporate supplemental material, and then of course because of Gygax's development of AD&D. From that point, starting in 1977, D&D split into two "streams" or "branches": Basic/BX/BECMI on one hand, and AD&D on the other.

Basic/BX/BECMI:
In a way Basic was the natural successor to OD&D, with J Eric Holmes wanting to create both a revised or cleaned up version of OD&D, but also a more accessible game. This stream went through various iterations - the Moldvay Basic/Expert sets in 1981, which was further revised and extended into the five-box BECMI sets in 1983-86, and then finally was compiled and further revised in the Rules Cyclopedia in 1991.

AD&D: One thing I didn't realize is that Gary Gygax partially wanted to make AD&D a more controlled, less free-wheeling form of D&D, that he didn't like how different DMs took their own approaches to the game. This certainly goes against popular convention about "Gygaxian D&D," at least as I understood it. Anyhow, the first "Holy Trinity" came out in 1977-79 and the game, like D&D, flourished. Trouble hit TSR around 1983 for a variety of reasons, but Appelcline attributes it to a clash of corporate culture vs. gamer culture (the Blume brothers then Lorraine Williams vs. Gary Gygax), but also extending themselves too far with some failed sub-projects (needlework!). AD&D dipped and then rose again in 1985, but then Gygax departed (was pushed out).

2E came out in 1989 and then we saw an explosion of creativity with the focus on settings: Spelljammer, Dark Sun, Al-Qadim, Planescape, and Birthright all came out from 1989-95, and Forgotten Realms only a couple years before. But TSR, again, extended themselves too far and was wobbly in the mid-90s. They lost (fired) a lot of their best designers and had a few faulty business ventures, such as the CCG Spellfire and Dragon Dice, and of course their reliance on the book trade and the problem of fulfilling too high of orders. With enormous debt they were bought out by Wizards of the Coast in 1997.

3E: D&D floated for a few years as WotC worked on 3E behind the scenes. We see another "golden age" in 2000-02 as 3E and the OGL flourishes, despite WotC founder Peter Adkison resigning at the end of 2000. But then 2003 hits and 3.5 comes out, and the OGL market nearly collapses. The next few years sees a more regular release of 3.5 material, but the OGL patina has worn off a bit.

4E:
I won't go into much detail about 4E, but we all know the story and how the fan-base was fractured and the resulting "Edition Wars." After a first couple strong years, the edition started floundering in 2010, perhaps mainly due to unrealistic expectations on the part of upper management (Hasbro). The design team tried to infuse the line with fresh energy with the Essentials line in 2010, but it didn't really work. 2011 saw a huge drop-off with 2012 seeing 4E fade away into the night...even as "D&D Next" was announced.

5E came out in mid-2014 to much acclaim. While many seemed to find it a tad "tepid," the overall feeling about the game has been very positive, almost surprisingly so.

Which brings me back to this the focus of this thread. Every edition had a "golden age," the first two or three years in which the game thrived in some way or another, despite whatever challenges might have existed. And then every edition almost seemed to crest and then fall, with TSR or WotC scrambling to figure what to do to make the edition viable for a longer period of time. But eventually, inevitably, a new edition is announced. And so the cycle continues, again and again.

Every edition seems to have a crest, a point at which the game is perhaps at its most popular, the line is thriving, and the community is broad and (generally) happy. This isn't exact, and it may be that each edition has multiple peaks, especially when we take into account ".5" editions, but maybe we can say the crest of each edition is the early 80s for 1E, the early 90s for 2E, the early 00s for 3E, 2009 or so for 4E, and ??? for 5E. We don't know yet.

But here is what, in particular, I'm curious about discussing: Given that WotC is seemingly trying to take a different route with 5E, with the typical avalanche of product over the first few years, and then the necessity of a revision several years in to revive the line, how might these patterns look for 5E? What sort of crest, plateau, and eventual (and inevitable) decline might we see? Or will it be completely different?

What do you think? Given the context of D&D history, of the rise and fall of different editions, what do you think lies in store for 5E?

One thing I didn't mention above is the "dark side" of D&D history, in particular the endless litigations that TSR in particular found themselves involved in (and usually instigating), and also the expansions and contractions of the company leadoff to the infamous WotC "holiday layoffs." What part that has in this, I don't know, but perhaps we can use it as an indicator in some way.

