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Shane Hensley comments on the RPG industry

Crothian said:


I've never been a fan of the mega mods, to much game time spent in one preformed location. I like to deal with a place and be done, but with those it'll take a while to be done.

Hopefully, when ELH hits the SRD we will see some truely epic adventures.

Same here. We had a guy drop his $30 or whatever on the RttTEE, and we had a TPK. Now what to do? We had played those characters from 1st, building them up organically to the required level for the super-mod. Starting new characters artificially at the higher level would not have been cool (to our group). We build characters, not game-system entities.

The super mod is a cool concept, but fails to meet consumer need. A series of adventures gives players more choice, both in the game and in the store. A mega-mod simply drives all of the sales as one unit. Eventually, this will fall off (I hope).

-Fletch!
 

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Buttercup said:
quote:
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Originally posted by Mr Fidgit
Thorin & ColonelHardisson - a $100 mod/mega-mod/campaign is actually something i'd consider buying, as long as it was 'all inclusive'. (as in - you'd need nothing else but the core books to run.)
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Yeah, I'd buy such a package in a heartbeat. If it really did have everything you would need (except the core books) to take your party from level 1-20, or maybe even just 1-10, then it would be well worth it to me. By 'everything' I mean all maps and other handouts for players & DM, all NPCs complete with illustrations, floorplans for shops, and random, scalable encounters, all the monster tokens needed, all of the adventure booklets, and possibly a few props. Wrap it up in an attractive box, and it would be worth every penny.

The problem is that such a product would be an enormous risk for a publisher, except for one that had all of the necessary resources on staff (WotC six months ago could have pulled it off). It would take over a year to assemble such a product, and who knows where the industry could have gone by then; your fundamental product design decisions would be partially or totally out of date.

Plus $100 bucks is a big wedge of cheese for those a) in school, b) struggling in a weak job market or c) with kids and mortgage and 2 cars and.... I happen to fall into C, and C is a larger piece of the gaming market than in five or ten years ago, as old gamers are flocking back because of d20 and 3E. However, A and B are probably still the two largest segments of the RPG market. Those who are independently wealthy and have no concern for their personal, monthly cash flow are few and far between.

-Fletch!
 
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mkletch said:
Same here. We had a guy drop his $30 or whatever on the RttTEE, and we had a TPK. Now what to do?

The super mod is a cool concept, but fails to meet consumer need. A series of adventures gives players more choice, both in the game and in the store.

Well, to be fair, it sound like the problem was the TPK and not the module. I don't see how a series of little modules is any less dangerous to your character than the mega module.

Does the act of binding 3 thematically linked modules into one mega module somehow make it more deadly?

Or does the TPK-- where ever it occurs-- despoil the module so that you can't use it again? Is that your point-- that IF there is a TPK you'd rather throw away a $12 module than a $30 one?

I really don't understand.

Wulf
 

As a illustration of Wulf's point you might want to check out (contact)'s retro story hour about the Temple of Elemental Evil; no TPK's so far but enough character deaths to account for two to three TPK's and they're still running strong. Makes me long for the days of evil GMing.
 

Unfortunately, this belongs back on about page 4. :)

While there are a huge number of available d20 products available, I don't think there is a glut. That stuff is still flying off the shelves.

At my FLGS they've been adding shelf space to the RPG products pretty steadily for the past couple years. When I first found them right after 3e came out they were a sleepy little store, with half a shelf of D&D products and a wall of shelves for all the other games (most of the store is devoted to minis). Now D&D has eaten up about a third of that wall, d20 products have a pair of additional shelves, new D&D and d20 products have a separate display right as you walk in, and all other RPGs have a small new release display.

Obviously d20 has the lion's share of the space, and the best space at that, but those products turn over. If you see something you like, snatch it because it'll be gone next time. In comparison, the shelf of GURPS and the shelf of Deadlands (classic system) has remained static the entire time I've shopped there. By standard definitions, the GURPS material is a glut, because there is NO demand for it at this store, and obviously the supply has outstripped that.

And now for something completely different.

