State of the RPG Industry

woodelf said:
Which, if you're correct, is an example of one of the most despicable aspects of free-market capitalism: it's not about product darwinism, it's about company darwinism, and there's a distinct disconnect between survival of the product and survival of the company. Contrary to what some vocal proponents claim [not saying you did this], it *doesn't* lead to the best products/services surviving, because there are so many ways that a company can, in toto, be th ebest without producing the best products.

This is dead on correct. Except that you sell your assessment short when you tie it to capitalism. Playing the system is key, regardless of what system that may be. This is one of those unfortunate universal truths.

Not to oversimplify, but to me it seems that nearly everyone has been predicting this contraction for like two years or more. Now it is here, for pretty much the reasons predicted, and we are trying to figure out what happened.

D&D got to a fairly low point under 2E and got a big boost from 3E. This was further compounded by the OGL. It is easy to believe when something you love is doing great, that this is the normal state of affairs. But I don't think that 2000 and 2001 are at all a fair baseline for gaming. They are probably the high water mark. That does not mean that we are headed back to drought. But we need to be realistic about where things should be.

I'd guess that some fair fraction of people who were out of gaming and got fired up again when 3E came out have drifted back out.
 

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Pramas said:
If you don't use an adventure, it just goes on your shelf. And it isn't even as good reading as a general sourcebook. Reading room descriptions and what will happen to the party if they do such and such is not as engaging as reading about the history of a Naranjan (the Mindshadows setting) or details of the drow pantheon from Plot & Poison.
Wow. I cannot disagree with this more. For me, that is absolute, utter bunk.

I find reading "general sourcebooks" such as rulebooks (eg. Plot & Poison, Draconomicon, BoED) and slightly less so campaign books (eg. Mindshadows, Unapproachable East) to be some of the most tedious, mind-numbing reading I do. It's very valuable reading, and improves my game by a very large amount - but I certainly do not look forward to the actual reading of it.

It is certainly *not* as engaging, as you put it, as reading an adventure. While I don't look forward to reading Draconomicon, I certainly do look forward to reading The Lost City of Barakus, or my next issue of Dungeon Magazine. *That's* good reading.

It's scary if publishers really think this way.
 

arnwyn said:
Wow. I cannot disagree with this more. For me, that is absolute, utter bunk.

I find reading "general sourcebooks" such as rulebooks (eg. Plot & Poison, Draconomicon, BoED) and slightly less so campaign books (eg. Mindshadows, Unapproachable East) to be some of the most tedious, mind-numbing reading I do. It's very valuable reading, and improves my game by a very large amount - but I certainly do not look forward to the actual reading of it.

It is certainly *not* as engaging, as you put it, as reading an adventure. While I don't look forward to reading Draconomicon, I certainly do look forward to reading The Lost City of Barakus, or my next issue of Dungeon Magazine. *That's* good reading.

It's scary if publishers really think this way.

Well, I agree with Chris as fully as you disagree.
 

One of the classic things that happens is:

a) someone discovers a new angle, and exploits it, creating a splash, and great success.

b) a bunch of other people recognize this, and begin to ride the wave, competing with the original, but also expanding the wave.

c) even more people get on for the ride, until a glut is created, forcing prices down until quality drops

d) lots of the above people get hurst, there is much wailing and gnashing of teeth,

e) due to the dearth of quality and plethora of undistinguished products, somebody discovera a new angle (a) again.

We can all see where we are in this cycle. The most attractive new ideas (as a gamer and DM) that I have seen in this forum have to do with electronic (and other) gamer's aids to save me time and effort in the design, play and bookkeeping phases of the game. I love stuff from "The Game Mechanics", and anything else that streamlines my play.

In fact, I personally have so much material that it is a significant (and sometimes deterring) effort to sort through it to find some cool item whose time has come! I need it organized, indexed, whatever. It is getting harder for me to contemplate getting new materials under these circumstances. Also, if I can have all the gaming-bookkeeping under control, and spend 0 time searching for character sheets, scribbled item lists and treasures from a session picked up from 3 weeks ago etc etc, then I can spend more time doing what I love: gaming.

Along those lines, I have started a spell catalog database and spell-sheet printer, and I am up to over 1000 spells already from the sources I own, and I have hardly started on Dragon Magazines! My project will include various DM and player assistants, all in an effort to streamline play, and allow me to feel good again about buying more product that I will actually incorporate into my game.
 

jmucchiello said:
I thought WotC has market studies that show the fluffers are fewer than the crunchers.
Depends on the market, of course. Now, in the porn industry, there are FAR MORE fluffers.

...

Look, you hand me a straight line like that, I'm not responsible for my actions. :D

I'd frankly be surprised that there were very many market studies done for this market. Have any of our industry posters ever paid for a market study? I suppose WotC has done so, though I wonder how often and when the last one was. Market studies can be expensive things, and the RPG industry doesn't strike as a big enough industry to generate very many.

