Shane Hensley comments on the RPG industry

Synicism said:
Well... I wonder. there are those designers who have suffered because of d20, especially those who work primarily in other systems. Guys like Steven Long, Shane Hensley, and Steve Jackson come to mind, although even SJG is doing d20 stuff in limited numbers, with their Munchkin stuff. There *are* a lot of real good games out there (Little Fears, Godlike, Ironclaw, to name a few) that just don't get the exposure they might otherwise get, and that's frustrating.

This is patently false.

Throughout the 90s, RPG sales were in a tailspin. This trend had already begun before the rise of CCGs.

With RPG sales, there's less money in retailers' pockets to invest in new titles.

WotC buys TSR. d20 and 3e come along. RPG sales surge upward.

More sales -> more money in retailers' hands - > more extra cash to risk on fringe games.

If anything, d20 has provided an environment where a small, cult game has a much better chance of being picked up by retailers. If Shane's other thesis was correct, that retailers were desperate for non-d20 material, we should see a spike in sales of Little Fears, or Jade Claw, or whatever. Remember, game publishers sales are driven by sales to distributors, who in turn sell to stores. If stores really wanted non-d20 stuff to thrive, they'd start ordering it.

But that hasn't happened.

In essence, Shane's analysis makes no fundamental sense. More money in the hands of retailers from Whizkids and d20 means more buying power, means a readier market for other products. If there was demand for non-d20 stuff to break up the endless tide of d20, retailers would be buying it up quick.

But he's seeing reduced sales, right? What's up with that?

There's a curious phenomena in any business sector, one that is especially apparent in the RPG biz. People tend to surround themselves with others who share their views. If I think d20 is doomed, my friends probably feel the same way. Within that environment, my belief is strengthened, sometimes to the point that no amount of evidence to the contrary will ever shake that belief. Normal industries that feature Harvard and Stanford MBAs making decisions fall for the same trap. In RPGs, were there is precious, precious little business sense, the situation is even worse.

Nobody wants to hear that maybe their game isn't all that good, or maybe no one is interested in buying it, or that it's been mismanaged into the ground. It's a lot easier on the ego to cast blame on things like marketting, or the competition, or d20.

Another thing about d20: it's caused quite a bit of resentment amongst the gaming professionals who were in the business before it came along. Imagine working in RPGs, trying to make a living at it, and then seeing some whippersnapper come along and reap more profits in his first three products than you netted in the past three years. d20 made that possible. Quite a few of the established companies avoided d20, allowing lots of little guys with new companies to step into the market. One of the mantras running around in the industry right now is that new companies are B-A-D, since they cut the sales pie into ever-smaller pieces. People in the RPG biz are fundamentally afraid of competition. A lot of people have a sense that they're lucky to be in the position to be a published author or do something creative for a living. They don't want to lose that.

I think I'm pretty lucky to have broken into the RPG industry when I did. d20 touched off a revolution in game design. In essence, we've seen a popular uprising amongst gamers who started buying stuff that they actually want to read and use in their games. d20 has forced the industry to acknowledge that a book about the ecology of the hobgoblin or a supplement about dark elves is more popular and in higher demand amongst gamers than a pulp RPG or a game with a vast, detailed metaplot. For years, game designers dictated the products that made their way to store shelves. Now that d20 has opened up the window into what people really want to buy, it's gamers who pass that judgement.

Wow, did that get off topic.
 

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Folks,

Since Ryan is not likely to notice this thread I thought I'd pop in and post in his stead.

Has d20 done what we thought it would do or has it taken some odd turns. The answer is "both".

As far as sales and support of our products d20 is doing exactly what we want. We couldn't be happier and are looking to expand the license not contract it. Thus when d20 Modern releases in November it will be SRDed immediately and a number of companies will have material and/or settings to support it. In addition, we hope to have the PH, DMG, MM and PsiHB all finalized in the SRD by November and then we will likely add another cap system book (we are still taking suggestions).

On the other hand, the whole thing took off *alot* faster then we thought. Some of the bumps in the process were caused by our not be prepared for the really rapid accpetance and use of the license. People were jumping on board so fast that some were not even reading much less understanding the licenses. This has gotten *much* better in the last year but we still get the occasional goof.