I just returned from a trip to CA, and when there I stop in at the Borders in town. I only go twice a year, so I really notice the changes. The RPG section has doubled, pushing graphic novels to a new location. While the selection will never beat my FLGS, I did see a number of d20 companies there. More surprisingly, there were endcap displays! Since the displays are right next to the search computer, a lot of Borders patrons see RPGs every day.

The competition is pretty stiff and pretty abundant, but it looks like a good time to be in RPGs to me.

PS
 

Synicism said:
I've noticed that this is a disturbing trend. Though I wonder - if you are the GM, couldn't you simply decide to try out another game? I know a lot of groups where there is one person who is always the GM.

I mean, there is so much more to roleplaying than D&D. How will a group know what else there is if they never explore other options?

I realize D&D can be a lot of fun, but if players never try anything else, they will never find out what else there is.

Well, many gamers, especially those who have been around for literally decades, are now at a point in their life where their time must be broken up between many, many responsibilities or commitments. I have other things I can spend time and money on that help to to relax or have fun. Learning a new system takes time and money, but does not contribute to relaxation or enjoyment. It is an investment to learn a new system, and to some people, the investment phase is a barrier to entry. d20 lowers the barrier to entry for new players, because they can leverage what they already know and get started quickly and easily.

Hey, when I was in college 9-12 years ago, I played SR 1st ed., Gurps fantasy/modern/sci-fi, palladium robotech/fantasy/rifts, homebrew systems, battletech, wargames, and all that stuff. But now, with maybe six or eight hours of gaming, one night a week, I don't have that flexibility. d20 is easy to learn for new players, is easy to modify, and easy to switch to new genres.

I play with two new gamers (like totally new, never gamed before) comfortable with d20 to the point where they can roleplay AND game at the same time. If I were switch them to a new system, they would start back at square 1 again, and I might lose one or both due to frustration. If I instead play Spycraft, Star Wars or one of the d20 Supers games, that has a very high chance for success.

Nothing against non-d20 Deadlands; it seems like a fine game, but it would tear apart my gaming group like the tital forces near a black hole. Oh, and for those that stick with it, it would slow things down, just like time dilation near a black hole. Oh, and it would suck down my money that, possibly, could never see a return on investment; my money would also disappear into the black hole. I think black holes are cool, from an astrophysics standpoint, but I won't throw my time, money, effort or gaming group into one...

-Fletch!
 

Wulf Ratbane said:
Well, to be fair, it sound like the problem was the TPK and not the module. I don't see how a series of little modules is any less dangerous to your character than the mega module.

Does the act of binding 3 thematically linked modules into one mega module somehow make it more deadly?

Or does the TPK-- where ever it occurs-- despoil the module so that you can't use it again? Is that your point-- that IF there is a TPK you'd rather throw away a $12 module than a $30 one?

Some gaming groups will simply roll up new characters after a TPK and keep going in one fashion or another. We don't like to do that; it cheapens (at least for us) the new characters, the second-stringers. If we simply start the module over with new organically grown characters, then we all come into the module with meta-game knowledge, and that spoils it a bit. The mystery/discovery is gone.

Binding three-five modules into a mega-mod does not make it more deadly to the characters. But is it more deadly to the player's wallets. Yes, I would rather spend $12 on each of three modules than spend $30 to get them all together in one binding. If bound together, I and the other players in my group lose flexibility. If we die early, the later modules (if separate) can be ignored (if not yet purchased), or somehow fit into another campaign (if already purchased). But a mega-mod is not well 'chapterized', if I can make up a term. Segments of it cannot be easily separated from the whole.

I have to consider the mod as a whole, which is fine if the players want to be led by the nose toward a specific end. When one guy in your group shells out big bucks for a mega-mod, the other players will feel a certain responsibility to run it, even if they want to do other things. If I want my character to do something beyond the scope of the mega-mod, there is a chance that the campaign will follow the new tangent, rather than the mod. Then he wasted his $30. If it is in separate modules that comprise chapters of the whole, the players (and therefore the characters also) have much more flexibility in their decision making. "No. I don't want to go into the Inner Fane. I've faced horrible death too many times and just want to go fight a more managable evil today." A mega-mod robs the players of this option, unless they are willing to screw their DM. Look at 1st ed modules. There were so many of them, with variety at each character level. So you did what seemed cool to your particular gaming group, not some designer who bundled the mega-mod that he thought would be really cool.

