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June 28, 2007

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George

Jonathan, thanks for a thought provoking piece. Is it just me reading between the lines, or do you have Chaosium's Monographs programme squarely in your sights?

http://www.chaosium.com/article.php?story_id=53

Dave Klecha

What I think is maybe most intriguing about your suggestion that the gaming industry is due for a crash is that if it did crash, so few gamers would actually notice because we do have those books or PDFs that we can use to create an infinite number of games, etc. Which is not to say there would not be a lot of eulogizing and whatnot, but it's not as though this is the comics industry, say, where if it crashed people would suddenly be out of that steady stream of new content. It's not as though the gaming industry has been built around crazy great modules and a steady flow of these new stories and dungeons and whatnot, but around the economic dead-end of source books and starter kits.

I wonder if there's any future to a module economy?

Jonathan McCalmont

George -- I didn't know you were a gamer :-) The monographs are indeed very much part of the phenomenon I'm talking about; 40,000 to 100,000 words, no copyright ownership, no advance and you get paid 50 cents per book sold with a realistic ceiling at 500 copies.

It wouldn't work if there weren't hundreds of geeks clamoring to be published by Chaosium.

In principle, I really like the idea of the monographs especially as they're supposed to be light on rules and heavy on background. In fact, I once put together some initial work on one (it was a Cold War/early 80's Britain Cthulhu setting inspired by Edge of Darkness) until I realised that 40,000 words is an MPhil and 100,000 words is a PhD and I remembered how much work they were to get. For 50 cents a copy?

I'd happily do 2,000 words for publication for free if it was a cool magazine but that pay really is terrible.

They should do it the way indie record labels do it really. 50% of profits after recouping costs.


Dave -- You're right. I think what would end should the industry implode is the collecting/reading RPGs hobby. If you go to places like RPGnet you'll see that loads of people buy RPGs without ever playing them. Understandably they want fresh product.

Serdar

I don't think I can agree with this more.

One of my side projects is a web-based chat site whose focus is RPGs. A good half or more of the environments that people create there are whomped out of whole cloth (my own little room included), and are not exclusively beholden to a game publisher's material.

What really sells RPGs is not systems but background material, and as more people finally realize that RPGs are just "Let's Pretend With Rules" and that the rules are, after all, little more than a form of mutual courtesy to not stomp all over each other's feet, the rules themselves become that much less important. Once the d20 core rules came out (which didn't cost anything), a lot of the impetus to develop and market new game systems vanished -- systems are a dime a dozen, and most of them are usually really terrible at a few things.

What people care about are environments, rather than systems per se. They like having their favorite properties turned into games; the exact way those games are implemented just aren't as important, provided they just don't stink to all high heaven.

Jonathan McCalmont

Interestingly Serdar, that's pretty much the French attitude to RPGs. The native French RPG system has always been more concerned with creating cool worlds to play in than it has with mechanics (resulting in some truly horrifically designed games if I'm honest).

However, I think that the Forge games (My Life with Master, Trollbabe etc) gained popularity precisely because people didn't like the universality of D20. I have to admit, I'm not a huge D20 fan simply because I hate rule sets that are all about exceptions and lists of powers (namely feats).

I'd be more than happy to only play BRP for the rest of my life because that's a system I like. So I think system matters up to a point.

However, I think that the explosion in different kinds of systems and the different number of games is driven less by a demand from players (the vast majority of which play D&D and that's it) than by a demand from people who like to read RPGs.

Keith Strohm

As the Brand Manager for Dungeons & Dragons at WOTC during the launch of 3rd edition (and later as the Director for RPGs and Miniatures), I have to say, first off, that I agre with a great deal of our host's fine post and analysis of the RPG Industry. However, I do disagree with the commenter who wrote that rules do not sell RPGs, background story does. I can tell you absolutely that for D&D, the rules do drive sales. There seems to be this sage wisdom that experienced RPG'ers like to quote while stroking their goatee: As you advance as a roleplayer, you'll leave behind the childish notion of powergaming and graduate to the mature art of roleplaying.

This does not, actually, reflect the reality of the majority of the 2+ million folks who play RPGs at least once a month each year. TSR followed a strategy whose main assumption was that Campaign Settings drove sales of the Player's Handbook--and that strategy, coupled with poor execution and a lack of business discipline, led to the near destruction of the D&D brand and business.

I think that background story may drive purchase of other, non-D&D RPGs, but I would argue that non-D&D RPGs are either almost a second industry or their player base is relatively insignificant when compared to the D&D player network.

Whenever I talk like this, I always seem to ruffle feathers, and that is certainly not my intention. I appreciate this post and the discussion.

Jonathan McCalmont

Someone once said that all of philosophy is a footnote to Plato. RPGs are footnotes to D&D.

To be fair, I don't think anyone has mentioned "powergaming". My prblem with D&D is that as a player and a GM I dislike systems that are all about exceptions. D&D has a resolution mechanic and then hundreds of exceptions in the shape of feats; different kinds of attacks, special powers, buffs, de-buffs for enemies and so on. My problem isn't with the pursuit of power, it's that I find that type of game difficult to play. I don't find keeping track of lists of rule exceptions fun.

I once tried to run a game of Exalted (which uses a similar design aesthetic) and it caused me actual physical pain.

D&D has always been a bare-knuckle, crypto-objectivist fantasy in which thug-life gangstas roam the land acquiring cash and magical bling.

I have no issue with that, I just don't like having to look things up in the rule book.

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