The variety and creativity of alot of d20 companies has really startled me (personally) and the quality of alot of offering are truly outstanding (if you have not picked up Nyambe or Monsternomicon I stongly recommend both - really top notch). But we got our first surprise way back when Relics and Rituals was released. I remember it being passed around in R&D and people shaking their heads partially in awe, partially in concern at the high quality of the work.

But overall the d2o and OGL licenses have been nothing but good and as a fanatic collector of d20 material it has made me very happy.

AV
 

I think one of the biggest problems facing the RPG industry, and mearls touches on this, is that the "pie" of customers seems to be static, not many new gamers are buying things. I think a real key to success for alot of the smaller folks would be to somehow make a game that appealed to alot of people who have never played any sort of rpg before. Not a revolutionary thought, but if the market your trying to break into is already small and mostly all claimed, then you've got to look elsewhere.

P.S: I have no idea how you would design and market such a game, but it seems like that would be the way to go to really rise in the rpg ranks.
 

ColonelHardisson said:
Mike, if you hadn't posted, I would have assumed you were one of the unhappy designers mentioned above. I'm glad you aren't, because I find your work to be top-notch, and it'd suck to find out you hated what you were doing. If that makes sense.

Wow, I hope I've never made comments that make people think I don't like d20 or D&D. On the contrary: I love the games. Heck, I'm one of those guys who clung to 1e after 2e came out. I'm old school, baby!

On a more serious note, if I didn't love RPG design I flat out wouldn't do it. I remember before d20 came along I was rather bitter that in order to work on D&D, I'd have to try my luck with articles submitted to Dragon. Working my way up to the point that I could get a design job with WotC seemed an almost impossibly difficult task. When d20 came along, man, that was like someone throwing open the gates to Shangri-La and rolling out the red carpet. I could finally start working on the game that I really wanted to work on all that time I was writing for Unknown Armies, Vampire, Feng Shui, and Hunter.

(Speaking of how hard it is to break into writing, Sam Witt has a remarkable amusing story about how he got his big break into TSR. Sam, tell the nice people the story if you have a chance. It's very cool.)
 

Btw mike I do agree that it's the GAMERS dictating what they want more than just a few people at the top. *smirk* I'm living proof of that.
 

mearls said:
In essence, Shane's analysis makes no fundamental sense. More money in the hands of retailers from Whizkids and d20 means more buying power, means a readier market for other products.

That makes perfect sense and it should be true, but it isn't. It's one of the many peculiar things about the game industry. When Whizkids puts out something like Heroclix, it sucks up a huge amount of the buying dollars distributors and retailers have for that month. That's no big surprise, but this is where it gets interesting. You might think, "Well, OK, I won't see big sales this month, but next month when everyone is flush with all that Whizkids money, they'll come back and order my stuff." Except that they won't. The game industry is so frontlist driven that your product from the previous month is old news and distributors and retailers are on to next thing. Furthermore, even though the channel should be swimming in dough after a hit release, it is not a rising tide that lifts all boats. For whatever reason, that extra money is not reinvested in a variety of other products. It goes to buying more Whizkids stuff, or the latest fad product like Yu-Gi-Oh, or to pay off old debt, or any of a million other places. So even in cash rich months, most publishers don't see any corresponding rise in their orders.


Another thing about d20: it's caused quite a bit of resentment amongst the gaming professionals who were in the business before it came along. Imagine working in RPGs, trying to make a living at it, and then seeing some whippersnapper come along and reap more profits in his first three products than you netted in the past three years. d20 made that possible.

Old pros might be a bit jealous of new companies making lots of money, but the resentment comes from something else. Talented people who have worked hard and barely made ends meat get resentful when companies with products that SUCK become successful. And yes, it's d20 that made that possible. There are any number of companies who wouldn't have lasted beyond their first product if not for the d20 logo.
 

Pramas said:
Talented people who have worked hard and barely made ends meat get resentful when companies with products that SUCK become successful.

Only a high demand for d20 will support products that suck from the supply side. Somebody is buying it.

When supply outstrips that demand, the folks that suck should fall by the wayside.

Are we there yet? Not quite.


Wulf
 



I think that because of the open nature of d20 that we will never truly see an end to products that suck. :) Even as those products are weeded out, new publishers will fill in the ranks. I do think that it will be harder and harder for products (and companies) that are both NEW and GOOD to stand out and get attention. Hopefully that's where sites like EN World can play an important role.
 

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