A perhaps unnecessary disclaimer: I am in no way bagging on 5E, or any edition of the game. I love the game, have enjoyed every edition from 1E to 5E, and especially love 5E. Nor am I being morbid or pessimistic by predicting the "fall" of 5E. It is a natural and inevitable part of the process, just as every year "falls" into winter, with a new spring following. I am also not meaning to take away from current enjoyment of the game. But I do find meta-discussion about the game, its history, the industry etc, to be quite interesting. I fully realize that speculation is just that: speculation. But let's have a bit of fun, why don't we?
 

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Good post. I agree with your observations about the various editions. I do think that editions wars did not originate in response to 4e (but certainly they most evident then) and I seem to remember 'the crest' to be longer in 3e than you suggest. I have mixed thoughts in response to the future of 5e.

On one hand I think the situation for 5e is different than the previous cases because they have been so restricted in terms of products and such a larger design space because not everything has to be core. Modularity is still there in the game. They can release optional stuff for interested groups but keep it uncluttered for those who dont. Despite seeing a lot of 4e in 5e I think they could do more with optional modules to attract those who like high fantasy gaming (4e/13th age) etc.

On the other WOTC seem to have a lot riding on the importance of the IP of D&D. I am still not sure how it will translate into the film and computer game contexts. Fundamentally I suspect the mythology of D&D and the nature of magic in D&D is less intriguing than Harry Potter, The Witcher, LOTR etc.

The bottom line is that I enjoy D&D. I dont think I like 5e better than 2e, 3e or 4e after the first year. But I am not sure the crest will take off in some dramatic pop culture fashion, and I am fine with that.
 

Good post. I agree with your observations about the various editions. I do think that editions wars did not originate in response to 4e (but certainly they most evident then) and I seem to remember 'the crest' to be longer in 3e than you suggest. I have mixed thoughts in response to the future of 5e.

Thanks for the reply. 3E seemed to have two crests, one in 2000-02 when the OGL was flourishing, and then one a bit later when 3.5 was at its peak (2004-05?) but before the bloat got out of hand (2006-07). Appelcline speaks highly of that earlier period because it was before 3.5 came out and the 3PP market crashed.

But your comment also reminds me that for a lot of folks, 3.5 wasn't in decline when 4E was announced - which is one of the reasons people were so upset. It wasn't like in the late 80s when 1E desperately needed a make-over, or in the late 90s when D&D needed a re-do. But the reason for 4E seemed entirely financial - WotC was running on fumes from splat sales and needed an edition re-boot, at least to please Hasbro.

On one hand I think the situation for 5e is different than the previous cases because they have been so restricted in terms of products and such a larger design space because not everything has to be core. Modularity is still there in the game. They can release optional stuff for interested groups but keep it uncluttered for those who dont. Despite seeing a lot of 4e in 5e I think they could do more with optional modules to attract those who like high fantasy gaming (4e/13th age) etc.

I would love to see that - a 5E Unearthed Arcana or "Unchained" product that brought in all kinds of modular options. I personally wouldn't use much of them, but it would nice to see the possibilities of the 5E game explored and expanded further. I do think we will see this kind of product, but not for a couple years and it will probably be one or two books, well-considered and going for quality over quantity.

On the other WOTC seem to have a lot riding on the importance of the IP of D&D. I am still not sure how it will translate into the film and computer game contexts. Fundamentally I suspect the mythology of D&D and the nature of magic in D&D is less intriguing than Harry Potter, The Witcher, LOTR etc.

I wouldn't say "less intriguing" but perhaps less marketable and consumable to a large audience. The translation of novel/movie fantasy and D&D fantasy has always been a bit iffy (like D&D nerds bagging on Gandalf for only being able to cast 1st and 2nd level spells). And I think the kitchen sink aspect of D&D, while making for fun gaming, doesn't quite work for a fantasy movie (which is why a D&D fantasy movie might work better in a strongly thematic setting like Dark Sun or Eberron or even Krynn, rather than the Forgotten Realms, but I digress).

