The Rich Tapestry of d20

Pramas

Explorer
Over on the "Charles Ryan on Adventures" thread, this idea popped up that one of the reasons that d20 is on the decline is that publishers are not providing core material but instead doing all these "weird variants" that most players don't have any interest in. I figured that was better discussed as its own topic, so I've started this thread.

Now certainly, there are a bunch of d20 variants and OGL games that take the core mechanics and run with them: Mutants & Masterminds, True20, Spycraft, Grim Tales, etc. However, I'd contend that d20 is much more diverse than some folks seem to think because there are also scads of books that are squarely aimed at the core D&D player. What we've seen over the past 5 years is a vast amount of d20 material, from the super niche to the mainstream and everything in between.

To use Green Ronin as an example, in the past year we have released things like Blue Rose RPG, which spawned the True20 rules. We've also published stuff like Sidewinder: Recoiled, which retools d20 Modern to do the Old West right. And yes, those are not things to drop right into your D&D game, nor were they meant to be. However, we've also done things were absolutely core, like the Advanced Rulebook series. The Advanced Bestiary, Advanced Player's Manual, and Advanced Game Master's Guide are bread and butter d20 books you can slot right into your D&D game. We've also done some campaign settings like Eternal Rome and the new Thieves' World line. While these do make some changes to refelct their topics, they too are very much core stuff. Thieves' World, for example, provides a new way to handle spellcasting, but retains the core spells of the PHB so it's both flavorful but familiar.

So yes, there are products that push the boundaries and that's as it should be, but there's also plenty out there that you can plug and play with your normal D&D game. Hell, we did entire lines like Races of Renown and Master Class that were nothing but core material. The d20 market is, in short, a rich tapestry.
 

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I'm not quite certain I understand what your point is. If you're debating against the assertation that the d20 market as a whole is in a decline because variant d20 systems have risen to largely supplant core-supplemental materials, then you're obviously right. Material for core d20 (Fantasy d20) still makes up the bulk of the d20 market by far.

However, I don't think we can entirely write off the idea that there is some market shrinkage due to the rise of d20-variant material. While the market may continue to expand, the percentage of that market which caters to players of a variant d20 system has expanded. More materials are out for Modern d20, BESM d20, M&M, and others. As such, a person perusing the market now will (again, just based on the percentages) be more likely to come across variant materials for a system he doesn't play, or at the very least can't easily integrate into another system.

For example, I like the idea of superhero d20, but although I have M&M (the second printing of the first edition, and the second edition), I still prefer Four Color to Fantasy Revised because it seemlessly integrates with Fantasy and Modern d20.

Is this necessarily a bad thing? No. As you said, it creates a rich tapestry. However, market fragmentation doesn't seem to be something most people view favorably. I made a thread about this a little over a year ago, that the d20 market seemed to be sub-dividing, but most people looked askance at the idea. I still think it's happening though, and I think it will have drawbacks that may hurt some publishers.
 

Pramas said:
The d20 market is, in short, a rich tapestry.
And from the perspective of a consumer, it's great that it is so.

I play d20 Modern, Sidewinder: Recoiled, Blood and Guts, d20 Call of Cthulhu, and a Modern/Grim Tales hybrid at the moment, and I have Conan RPG and the Castles and Crusades player's handbook in the event I get a jones to play a swords 'n' sorecery/fantasy game again (and the tough part will be choosing between Shadizar, City of Wickedness and City-State of the Invincible Overlord/Wilderlands of High Fantasy).

I've run a pulp heroes campaign using Mutants and Masterminds, and elements of Nocturnals: A Midnight Companion ended up in both the M&M game and a d20 Modern campaign.

In the d20 Modern games I run I permit material from the Ultramodern Firearms, Modern Players Companion and Martial Arts Mayhem (as well as d20 Future and d20 Apocalypse for our tabletop game), and if I run another Wild West campaign, it will include material from OGL Wild West alongside S:R.

At the gaming store the other day I was flipping through Eternal Rome and OGL Ancients, as I plan on running a Roman one-off as part of another campaign already in progress.

Oh, and I used to play 3.0 Dungeons and Dragons, but not anymore...

It's great time to be a gamer thanks to publishers taking the d20 mechanic and doing something with it other than "supporting Dungeons and Dragons."
 

Of course, WOTC has done its share of "weird variants". 3.5 most notably, d20 Modern, Star Wars d20 (2 versions!) , Wheel of Time, d20 Call of Cthulhu. And Unearthed Arcana.

And if you think about it, the miniatures game. It's a streamlined version of the combat system in d20.
 

I get the impression that WotC really, honestly expected publishers to fall all over themselves supporting D&D.
Which just goes to show that they never really understood their fans.
Every GM I know almost without exception is a frustrated game designer.
Not just an adventure designer, although most are that too. I mean every DM has in the back of their head an idea for the "Ultimate Game."
It might be a variant D&D campaign, but odds are it's something a little farther off the beaten path.
Back in the day TSR's fairly draconic practices kept people from using the published TSR rules to profit from new ideas combined with popular rules.
When WotC released the OGL and d20STL they basically gave all those frustrated designers the keys to the kingdom.
And anyone who's ever been to a convention knows better than to give gamers the key to anything and then expect them to do what you want with it. :D
 

I am thankful that WOTC gave all those "frustrated designers the keys to the kingdom". Outside of settings and adventures (both of which I never buy), WOTC has released very little outside of the core DND books that I found to be worth purchasing. Dragonomicon and Stormwrack were very good. Book of Vile Darkness and Complete Warrior both had enough decent material. I even liked Unearthed Arcana. However, outside of these products, I cannot think of anything else WOTC has released that I felt had enough content, let alone liked at all , to make the product worth buying.