Flexibility is the strength of the SRD/d20, for both players, DMs/GMs and designers. Products that limit flexibility should fall off. If RttTEE were published as 4-5 self contained but plot-linked modules, even if it cost more, it would have been a better investment.

-Fletch!
 
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Mega-Module Blues

A problem with Mega-modules is that too many times the storyline for the module is often tied to a restrictive time schedule. This by necessity forces the adventuring party to have to cut back on resting and recuperation as well as equipping options. A good example of this is City of the Spider Queen. I'm not sure if RttToEE does the same.

Meanwhile, look at the original Slavers modules (A1-A4 Series), not the mega-module. Each module was linked to the overall storyline but could be played alone. In addition, the timeline was restrictive but could be altered to fit. Even if one of the modules was a TPK.

Then there is the original ToEE which was designed as a mega-module. It suffered from some of the same problems but most elements were static so it seemed like the timeline was static too.

Of course a DM can alter this in any which way they feel comfortable but if you spend $30 on a module you want to have options available not restrictions.

I use mega-modules but mostly judiciously, altering many elements to fit my specific campaign. A lot of DM's might not have that much experience or maybe even flexibility to do this. They might just want something they can plug in right out of the box without any major hassles.
 

My sole exposure to Deadlands has been the d20 version. Just as PEG no doubt hoped, I bought the book figuring it would be easier for me to get my D&D players to jump in. It didn't work out too well. The same players that are content to hack an owlbear a half-dozen times with greatswords and battle-axes before it drops cannot accept that both barrels of a 12-gauge can be emptied into a human being with no appreciable effect.

Aaron2 said:
If you take damage from an 88 and walk away (i.e. with hps left) it WAS NOT A DIRECT HIT. I'm sick of this. Plenty of games have "hero points" or some such and that is exactly the same mechanic.

I don't know which systems you're alluding to, but I can make a few generalizations about how the "hero points" or "fate points" used by other systems differ from d20's hit points:

1) They are reserved for heroes and major characters. Thugs and other bit players don't enjoy the same benefits that larger-than-life characters receive. On the contrary, in d20, you can expect to reach a level where even minor opponents have sufficient hit points to withstand extreme damage (e.g. the aforementioned shotgun blast).

2) There are methods for replenishing them, but they aren't something that can be taken for granted. In d20, on the other hand, there are no inherent means for regaining hit points, other than the woefully inadequate "regain-your-level-in-hit-points-per-day-of-complete-rest" system. The specific game setting is left to its own devices to handle healing. D&D and Deadlands take the path of least resistance: magic. They expect at least one of the party members to be relegated to the role of "healer". This is a fairly inelegant method. Some high-level parties wind up with so much healing power that absurdly suicidal antics become feasible (e.g. jumping off a mountain instead of climbing down, because it's quicker), while others will have to stop and "set camp" for 8 hours after very combat. Moreover, this an artificial, "inbred" method with no literary or cinematic point of reference (which means jack-all to some folk, but to others the illusion that they're living-out an action movie or fantasy novel is the main appeal of role-playing). As I understand, Spycraft has an action point system that provides each character with a method for tending to their boo-boos, representing the "second wind" that characters of heroic stamina routinely get somewhere between the second or third act of a movie.

3) Even if a system uses "hero points", they don't necessarily take an all-or-nothing approach to taking damage. Take the example provided above with the guy who was shot with the 88, yet wasn't actually struck due to the magic of hit points. Now, that same character gets a frag grenade lobbed at him. If he survives, we may once again assume that it wasn't a "direct hit", but how are we supposed to tell if he's been hurt badly, hurt slightly, or not hurt at all? Do we assume that attacks of every sort either miss or harmlessly graze the character until he runs out of HP, at which point he promptly drops dead?

