Why D&D is slowly cutting its own throat.

Celebrim

Legend
GURPS is a great game. I enjoy it. I bought supplements for it. But GURPS will never be the industry leader, and contrary to what SJ believes this has nothing to do with GURPS being the more mature product and the market for such a sophisticated game is small.

The reason GURPS will never be the industry leader is that gaming systems aren't what sell games. It's my firm belief that the majority of the GURPS products which have ever been sold have never been used in a game. The GURPS market isn't primarily gamers. The GURPS market is primarily game masters. GURPS sourcebooks are themselves toys, because they present simulationist leaning game masters with the very sort of mental toy that simulationist leaning game masters and world builders like to roll around in thier head and play with. The real value of GURPS sourcebooks is thier ability to inform games by providing consise gamer centered information about a large variaty of topics of interest to gamers - regardless of the game system actually being used. Thus, the real value of GURPS is not in the game system itself, but in the intellectual property contained within the source books.

And the problem with GURPS is precisely that. The real value of a game is not in the game system, but in the intellectual property that it creates. Virtually all the intellectual property in the GURPS sourcebooks is open source or derived from someone else's intellectual property and is wholly dependent on it. Over the years the GURPS game simply hasn't created enough valuable intellectual property of its own.

Contrast that with D&D. Even though D&D lagged GURPS in gaming system sophistication for nearly two decades, over those two decades D&D created intellectual property that is worth literally tens and if not hundreds of millions of dollars. What is the value of the Forgotten Realms? What is the value of Krynn? What is the value of the Tomb of Horrors? Heck, what is the value of Drow, Mindflayers, Beholders, and even Flumphs? From Planescape to Darksun, from Keep on the Borderlands to Ravenloft - TSR consistantly spent most of its effort not in improving the game system but in improving the value of its intellectual property. In the latter years of 2nd edition, one might have believed that D&D and TSR were dying entities. One might have believed that with long time gamers like me leaving for GURPS that the game industry had just moved on and grown up. I know I did at the time. I was very wrong, and in retrospect its easy to see why.

The problem was simply that TSR had run out of original ideas and had too long left itself shackled to an out of date game resolution system. Refresh and reinvigorate that game resolution system, and as was seen, D&D 'miracously' recovered. D&D wasn't just taking pressure from GURPS and other mature gaming systems. D&D was taking pressure from other games that were spending most of their time developing intellectual property - Deadlands, Vampire: The Masquerade - but which didn't have D&D's 20 year old game resolution system holding them back. And this is the important point, the problem wasn't that Deadlands or Vampire: The Masquerade had far more valuable intellectual property than D&D - clearly they didn't. That would have been a serious problem that would have been 'hard' to fix. I'm not at all trying to downplay the wonderful job that the 3rd edition designers did in recreating the D&D game system, but in a very fundamental way making the game system is the easy part. You can have the best game system in the world, but if you don't have great intellectual property - if you don't have great ideas and stories - you are likely going to be a flash in the gaming pan and a foot note in gaming history.

Consider just how much value D&D's intellectual property actually has. If you look back at the D&D Reinassance, alot of the work that is best remembered was just reworking the original intellectual property - Return to the Tomb of Horrors, Return to the Temple of Elemental Evil. New versions of FR sourcebooks. With all that intellectual property in the background, its hard to go wrong - at least at first.

But ultimately, the danger that D&D now faces is that it will become the next GURPS. Granted, D&D will probably never be as great of a simulationist toy as GURPS, but I'm seeing a new trend in D&D/D20 in which D&D has become little more than a player toy. How many books of players options exist out there? How many prestige classes have been published? How many feats exist in the game? How many books with new base classes are out there? We could go on and on listing these various power gamer toys and rules supplements, but the basic point will always be none of this is valuable intellectual property. It's just rules. It's just treating the game system as if it was the thing with value and not the game content.

Where is the game content? Arguably, someone at TSR must have realized where the real value lies, and Eberron is a good start but unless Eberron produces the sort of modules and memorable published campaigns that were produced by previous worlds, Eberron is going to eventually face the fate of Birthright or Al-Quedem - settings with tremendous great flavor but no intellectual property of any real value.

Where are the great modules? Doesn't anyone at TSR realize that the true value of D&D has always been its great modules? Is all 3rd edition going to be remembered for come 4th edition is 'Sunless Citadel'? Are we going to need a Return to the Return of the Temple of Elemental Evil?
 
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Player options are hardly new for D&D. The period you look at as being the time where TSR created and fleshed out its IP is the same time it was creating player options like crazy. The two are not incompatible.

They are intending to do more modules next year (and are starting later this year) and there are persistent rumors of another campaign setting coming next year.

And you lose 10,000 points for saying simulationist repeatedly. :p
 




Slight flaws in your interesting argument:

1. A game system can potentially be valuably IP (in the minds of lawyers & businessmen, anyway) - you can license a system for money. WotC does that with eg Kenzer or Neverwinter Nights. Even moreso, the OGL with its concept of "Product Identity" has persuaded people to help WoTC expand its IP claims beyond anything a court would likely support - good luck getting an appeals court to share TSR's opinion that "Armor Class" was copyrightable! :)

2. GURPs makes its money off sim-oriented GMs like me, you say. Yet clearly the WoTc strategy is different, they reason that 4/5 of gamers are players, and they aim to make their money off crunch-oriented players looking for the next Feat or Prestige Class - which, just like the GURPs GM's sourcebook. may never be used in play. It may be a flawed strategy, but clearly it's not the same strategy.

3. In any case, the fact of the matter is that WotC makes its money off one, particular, valuable piece of Intellectual Property, and it's not copyright at all - it's the Dungeons & Dragons trade mark.
 

Celebrim said:
Where are the great modules? Doesn't anyone at TSR realize that the true value of D&D has always been its great modules? Is all 3rd edition going to be remembered for come 4th edition is 'Sunless Citadel'? Are we going to need a Return to the Return of the Temple of Elemental Evil?

You mean Wizards of the Coast, not TSR Right?

First edition was known for its modules. Second edition was known for the great settings.
 

D&D has three settings they can support, Greyhawk, FR, and Eberron. Granted, the first one is sparse, but there's still a lot to do on all of them. Plus, they've still got tons of stuff to mine for "new" ideas. So, assuming your IP = the good, I don't see a problem. At least let Eberron mature before you start looking for pieces of the sky.

The other point you made, that D&D has become "a player's toy", is actually a positive. That's probably exactly where they want to be. If it's a player toy, that means the players are buying books to play with.

Ultimately, though, I don't know that the non-mechanical IP is universally the most valuable part of a game. Shadowrun, Paranoia, and WoD are the only games I've ever enjoyed for the setting. Every other game I've chosen to play more than once over the last two+ decades has been for the system. I prefer to homebrew, as do a lot of D&D players. I'd actually stop buying D&D if they married the system to a setting -- even one I liked. I'd just move to Hero and continue homebrewing.
 



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