Man in the Funny Hat
Hero
Yes the two are indeed different things. However, it is difficult to determine objectively what IS best for the game and what IS the best business practice for the company if it wants to actually not just profit but facilitate the game being the best it can be.That may be true, but perhaps we should re-think what is good for D&D as a game, and is this different from what is good business practice for whatever produces the company?
People want different things out of D&D - different enough that no one set of rules seems feasible to please everybody. My best theorizing on it suggests that creating a ruleset that is modular enough to allow everyone to buy the same core books while letting those who want a simple system play a simple system, and those who want options and complexities for the players coming out their ears can add on as much as they want, is the only way to come close to the ideal ruleset. However, one thing that MUST be embraced is the attitude that the DM/players at the table will still always know what's best for the game THEY play - never the designers sitting in an office across the country. D&D rules should always be written such that the DM - NOT the rules themselves - run the game.
As for a viable business model... If you're in the business of RPG game publishing then you write stuff and then YOU PUBLISH. Enough of this comparison of how much this edition released and in what form versus that edition. That is very much beside the point. What you need to know is how much to publish so as not to drown the market and WHAT to publish to be able to profit from your products. I'd suggest that one of the things they could do that would not hurt would be to put some older editions back into print but that's just me - I don't see the business information that THEY see - and neither do any of you.
Only if you insist that there can be only one. CLEARLY that is wrong. One size does NOT fit all. 4E, Pathfinder/3E, 1E/2E, C&C, yada yada yada. People play the version of D&D rules that they want to play. The pertinent question is then; "Who's selling it to them?" Wotc only sells ONE version - 4E. Not everybody wants what they're selling as "the one, true vision" of D&D rules. It is therefore possible to assert that changing the rules every few years does not HAVE to mean that everyone has to buy new books and learn new rules. Not everyone is playing the same game in the first place. They buy new books and learn new rules when they are convinced that trying a different edition (whether that be new OR OLD editions) is something they want to do.Promotes a stable rule base. Even if the rules change over time, with inevitable new editions, changing them every few years means players have to buy new rulebooks, and re-learn the rules, constantly.
And the rules change over time. Always have. Despite any desires by a company to be able to provide just one, stable ruleset to forever base their future publications on the game will be changed by those who play it and they will change what THEY want out of it over time. You can't pick a point to start from anymore and have just one set of rules for everybody. You can't pick any given set of rules and expect them not to change. Your only choice is to try and exert some measure of guidance over where that set of rules goes by what you choose to publish to support those rules. And you can't just toss them out wholesale from time to time to start over. You do, however, have to accept that you'll need to IMPROVE them over time in ways that fans of that ruleset will most appreciate.
If a player has plenty of money to upgrade but has all the rules and materials he wants/needs to support the game as HE chooses to play it - he stops buying. I bought 4E core just to see if it was something I might want to run as a DM. It wasn't. I bought Pathfinder core to glean some ideas for the games I DO want to run (and it isn't Pathfinder). Other than those I haven't purchased D&D books since the disappearance of 3.5. Right now I'm running a highly intermittent game of 3.5 (simply because I had more of those books for the newbie players to use) and planning for the commencement of a houseruled but 1E-based game at some point in the future. WotC sells nothing I want or need. If they published any old 1E or even 2E material (even just as PDF) or compatible material, I'd highly likely be buying that.If a player doesn't have the money to upgrade, or is just fatigued with the constant new rules/editions, they stop buying.
New editions have simply shown that not even one older edition is the be-all/end-all of D&D. Publishing new editions didn't FORCE people to make that choice - it just made it EASY and CONVENIENT to make the choice that they WANTED to be able to make in the first place but didn't have a selection of different rulesets to choose between. Now they do. Back when the entire hobby was still being invented the reality was that you played the current version of D&D or you were irrelevant fringe. That is not the new reality. The new reality is that people are choosing something other than the current "official" version of D&D because they CAN choose from more than just one mans vision of the game - and because THEY all have different visions of the game that they want to play.A steady stream of new editions fractures the player base as every new edition includes the decision to stay or go.
I agree with all this but unfortunately is tends to suggest a Generic/universal RPG system - somthing that tries to accomodate everything under the sun in one fell swoop. That's a mistake. I personally have come to beleive that the ruleset you're using and the campaign setting you're using those rules in will intimately affect each other. You change the game rules you change the game setting - and vice versa, different game settings want and need different game rules. Most game settings these days include as part of the game setting itself the changes that need to be made to the ruleset that the setting is based on. I'm just saying that if you try to apply a generic ruleset to a vast variety of genres and settings then all you're really doing is making that variety seem less varied because it's all run the exact same way.Creates a balanced and flexible rule system adaptable to a wide variety of campaigns, from low-magic pseudo-historic games to high magic/high fantasy. D&D campaigns run from quasi-historic games set anywhere from the ancient world to the golden age of piracy, to utterly fantastic worlds of pure imagination. A good edition of D&D should be flexible enough to play out an adventure in any part of human history before industrialization, play out most popular fantasy novels and movies (especially ones that deeply influenced the genre and D&D legacy like the works of Howard, Tolkien, Lieber, and Vance).
It's one thing to take what you may see as a good, enjoyable set of rules and apply them to a new genre or new setting. It's another to take a set of rules designed to be vanilla enough to adapt to anything and everything and try to make it less vanilla to do the genre or setting justice. What I'm saying is make D&D rules the best rules you can for D&D. What I personally want from D&D is middle-of-the-road fantasy, not low-magic, gritty and grim nor epic, "superhero" fantasy. I'd suggest that a middle-road set of rules can be more readily and satisfactorily adapted to low or epic fantasy (as the desired SETTING would dictate) and is a better choice than designing for low fantasy and thus being a poor choice for doing epic, or designing for epic and thus making the rules a poor choice for doing low fantasy. And one does NOT design for, say, the anticipated future adaptation to steampunk or modern genres when designing fantasy rules. You design fantasy rules and THEN decide if they'll make a good adaptation to steampunk or modern.