The bottom line is that I enjoy D&D. I dont think I like 5e better than 2e, 3e or 4e after the first year. But I am not sure the crest will take off in some dramatic pop culture fashion, and I am fine with that.

Well what they seem to be doing differently this time around, at least so far, is slowing down the inevitable decline by expanding the game at a much slower rate.

Which is one of the reasons I started this thread - it is hard to envision how 5E will peak and then fall. Dialing back to 2008-09, we could have had this conversation about 4E and even putting the Edition Wars aside, we could have predicted that the line would burn out. Now 4E fans would probably say that they didn't explore the edition as fully as they could have, but the point is that the torrential rate of book publication during those first few years of 4E--which was similar to the 3.5 out-put--can only be sustained for so long.

We don't know what 2016 will bring, but I suspect we'll see a bit of an increase in product over 2015, which only saw two story arcs and one upcoming setting/player's guide. Let's say 2016 includes two story arcs, one setting book and one splat. If that becomes a standard yearly out-put, or even if it goes up to 2 story arcs and 2-4 other books a year, it will still stretch out the edition cycle quite a bit from 4E and 3.5...if WotC is more moderate in expectations for sales of the D&D line, which it seems that they are due to their much reduced staff and focus on the brand as a whole.

In other words, one big difference from all previous editions is that D&D the RPG is no longer the main focus of money-making for D&D the brand. They seem to be looking at it as the heart and soul of the brand, but not relying on it to carry the income.
 

But here is what, in particular, I'm curious about discussing: Given that WotC is seemingly trying to take a different route with 5E, with the typical avalanche of product over the first few years, and then the necessity of a revision several years in to revive the line, how might these patterns look for 5E? What sort of crest, plateau, and eventual (and inevitable) decline might we see? Or will it be completely different?

It's hard to say. WotC's approach to this editions releases is so different from every previous edition I've seen (that is, 2nd, 3e, and 4e), I'm not sure any comparison with what has gone before is really valid.

And I can't fault them for trying something different: they know that the previous approach doesn't work for them in the long-term. They can't know that this approach will work better, but at least it has a chance.

What do you think? Given the context of D&D history, of the rise and fall of different editions, what do you think lies in store for 5E?

I think it will depend very much on how successful their wider licensing efforts pay out. If the D&D movie is a success, and/or if they manage to get (and keep) some successful video games out there, then we may well see 5e continuing as-is for a long time to come.

If, on the other hand, their efforts to grow the brand come to naught, then I suspect we'll see 6e before too long. Assuming Hasbro don't just cancel the line as being not worth their effort.

(All that assuming, of course, the D&D's currently being "on a tear" comes to an end at some point. If 5e's current sales turn out to be a new normal, then that also changes the situation. My gut feeling is that eventually sales will drop back, but I'd be quite happy to be wrong about that.)
 

We don't know what 2016 will bring, but I suspect we'll see a bit of an increase in product over 2015, which only saw two story arcs and one upcoming setting/player's guide.

Until recently, I would have agreed with this. But given Chris Perkins' recent comments about not wanting to do books that 'only' sell 100,000 units if they can help it, I'm inclined to think they'll probably stick with the current very light schedule. If I had to bet, I'd expect to see two storylines next year plus one other book - probably a fairly big and meaty supplement, quite possibly including (but not limited to) psionics.

Having said that, I'm not sure quite how much weight to put on that 100k target, as it seems hugely ambitious. I would be surprised if any 3e or 4e supplement made that level of sales.
 

As a side- as Gary made mention on here and elsewhere on the net, One of, if not THE biggest factor the stricter/more structured nature of ad&d, was due to tournament play. Gary was a wargamer of course and big on his mind for expansion of D&D as a business was gen con, and other cons which TSR was heavily involved in with tournament play.

In this way along with later additions like novels, and the cartoon, Gary was doing his own way of growing the brand, as WOTC is trying to do now with their licensing of IP.
 

I've talked about this a bit before, in my "age theory" of RPGs using the traditional mythic structures of four ages that we see in Greek, Indian, and other cultures (i.e. golden, silver, bronze, and iron ages).


Greek Ages include a Heroic Age after the Bronze Age and Ovid actually ignores the Heroic Age when he rewrites them for the Romans but places his contemporaries in a fifth age after Iron, from my understanding of his writings.


