There's another issue at work here: Namely, that RPGs need better-defined semipro and amatuer markets.
DTRPG is there to get at a specific segment. The reason they use the annoying "professional" moniker is because they want some kind of indicator that their focus is on high quality professional offerings. The reason they have DRM (which I'm not too fond of) is probably to attract clients who would normally never sell their material in electronic form.
RPGNow has a large a thriving group of what could only be called semiprofessional and amatuer offerings. This isn't to say that they don't also have professionally produced material as well. The issue that comes up, though, is that there's no real way to tell hobbyist merchants apart from folks like Phil Reed, and sometimes, to be brutally frank, a lot of the former stuff is of wildly variable quality. Some of is is excellent. Some of it really, reallly isn't.
I think the fact that they approached Phil Reed is a good sign that they want the split to be between more than print and .pdf producers, but there really ought to be a split and consumers ought to have a good grasp of the differences. Why?
1) You should know the difference between pro and nonpro work so that you can make a choice knowing the production values have a chance of beeing significantly different for nonpro work.
2) You should be able to distinguish nonpro work for innovation and ideas that don't necessarily fly past the vetting process elsewhere.
3) Distributors should be able to tell them apart so that they can assess whether or not to invest in professional-quality .pdf producers without getting stung. I can only imagine the hideous amount of work involved sifting through stuff to find what's worth supporting
4) Writers should have a better idea of who's going to pay them and pay them well. I can attest to this personally, since I've been stung once by a company who ended up being far less professional than they purported to be.
5) It would discourage products that neither make money nor offer anything distinct to the hobby.
It seems like the percentage increase isn't a very good idea, though (shouldn't quality be its own draw, here?), and I would prefer it if DRM was not a mandatory part of doing business with DTRPG.
DTRPG is there to get at a specific segment. The reason they use the annoying "professional" moniker is because they want some kind of indicator that their focus is on high quality professional offerings. The reason they have DRM (which I'm not too fond of) is probably to attract clients who would normally never sell their material in electronic form.
RPGNow has a large a thriving group of what could only be called semiprofessional and amatuer offerings. This isn't to say that they don't also have professionally produced material as well. The issue that comes up, though, is that there's no real way to tell hobbyist merchants apart from folks like Phil Reed, and sometimes, to be brutally frank, a lot of the former stuff is of wildly variable quality. Some of is is excellent. Some of it really, reallly isn't.
I think the fact that they approached Phil Reed is a good sign that they want the split to be between more than print and .pdf producers, but there really ought to be a split and consumers ought to have a good grasp of the differences. Why?
1) You should know the difference between pro and nonpro work so that you can make a choice knowing the production values have a chance of beeing significantly different for nonpro work.
2) You should be able to distinguish nonpro work for innovation and ideas that don't necessarily fly past the vetting process elsewhere.
3) Distributors should be able to tell them apart so that they can assess whether or not to invest in professional-quality .pdf producers without getting stung. I can only imagine the hideous amount of work involved sifting through stuff to find what's worth supporting
4) Writers should have a better idea of who's going to pay them and pay them well. I can attest to this personally, since I've been stung once by a company who ended up being far less professional than they purported to be.
5) It would discourage products that neither make money nor offer anything distinct to the hobby.
It seems like the percentage increase isn't a very good idea, though (shouldn't quality be its own draw, here?), and I would prefer it if DRM was not a mandatory part of doing business with DTRPG.