Ryan Dancey: This is why there was no M:tG setting for D&D

Hi! I was the brand manager for Dungeons & Dragons and the VP of Tabletop RPGs at Wizards of the Coast from 1998 to 2000. I can answer this question. There were plans to do a Magic RPG and several iterations of such a game were developed at various times. After Wizards of the Coast bought TSR, there were discussions about making a Magic campaign setting for D&D. After the release of 3rd...

Hi! I was the brand manager for Dungeons & Dragons and the VP of Tabletop RPGs at Wizards of the Coast from 1998 to 2000. I can answer this question.

There were plans to do a Magic RPG and several iterations of such a game were developed at various times. After Wizards of the Coast bought TSR, there were discussions about making a Magic campaign setting for D&D.

After the release of 3rd edition, we had planned to do a Monstrous Compendium for Magic monsters which would have been a tentative cross-over product to see what the interest level was for such a book.

In the end, the company made the decision to keep the brands totally separate. Here's the logic.

D&D and Magic have fundamentally incompatible brand strategies. This is was once expressed as "asses, monsters & friends".

D&D is the game where you and your friends kick the asses of monsters.

Magic is the game where you kick your friends' asses with monsters.

(Pokemon, btw, was the game where the monsters, who were your friends, kicked each-other's asses.)

There was no good reason to believe that a D&D/Magic crossover book would sell demonstrably more than a comparable non crossover book. And such a book should be priced higher than a generic D&D book - in the way that Forgotten Realms books cost more than generic D&D books (that's the price premium for the brand). There's a fear in sales that the higher the price, the less volume you sell.

The brand team for Magic didn't want to dilute the very honed brand positioning for Magic as a competitive brand, and the brand team for D&D didn't want to try and make some kind of competitive game extension for D&D.

In the end, I think the company was well served by this decision. It eliminated a lot of distraction and inter-team squabbling at a time when neither team had the resources to fight those battles.

Today you might argue there's a different reason. The #1 hobby CCG doesn't want to be entangled with the problems within the D&D brand.

Read more: http://www.enworld.org/forum/conten...-Many-Arrows-Can-An-Archer-Fire#ixzz2jgoO0Whj
 

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Ryan S. Dancey

Ryan S. Dancey

OGL Architect

Stormonu

Legend
Red Steel is very possible, but this has to come together with the complete pack of Mystara.

You wouldn't have to do Mystara, but they might be able to get away with a Glantri (City of Mages - Mystara)/Red Steel (Savage Baronies)/Nithia (Hollow World) bloc.

And we would need a Bargle planeswalker/deck to beat up on.
 

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Red Steel/Savage Coast has got pirates and mutants with superpowers. Perfect to test some ideas about firearms and superheroes to later to be used in a future new edition of d20 Modern. But it would be a bad strategy to publish Red Steel without a clear plan for the rest of the world. Hollow World is perfect if you want to publish a franchise as a kid-friendly version of Conan and you add dinosaurs and megafaun from the ice age.

But Mystara isn't ready for the new "crunch", classes and PC races added in the last editions.
 

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