In contrast, AEG, Fantasy Flight, Green Ronin, Mongoose, and even Malhavoc have each individually released more DND related products that I have found worth purchasing (even if it is just to steal ideas). Furthermore, when WOTC and the above companies cover similiar items or concepts, I generally find that I prefer the non-WOTC version. Add in various products from smaller companies and WOTC is practically irrelevant to my fantasy rpg buying habit- even if I haven't yet purchased everything that I would have liked.

And, while I am not, in general, a non fantasy d20 fan, I love Mutants and Masterminds (thank you Chris Pramas and Steve Kenson). Furthermore, despite my general dislike for non-fantasy d20 games, I do find several third party d20/OGL releases to be very good as resource for mechanics and ideas.

Tinner said:
I get the impression that WotC really, honestly expected publishers to fall all over themselves supporting D&D.
Which just goes to show that they never really understood their fans.
Every GM I know almost without exception is a frustrated game designer.
Not just an adventure designer, although most are that too. I mean every DM has in the back of their head an idea for the "Ultimate Game."
It might be a variant D&D campaign, but odds are it's something a little farther off the beaten path.
Back in the day TSR's fairly draconic practices kept people from using the published TSR rules to profit from new ideas combined with popular rules.
When WotC released the OGL and d20STL they basically gave all those frustrated designers the keys to the kingdom.
And anyone who's ever been to a convention knows better than to give gamers the key to anything and then expect them to do what you want with it. :D
 

All I know is that if it weren't for the d20 variants & OGL games I wouldn't be buying, or more importantly, playing d20 games.

Core D&D obviously is appealing to many people. However, various "D&Disms" caused me to leave the game years ago. If it weren't for OGL, WotC wouldn't have seen a penny from me as far as 3e/3.5 goes.

Since the release of 3rd edition, I've purchased the 3 core rulebooks (3.5 version), Unearthed Arcana, d20 Modern, and d20 Future -- that's it . The lion's share of my d20 dollar goes to Mongoose (Conan - rulebook + numerous supplements), Kenzer (Kalamar - setting, supplements,& adventures), Green Ronin (BotR and Thieves' World), Necromancer (adventures), Alderac (Spycraft 2.0), Bad Axe (Grim Tales), and Privateer Press (Iron Kingdoms). And I'm currently eyeing up Arcana Evolved.

Variants aren't causing a decline in the d20 market - a disproportionate amount of crap did. The 3.5 rollout so soon after the initial 3.0 launch apparently burned a lot of publishers, retailers, and players. With only my buying habits as a measure, my opinion would be that if WotC is seeing a decline in D&D/d20, it's because 3rd-party publishers (such as those I've listed above), are producing material that is often far superior to the "Complete Race/Class/Monster Supplement of the month/quarter/year". D&D has so many sacred cows built into it that make it into it's own brand of fantasy that their "be all things to all gamers" approach usually falls short. Gamers learned years ago that D&D does a poor job of emulating fantasy as seen in fiction and film. OGL just opened the door for publishers to "do fantasy right" for many people without the crap that caused players to look at other game systems to achieve the same ends.

I think WotC has plenty of talented people that could do great with a focused goal or licensed property. However, the curse of being the 800lb gorilla is that what they consider a successful print run and what a 3rd-party considers successful are miles apart. Consequently, WotC takes few, if any risks -- and their products are usually weaker for it. (IMO).

Azgulor
 
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I'm pretty much with Azgulor here.

3rd edition D&D did an absolutely phenomenal job of hammering 2nd edition D&D into something I wanted to play again. Absolutely brilliant.

But D&D is only really good at being D&D. It's pretty much it's own genre. "Magics as Technology", "Necessity of Magic items for the CR system to work" etc.

I love D&D, but I love other stuff too...and all of the OGL variants are hot as far as what they try to emulate (in mucht he sam manner as D&D is at emulating, well, D&D).

I love 2E Mutants and Masterminds, 2E Spycraft has the look of being just incredible...there is tons of stuff out there made by dint of the OGL that I like a damnsigth better than D&D at the moment.

But that could change, What I am saying is that variety is the spice of life, or a rich tapestry...or something.

OK, I'm babbling.
 

Yes, tapestry is good and all, but why aren't there more adventures! *grin*

Actually, I've been in favor of variety for the longest time.

*grumble* I still have only had a chance to play D&D, D20 Cthulhu, and D20 Modern.

Wait, I blame that it's 5 am. I /have/ played BESM, Talislanta, Mechwarrior, and the old FASA Star Trek. And I ran D20 Star Wars.

Wow, I actually game a lot.

I think I was mostly grumpy about not having a chance to play in a Grim Tales or Mutants & Masterminds game.
 

I guess the statement makes me wonder how much money each person spends on the game.

For example, if right now, I'm a core D&D player, but want something more gritty or low magic, do I have an infinite amount of funds to check out Conan, Black Company, Thieves World, Grim Tales, Iron Heroes or others?

No.

So if I check out something like Conan, with it's own line and support it, does that mean I have funds to continue supporting core D&D material?

At Conan's prime, in terms of product volume, that doesn't seem true, especially as they were producing some big old boxed sets for a brief period.

That would to me, be a case of splitting the core fan base. Not in a bad way as the gamers are getting what they want, but it's still a split.
 

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