JVisgaitis said:
And this is why TSR went bankrupt. D&D was handled as a hobby and never really handled as a business (at least from a lot of the reports I read). I would expect a new edition to come every 8 years or so, which is a much better cycle then what Games Workshop uses for Warhammer and Warhammer 40K. Plus, Wizards doesn't keep jacking up the price every year. Yeah, the new editions come out to bring in more revenue, but at least it keeps the game alive and keeps the products coming.
And for the record, I'm not singling your post out or trying to start a flame war or anything. Just something I've had on my mind for awhile.
I agree with you - and I'll be the 1st to say that WoTC has done an excellent job in the business of RPG. They are the Microsoft of this field, and the standard setters. It can be argued that we are in another golden age of gaming, and that the release of 3.0 six years ago initiated it. It's also the reason that we have so many people with variety of interests now engaging RPGing.
I hope no one ever assumes I am attacking or saying people shouldn't play whatever they love - I only make my opinions to claim what I feel, and everyone else's opinions are just as valid as mine. I don't like the overload of rules and options being created by WotC and d20 systems - it does make for a blurring and path away from the traditional archetypes of fantasy that I enjoy (again, just my likes) - WoTC shrewdly recognized that many younger and newer gamers were also fan bases of comics and superheroes, anime, cyberpunk and other genres and built some of that style and flavor into multiple options and rules - enormous feats and character strengths that make PC's "superheroes" even in a fantasy setting, fast advancement -5 modules or adventures gets you to 15th level, etc. It also recognized the sizeable audience that wants a LOT of "crunch," detailed states, explicit encounters, etc. and publishes to this.
If you love that sort of game, great. It's as legitimate a preference as any of us who like the older, more traditional medieval fantasy with rules-lite, crunch lite and "old school" flavor. The early days of TSR were focused more as a provider of "hobby" material, and it was certainly narrower in its scope of genres. It was also clumsy, a work in progress (it did after all emerge from just a few people's house rules in their own games and get tugged and pulled at by some very strong personalities), but in the end it and the modern world of gaming still have one great thing in common -
It's really only about our own imaginations. The only thing I take exception to are absolutists on either side that claim "this is the way it MUST be."
Sincerely,
John Maddog Wrigth
"Life is like a roll of a d20 - you may see the occasional natural 1 or natural 20, but most everything's gonna be in between."