Let's forget about ultra-lethal "gritty realistic" combat, where characters by all rights should be dropping like flies left and right. The appeal for that style of combat is limited to RPG's where players are discouraged from ever drawing a weapon, or where players are simply not terribly attached to their characters (ala Paranoia). I don't think Deadlands falls under either category. Let's run with that notion I mentioned earlier, that many--if not most--players envision themselves as the same sort of larger-than-life characters from literature and cinema. They likewise expect their combats to mirror the action scenes depicted in literature and cinema, be it a bloody spaghetti western shootout or the climactic free-for-all melee from LoTR. The d20 system's hit-point system does not deliver that experience. If a character with 200 hit points takes 199 points of damage, he's still able to physically perform at 100% of his capability. At 0 he suddenly drops, and ten short points of damage later, he dies. There is really no stage between "perfect condition' and "at death's door". John Wayne may be able to take a bullet in the shoulder without flinching, but the arm does hang limp at his side, if only for the rest of that scene.

I can tell you from experience that suspension-of-disbelief gets stretched beyond its limits when an NPC gets shot five times, runs away with 3 hit points left, and the PC's aren't able to catch up to him because those wounds don't slow the guy down even slightly. Should I just point out to everybody that they didn't really score any direct hits after all, but rather the loss of hit points represents how their attacks fatigued the hell out of him as he skillfully matrixed his way around the bullets? I can tell you they won't buy it.

There are some other big problems with Deadlands d20 combat. There's the Armor Class issue. With all due respect to Jim West, cowboys riding around wearing bulletproof vests and dusters lined with steel plates are pretty lame. Then there's the problem with the amount of actions a character can cram into a round. If a man with a knife and a man with a gun spot each other from a distance of 60 feet and they both decide to attack, the man with the knife can cover the entire distance and stab the man with the gun before the latter can get off a shot--heck, he'll still be flat-footed. My players didn't buy this either.

Now, let's look at Call of Cthulhu. Here we're talking about a game where the combat isn't human-vs-human so much as it is fragile-human-vs-things-man-wasn't-meant-to-kill. Hit points, in conjunction with the modified death-from-massive-damage rule, work in CoC because players are supposed to be easy to slaughter while monsters are supposed to be incredibly hard to put down. Players don't need to worry about healing, because they have no reasonable expectation to survive a single violent encounter, let alone multiple ones. Here is a game where characters aren't larger-than-life, and players readily accept that they can die ignominiously at any time. The notion that combat should be fair or balanced or tons of fun is pretty laughable. I'd say comparing the appeal of Deadlands and CoC is a matter of apples-and-oranges.

Frankly, I wish more d20 publishers had been willing to wait for d20 Modern to come out. I have high expectations for it, and I hope it will address at least some of the issues I've mentioned above. I hear it's retaining the hit-point-based system though, which is not encouraging.
 
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In d20, you can expect to reach a level where even minor opponents have sufficient hit points to withstand extreme damage (e.g. the aforementioned shotgun blast).

If he has enough hit points to withstand several shotgun blasts, he's not a minor character. Minor characters have 1 HD and they drop like flies. In fact, they drop faster than any game I've played 'cept Bushido (or Feng Shui which uses the same mook rules).

You need to make a destinction between high and low level play. High level play always produces larger than life character. That's the whole point. If you don't want your character to be super-humanly tough, don't make a 15th level character. You can't consider D&D power scaling to be a bug. Its a feature!

Do we assume that attacks of every sort either misses or harmlessly grazes the character until he promptly drops dead?


Yes. In a sense. Your just looking at it backwards.

They likewise expect their combats to mirror the action scenes depicted in literature and cinema, be it a bloody spaghetti western shootout or the climactic free-for-all melee from LoTR.

Boramir's death scene in the LOTR movie is a great example of hit points in action. Boramir is fighting along, his hps slowly draining, it doesn't look good. Bang, he's hit by that 1/2 orc dude. Does Boramir suddenly become inepts? No. He may stumble around a little, but while he's doing that acting, the orcs don't attack him. When they do attack again, Boramir continues to cut them down as before. Bang, he's hit again. This time he falls to his knees in a bit of player RPing. Again, when the orcs attack, the big B keeps cutting them down as before. When the final arrow strikes home (reducing B's hps to below 0), he falls over. The rest of the orcs run past him while the leader dude sets up for the coup de grace. This is exactly how it would happen in D&D.


Aaron
 

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