Why you CAN have nice things.

As for the whole, "I can get that for free" thing, you often get what you pay for. Free things on the web are either tools to make money in other ways or they are made by fans, fans who have no obligations to continue to publish free material.

Cobblers . . . I play free RPGs that are every bit as complete as countless paid systems. If not more so given the access to content, customisation and rights they come with. Both were made by professional games designers and cost zero.

I also use Firefox as a browser, OpenOffice, Inkscape, . . . if I'm not watching my Freeview TV or checking some free Apps. The free content doesn't work is the same myth put about by the record companies to try to delay the inevitable.

Basically, it's now possible to use cheap technologies to produce highly professional products on a tiny budget. Doesn't matter whether its an album or an RPG that's where technology has taken us.
 

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I'm running my first playtest this month with my own "5e" system. I dearly wish I could share with you right now but it's gotta wait a couple more months.
 


Not so sure about the wishful thinking myself. The pattern is pretty consistent across many media. A premium subscription model targets those with the cash to pay. The subscription model targets that demographic and sucks in a series of clones competing for slices of the same 'quick returns' market segment.

Publishers which can't match the resources of the subscription market try to make clones of the subscription model and find genre niches to recycle the same gameplay. The subscription model out resources the clones and lowers subscription entry to fend off fragmentation.

However, bit by bit, the market fragments as innovative products develop and tighten up. The innovative products change the gameplay model instead of the genre, appealing to players by taking play in a particular direction/ s. Players then have a genuine choice between subscription and Indie models. The subscription firms don't die, but they do 'lock antlers' and fight over the same patch of ground. Change is plain dangerous to these guys, because of the short term finance/ development cycles.

Most of that would seem to apply to the record, comic. movie and videogame industries. It, maybe, also applies to the narrative Mouse Guard and custom, design game systems like the Traveller SRD and Treasure.

They're not going to kill off the subscription market but they can bring in new players, jaded players and, oddly enough, bring gradual change to the gameplay within subscription systems.
 





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