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Self Publishing – How much are your products worth?
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<blockquote data-quote="Celebrim" data-source="post: 6847675" data-attributes="member: 4937"><p>I'm currently running 3.0e edition with extensive house rules. I will be doing so for the considerable future, as it's now the 6th year real life of the campaign with 4 or 5 more years to complete its main story arc. That in itself is a good indication of why I don't need to buy a bunch of material. As someone doing this for 30+ years now, I already have more than a life time's worth of ideas and resources to draw from.</p><p></p><p>I made a list once of everything I would like to have and will probably end up writing myself, organized how I'd like to have it organized, and done according to my personal tastes. </p><p></p><p>1) Player’s Handbook</p><p>2) Dungeon Master’s Guide</p><p>3) Monster Manual 1 (Animals, Beasts, Dragons, Plants and other Creatures of the Natural World)</p><p>4) Monster Manual 2 (Aberrations, Constructs, Undead and other Unnatural Things)</p><p>5) Monster Manual 3 (Spirits)</p><p>6) Monster Manual 4 (Outsiders)</p><p>7) Rogues Gallery 1 (Common Folk)</p><p>8) Rogues Gallery 2 (Noble Folk)</p><p>9) Rogues Gallery 3 (Legends, Heroes, and Villains)</p><p>10) Deities & Demigods</p><p>11) The Book of Craft</p><p>12) The Book of Books</p><p>13) The Book of the Apprentice</p><p>14) The Book of the Journeyman</p><p>15) The Book of the Archmage</p><p>16) Manual of the Planes</p><p>17) Elf Handbook</p><p>18) Dwarf Handbook</p><p>19) Sidhe Handbook</p><p>20) Changling Handbook</p><p>21) Pixie Handbook</p><p>22) Goblin Handbook</p><p>23) Human Handbook</p><p>24) Orine Handbook</p><p>25) Idreth Handbook</p><p>26) Sorcerer’s Handbook</p><p>27) Shaman’s Handbook</p><p>28) Champion’s Handbook</p><p></p><p>To give you the idea, the current 'Player's Handbook' is about a 600 page document based off of parts of the 3.0 and 3.5 SRDs, mashed together with a few good ideas from the 3e Ravenloft core book, and some of Monte Cook's alternate Player's Handbook, the Green Ronin Shaman master class book, and Green Ronin's Book of the Righteous (all books I bought because I admired them so highly), and otherwise about 1/3rd original content. It would be basically impossible to obtain that document on the market place, because it's too my personal tastes.</p><p></p><p>But for many purposes, the 3e official Player's Handbook is a sufficient reference. </p><p></p><p>For many of the books on the list, I'm not perfectly happy with the official references but the equivalent is 'good enough'. Until I take the time to write the monsters up to my particular tastes and rules modifications, the SRD and PRD's are generally good enough and often used in play. Ditto the Manual of the Planes, even though the planes in some details work very differently than the normal D&D world which you'd find out the first time you tried to turn ethereal and walk through a stone wall.</p><p></p><p>The big hard work for me other than just compilation and revision would be #11-#15, and in particular #11 and #12 covering how to make things in D20 and how they work once you make them has been for me a huge hole in the rules since 3e came out. I've seen some very good attempts at patching this that only convinced me just how needed rules revisions actually are and just how hard they would be to do well. Just as 'Hot Pursuit' was an instant purchase because it filled a hole I'd found in the rules, a really good product that filled the holes as I saw them even if I wasn't 100% happy would be a 'just shut up and take my money' situation. Likewise, Green Ronin's 'Book of the Righteous' but with a much broader more traditional 'lots and lots of gods exist' pantheon rather than the beautiful tightly written one in the book, might be less aesthetically pleasing, but I'd buy it on practical grounds. Similarly, if Beta Bunny follows up on 'Predators', that's a shut up and take my money moment.</p><p></p><p>So consider the question, "How much is my product worth to Celebrim?", and then consider that your whole market is probably 10,000 people in the whole world who are each as esoteric and specific as I am. You've got a few hardcore people who collect RPGs as reading material who buy stuff they'll never use - the GURPS customer base if you will - but mostly you are dealing with a small niche in a highly niche market.