Oh, and I love reading BOTH adventures and sourcebooks. Curled up on the couch the other night to read through Oriental Adventures again, and then found myself paging through On Hallowed Ground. Maybe there's something about text interspersed with statblocks that tweaks my brain.

But I'm not a fluffer. Not me. ;)
 

dimonic said:
One of the classic things that happens is:

a) someone discovers a new angle, and exploits it, creating a splash, and great success.

b) a bunch of other people recognize this, and begin to ride the wave, competing with the original, but also expanding the wave.

c) even more people get on for the ride, until a glut is created, forcing prices down until quality drops

d) lots of the above people get hurst, there is much wailing and gnashing of teeth,

e) due to the dearth of quality and plethora of undistinguished products, somebody discovera a new angle (a) again.

I think you missed a critical (and somewhat cynicism-reducing) step:

f) the best material that came out of the original wave gets recognized as the dust settles, and becomes the standard for that angle.

The boom-bust cycle is an important part in the creation of quality materials. The initial boom generates lots and lots of ideas (products) as everybody goes nuts thinking they can cash in. Those ideas get tested in the marketplace, and short-term forces can cause some crazy behaviour so that things seem senseless (the movie industry operates on trying to get crazy behaviour to happen predictably), but over time economic pressures force people to get serious as non-viable ideas get squeezed.

Of course the process is never perfect (especially in an industry with such a low economic force as the RPG industry), but what you're describing is still only part of the picture -- you're describing the process by which good stuff gets recognized.

This is how I come up with adventure ideas for my campaign, it's how my company develops software, and it's how the market works. It's no cause for anguish, unless you happen to be dependent on one of those ideas that can't survive the crunch. In which case, next time, come up with a better idea.
 

arnwyn said:
Wow. I cannot disagree with this more. For me, that is absolute, utter bunk.

Yes, for you. However, I was generalizing.

It's scary if publishers really think this way.

Why's that?

The most important thing a publisher has to realize is that, as a rule, adventures do not sell as well as other types of books in the current environment. We are giving adventures one last shot with Black Sails Over Freeport, a 256-page mega-adventure that comes out next month. If that format doesn't perform, I can't see us doing much more in the way of stand-alone adventures.

Adventures not selling well is the fact we have to deal with. The rest is just theorizing.

Now generally, there are three reasons why someone buys an RPG book.

1) It fills some need in the current campaign and it will be used as is or with minor tweaking.

Examples: "The PCs in my group are 6th level and I'm tired of making up adventures. Hey, Black Sails Over Freeport is for that character level and this'll keep my campaign going to at least six months."

"I'd like to add psionics to my campaign, but how to do it without upsetting the established continuity? Hey, I can have the PCs visit this Mindshadows setting and learn about psionics that way."

2) They find the topic of interest and/or think at least some of the book is adaptable to their campaign.

Examples: "I don't use Freeport in my campaign, but a book full of detailed NPCs is still very useful. I'm going to pick up Denizens of Freeport."

"I like pirates, but don't want to run a historical campaign. I think I'll use some of the classes, firearms, and monsters from Skull & Bones in my campaign."

3) They know they won't really use the book, but think it'll be an enjoyable read and/or it'll help keep them up on the game's current developments.

Examples: "I wouldn't want to play an uholy warrior because they are evil, but the Unholy Warrior's Handbook looks like a fun read."

"I've heard so much about Book of the Righteous. I don't need a new pantheon, but I'm going to see what all the fuss is about."


Thus, I think one of the problems with adventures is that it's too easy for purchasers to dismiss them from 1 and 2 above.

"I make up my own adventures, I'll never use this."

"This adventure is for 9th level characters and my group is 2nd level."

And so on. While some adventures do come with source material to give them more utility, that material alone is unlikely to get someone to buy it.

So oftentimes, it devolves on #3: "I have no intention of running this but I want to read it."

Do some people do that? Absolutely. Do some of them enjoy reading adventures? Without a doubt. I just think it's less likely that someone with no intention of using a particular book would buy an adventure over a sourcebook.
 

. We are giving adventures one last shot with Black Sails Over Freeport, a 256-page mega-adventure that comes out next month.

I'm no expert, but It seems to me that this sort of adventure (the 200+ mega sort) is a very different animal compared with those of the shorter variety.

Ohter recent examples of teh larger mega adventure include NG's Lost City of Barakus, Vault of Larin Karr (shorter, butI'll get to that in a minute), etc.

I think these adventures seem to be atrractive because they are really adventure/sourcebooks or even mini-settings, that provide the DM info even if the product is not used as an adventure, or are able to be used piecemeal.

