Why D&D is slowly cutting its own throat.


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Your argument would be cogent, except for the fact that adevtures are not very good money makers. TSR, in its heyday, made its money by selling copies of rule books, not settings. Getting into the setting business was a method to generate sales for the rule books more than anything else.

In point of fact, the same criticism you level at GURPS (SJGames' published material is mostly of interest to GMs) is equally applicable to adventures and settings: they are mostly of interest to GMs. Despite the many fond memories many of us have about things like T1-8, A1-4, and the GDQ series, all the information we have says that they weren't very profitable for TSR.
 


Celebrim said:
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.

All I can say to that is "guilty", but I was playing D&D at the time...

In terms of the larger premise, I think you are on to something: if the only new "IP" anybody mentions is Meepo, then something is probably wrong.
 

diaglo said:
his hat of d02 knows no limits...

That I've heard before. (I mean, we all have.)

But I was under the impression there was an underlying message beyond that -- a message I wasn't comprehending.
 

I think his point is "Modules Build Campaign Worlds." And since WoTC doesn't do modules to any great extent any more, the intellectual property (and how can "intellectual property" be an offensive term?) is lessened.

I disagree - I think Eberron's value as intellectual property is being built by the novels and (especiallly) by the upcoming D&D Online, which is Eberron based.

And if WoTC was cutting its own throat, D&D wouldn't be selling mroe now than at any point in the last 15 years - according to Charles Ryan the D&D Brand Manager, who posted as much around 6 months ago.
 

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?

I don't think this is at all true, economically speaking. The whole point of the OGL and the d20 licenses is to allow others to produce the products that aren't big moneymakers - and that includes modules. Modules may be what nostalgic players remember, but they aren't what earned the big $$.

Not only that, I think the heyday of "great modules" was back during 1e days, rather than "always". And they're only really great in retrospect, in that my gaming style has greatly changed. Those modules simply wouldn't cut the mustard for me now. These days, if I weren't homebrewing, my needs would be better served with well-created and detailed setting materials.
 

philreed said:
I don't understand. What, in a few short words for the idiots like me, are you saying?

My irony detector is buzzing, but if you want everything condenced down to a few short words then...

"The fluff is more valuable than the crunch"

I'm trying to make an argument that even if most of your money is being made at any given time on the crunch, that its the fluff that keeps people playing the game and keeps up peoples appetite for the crunch. If you neglect the fluff for too long, then you lose out to someone who has got great fluff, even if your crunch is better than his crunch.

So for example, a comment like:

"Your argument would be cogent, except for the fact that adevtures are not very good money makers. TSR, in its heyday, made its money by selling copies of rule books, not settings. Getting into the setting business was a method to generate sales for the rule books more than anything else."

somewhat misses the point. I'm not arguing that crunch isn't a money maker, and in fact is the best short term investment. I'm arguing that not enough long term investments are being made, and that your fluff is your long term investment. Thus the 'slowly cutting its own throat'.

"In point of fact, the same criticism you level at GURPS (SJGames' published material is mostly of interest to GMs) is equally applicable to adventures and settings: they are mostly of interest to GMs. Despite the many fond memories many of us have about things like T1-8, A1-4, and the GDQ series, all the information we have says that they weren't very profitable for TSR."

Again, maybe not directly, but its all those fond memories of things like that which are primarily responsible for keeping us and bringing us back into the game.

his hat[red] of d02 (sic) knows no limits...

Diaglo, you are either trying to be funny and failing, or you are an idiot. Please tell me that its the former.
 

S'mon said:
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.

Perfectly stated. The trademark and subsequent licensing value allows WotC to generate non-pnp-gaming revenue and interest that can keep the franchise alive through slow periods and the gradual decline of traditional-PnP gaming.

As I recall, Fallout was going to use the GURPS rules. When a dispute arose, they dropped that and substituted there own, to no apparent detriment to sales. If tomorrow Turbine announces they've lost the D&D license, their new MMORPG will most likely bite the dust.

GURPS never generated the IP that D&D did because that was never the intent -- the first letter in the acronym is a dead give-away. Anecdotally, all but one of the people I have ever known that bought GURPS material bought it specifically to be adapted to other gaming systems, and this was during GURPS supposed heyday.
 
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If this thread is really about D&D as a brand and IP I feel it's very, very short-sighted to even consider the RPG side as relevant to the brand. In my opinion, these days, it's the computer games and novels that are important to the IP. The ONLY reason I can see that modules were important during the early days of 1e was that there weren't novels.

Seriously, how many copies of Neverwinter Nights sold compared to the PHB? What are sales comparisons between the RPG and novels?
 

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