</p><p></p><p>Basic economics says that isn't worth much.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6847675, member: 4937"] I'm currently running 3.0e edition with extensive house rules. I will be doing so for the considerable future, as it's now the 6th year real life of the campaign with 4 or 5 more years to complete its main story arc. That in itself is a good indication of why I don't need to buy a bunch of material. As someone doing this for 30+ years now, I already have more than a life time's worth of ideas and resources to draw from. I made a list once of everything I would like to have and will probably end up writing myself, organized how I'd like to have it organized, and done according to my personal tastes. 1) Player’s Handbook 2) Dungeon Master’s Guide 3) Monster Manual 1 (Animals, Beasts, Dragons, Plants and other Creatures of the Natural World) 4) Monster Manual 2 (Aberrations, Constructs, Undead and other Unnatural Things) 5) Monster Manual 3 (Spirits) 6) Monster Manual 4 (Outsiders) 7) Rogues Gallery 1 (Common Folk) 8) Rogues Gallery 2 (Noble Folk) 9) Rogues Gallery 3 (Legends, Heroes, and Villains) 10) Deities & Demigods 11) The Book of Craft 12) The Book of Books 13) The Book of the Apprentice 14) The Book of the Journeyman 15) The Book of the Archmage 16) Manual of the Planes 17) Elf Handbook 18) Dwarf Handbook 19) Sidhe Handbook 20) Changling Handbook 21) Pixie Handbook 22) Goblin Handbook 23) Human Handbook 24) Orine Handbook 25) Idreth Handbook 26) Sorcerer’s Handbook 27) Shaman’s Handbook 28) Champion’s Handbook To give you the idea, the current 'Player's Handbook' is about a 600 page document based off of parts of the 3.0 and 3.5 SRDs, mashed together with a few good ideas from the 3e Ravenloft core book, and some of Monte Cook's alternate Player's Handbook, the Green Ronin Shaman master class book, and Green Ronin's Book of the Righteous (all books I bought because I admired them so highly), and otherwise about 1/3rd original content. It would be basically impossible to obtain that document on the market place, because it's too my personal tastes. But for many purposes, the 3e official Player's Handbook is a sufficient reference. For many of the books on the list, I'm not perfectly happy with the official references but the equivalent is 'good enough'. Until I take the time to write the monsters up to my particular tastes and rules modifications, the SRD and PRD's are generally good enough and often used in play. Ditto the Manual of the Planes, even though the planes in some details work very differently than the normal D&D world which you'd find out the first time you tried to turn ethereal and walk through a stone wall. The big hard work for me other than just compilation and revision would be #11-#15, and in particular #11 and #12 covering how to make things in D20 and how they work once you make them has been for me a huge hole in the rules since 3e came out. I've seen some very good attempts at patching this that only convinced me just how needed rules revisions actually are and just how hard they would be to do well. Just as 'Hot Pursuit' was an instant purchase because it filled a hole I'd found in the rules, a really good product that filled the holes as I saw them even if I wasn't 100% happy would be a 'just shut up and take my money' situation. Likewise, Green Ronin's 'Book of the Righteous' but with a much broader more traditional 'lots and lots of gods exist' pantheon rather than the beautiful tightly written one in the book, might be less aesthetically pleasing, but I'd buy it on practical grounds. Similarly, if Beta Bunny follows up on 'Predators', that's a shut up and take my money moment. So consider the question, "How much is my product worth to Celebrim?", and then consider that your whole market is probably 10,000 people in the whole world who are each as esoteric and specific as I am. You've got a few hardcore people who collect RPGs as reading material who buy stuff they'll never use - the GURPS customer base if you will - but mostly you are dealing with a small niche in a highly niche market. Basic economics says that isn't worth much. [/QUOTE]
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