I'm guessing that Black Sails over Freeport will fall into that category as well--hope it does well.
 

woodelf said:
Which, if you're correct, is an example of one of the most despicable aspects of free-market capitalism: it's not about product darwinism, it's about company darwinism, and there's a distinct disconnect between survival of the product and survival of the company. Contrary to what some vocal proponents claim [not saying you did this], it *doesn't* lead to the best products/services surviving, because there are so many ways that a company can, in toto, be th ebest without producing the best products.

In the short term, yes. In the long term, no. As long as there is profit to be made, competitors will seek to enter the market. Eventually, the one with both best product and the healthiest financials will emerge on top.

Only significant barriers to entry will sustain the market leadership of a company that sells a poor product. Eventually a competitor will come along who not only has the financial savvy of the market leader, but has a better product too.

The problem with the RPG industry and more specifically d20, is that right now there are so many companies fighting for the dollars of a limited customer base. Like somone said earlier (Pramas?) the best selling books are the ones that appeal to DMs because they invest the most in the game. Likewise, a lot of DM's screen materials that players bring to the table. So there is not a lot of incentive for players to go out and buy books that there DM may not let them use. When you really think about it, most books aren't even marketed to the entire RPG fan base. They are marketed to the DMs, an even smaller subset of an already small market!

There are two main solutions that I see, although neither one is easy. One is to encourage more purchasing by players. This would require more DM's to be more free in what they allow to their table.

One reason that CCG's like Magic do well in comparison to the RPG market is that there is no one really standing over you and saying this card is allowed and this one isn't. You as the player can buy and play whatever you want without a DM to overrule you. Granted, that in a collectible market like mini's or CCG's, companies like Games Workshop and WotC frequently rule older cards or minis as "illegal" but this is done to foster the purchase of newer cards and minis, and it generally works.

But RPG players by the nature of the beast are required to submit to the rulings of a DM and the DM is course free to limit whatever goes at his/her table. You would have to massively change attitudes, like eliminating things like Rule Zero, and basically demanding that all DM's must allow all "official" D&D products.

This would alienate DMs and and even if it worked you are still only reaching the limited RPG market. But still, it can boost sales and WotC's reissuing of the core rules in the form of 3.5 does partially take advantage of this market strategy. Something they learned from the CCG market.

The other and much better option is to expand the RPG market base. More players and more DM's means more books sold all around. I also see elements of this strategy in WotC's recent move to 3.5 and connecting the game to the minis market. This accomplishes several things. It allows WotC to sell both books and minis, cross-marketing their RPG products and their minis products and hopefully expanding the customer base for both products at the same time.

Also by focusing more on the tactical table-top wargame aspects of D&D, it allows WotC to appeal to the non-gamer. Let's face it, the image of a bunch of "geeks" sitting around, talking in funny voices, and playing "Dungeons and Dragons" is very negative image/stereotype that does not appeal to the mass market. But when you have something like minis and grid maps, suddenly things start to look much more like a fascinating and complex board game. And board games appeal much better to the mass market than the negative RPG stereotype does.

If WotC can sell minis to gamers, sell RPGs to minis players, and bring in new blood with either market or through the new D&D board game, they will be doing all of us a great service because they will be expanding the RPG market base. That means more customers for not only other d20 publishers, it also means more people getting into RPG's and higher sales for WW, Hero Games, etc.

Some things WotC should be doing right now: Get the D&D board game in major U.S. chain stores like Toys R Us and Wal-Mart, include ads and discount coupons for the D&D mini's game and for the core rulebooks within the box.

They should also go to Cartoon Network or use some of that Hasbro purchasing power to put out a FR cartoon show. Hasbro could even do action figures and stuff, in addition to the minis. Who wouldn't want to buy Battle Action Drizzt? Or Elminster with Kung-Fu grip? Other figures and accessories sold seperately! :D

Seriously, the amount of IP that WotC sits on and does nothing with just boggles my mind.
 

Great idea Dragonblade!
I think merchandising would only help the RPG Game base.
Also Role Playing Games are designed so customers can create their own Campaign World.We all know this of course.

But my point is what we are seeing today in an expanded market are the older D&D generation getting capital and going into the business to become professional game designers.

This is the D&D and role playing phenomenon.It is based on its design.
I think its great, it can only benefit the industry and its just beginning. Sure there is a slump but I think largely that is based on the economy.

Also reacting to some of the above threads about technology, I agree. I see the future heading in that direction. Print will always be alive and well in my opinion though.

In answering your question about the future of RPG Industry, I foresee a not too distant future where every DM has a web site of his/her campaign setting, along with PDFs for sale. Some will be successful and go to print. Others will stay in electronic because they are more hobbyists than professionals.
The game is designed for this future possibility.


Hunter
 

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