3E: D&D floated for a few years as WotC worked on 3E behind the scenes. We see another "golden age" in 2000-02 as 3E and the OGL flourishes, despite WotC founder Peter Adkison resigning at the end of 2000. But then 2003 hits and 3.5 comes out, and the OGL market nearly collapses. The next few years sees a more regular release of 3.5 material, but the OGL patina has worn off a bit.


There were a good number of folks who made OGL products for 3.0E who dropped out with 3.5E but seemingly as many or more who jumped in at that stage as the field cleared a bit from one-off producers and those who were over extended. The OGL did not collapse but support/need for 3.0E collapsed and took down some OGL users who couldn't or chose not to make the transition. The online market for ePublishing also really climbed around the same time as 3.5E which allowed for a lot more people to experiment without taking the same risks that those who over extended with 3.0E took. It was no longer a requirement to be a print company to be a successful OGL company, supporting D&D or otherwise.

It's also highly notable that Paizo really hit their stride after 3.5E and even rivaled WotC with PF versus 4E, so I think your assessment there is a bit off, to say the least. The argument could be made that the OGL is stronger than ever (counting 3.XE and retroclones of many other editions/games, plus entirely new games) and 3.XE D&D is still going strong in PF, even if being produced with the D&D brand filed off by Paizo. I suppose one might count PF as part of the unmentioned Heroic Age and figure we're not yet in the Iron Age for 3.XE.
 

Greek Ages include a Heroic Age after the Bronze Age and Ovid actually ignores the Heroic Age when he rewrites them for the Romans but places his contemporaries in a fifth age after Iron, from my understanding of his writings.

You're correct - you are referring to Hesiod, I believe, who had the Age of Heroes between the Bronze and Iron. The Hindus have four yugas, the Aztecs five suns, and the Hopi four. Interesting that it is almost always four or five.


There were a good number of folks who made OGL products for 3.0E who dropped out with 3.5E but seemingly as many or more who jumped in at that stage as the field cleared a bit from one-off producers and those who were over extended. The OGL did not collapse but support/need for 3.0E collapsed and took down some OGL users who couldn't or chose not to make the transition. The online market for ePublishing also really climbed around the same time as 3.5E which allowed for a lot more people to experiment without taking the same risks that those who over extended with 3.0E took. It was no longer a requirement to be a print company to be a successful OGL company, supporting D&D or otherwise.

It's also highly notable that Paizo really hit their stride after 3.5E and even rivaled WotC with PF versus 4E, so I think your assessment there is a bit off, to say the least. The argument could be made that the OGL is stronger than ever (counting 3.XE and retroclones of many other editions/games, plus entirely new games) and 3.XE D&D is still going strong in PF, even if being produced with the D&D brand filed off by Paizo. I suppose one might count PF as part of the unmentioned Heroic Age and figure we're not yet in the Iron Age for 3.XE.

OK, fair enough - although in that case i was going on Appelcline, who paints the post-2003 era for the 3PP as rather bleak, or at least he emphasizes how many 3PPs went out of business and how game stores suffered with outdated 3E product on their shelf.
 

You're correct - you are referring to Hesiod, I believe, who had the Age of Heroes between the Bronze and Iron. The Hindus have four yugas, the Aztecs five suns, and the Hopi four. Interesting that it is almost always four or five.


Sometimes even six.


OK, fair enough - although in that case i was going on Appelcline, who paints the post-2003 era for the 3PP as rather bleak,


You might be reading that into it.


or at least he emphasizes how many 3PPs went out of business


And many, many more replaced them.


and how game stores suffered with outdated 3E product on their shelf.


More than a few "game stores" sprang up in the Magic CCG era and CCGs created a Teflon attitude for many smaller stores. Many over-purchased and bought tons of 3PP products without proper research or understanding of their quality. They also bought a fair amount of WotC 3.0E products and that didn't help either. But so much more was happening outside of D&D that crippled smaller stores like MMORPGs and the rapid increase in online buying habits that it's more apt to suggest that the 3.0E to 3.5E was one of the few things that game stores in general could have actually controlled but some mismanaged their expectations and inventories.
 
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