Well, I'll go so far as to say that I think this article is a bit funny because some RPG periodicals I've read in the past made exactly the opposite point about RPG gaming, explained the process in more detail, and exactly why people should abandon the idea of taking their favorite homebrew fantasy setting "which is much better than the published settings" or collections of house rules "like Arcana Unearthed/Unearthed Arcana/Whatever" and publishing them. This going back as far as like the days of TSR (pre-WoTC/Hasbro). A lot of it in response to like how Ed Greenwood and the Weiss/Hickman team both basically sold their game worlds and personal house rule collections.
You can also find plenty of examples of "fly by night" RPGs published with a laser printer and a dream. Doomed not because of the inherant ideas, but simple things like lack of distribution and printing.
Sort of like the RPG version of the "Your game idea sucks" article here on The Escapist a while ago.
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As far as being critical of PnP RPG products, well there is no denying that over time it got vastly more corperate. Simply making *A* profit rapidly became eclipsed by making enough of a profit to justify a project/setting/whatever compared to what MIGHT happen by the figures if they were to invest that money in another product line, or even something else all together.
PnP RPGs being more or less a hobby undertaking, and one that I think started to hit it's roughest stride when various companies decided more or less around the same time that they could go mainstream, which they really couldn't.
In general I tend to notice that about the time that "fandom" based businesses reform to have shareholders and such that's usually the beginning of the end. Heck, I remember reading in "Dragon Magazine" how impressed the guys were at the quality and professionalism shown in some of the business meetings and such set up by WoTC, which was new to the industry. Once they started to operate at that level... well...
I see the transition of AD&D2 into D20 as being the kind of thing that really hurt paper and pencil RPGs. The big thing was that AD&D was played by mostly college age pseudo-intellectuals. The game itself was very complicated and intimidating to get involved in, but the results were pretty impressive for those who mastered it (there was literally a rules system for everything). WoTC sort of got the idea that if they could simplify D&D and make it more approachable to the masses, and more appealing to a younger age group, they could increase sales.
This worked for a time, but in doing so they chased away a lot of their solid (and still profitable) fan base in pursuit of bigger profits. Kids being kids, they were also disloyal and despite some strong initial sales things started to slow down substantially. Leading to 3.5E to try and save the product like by re-selling the initial books which sold better (for obvious reasons) than all of the "xtra stuff", and then eventually to 4E which seems to be an even more watered down and easier to grasp game than 3.5E designed so pretty much the only intellectual requirement is brainwave activity. We're not talking the good kind of "zen like" simplicity where something can be deep while remaining simple, we're talking just a really basic and dumbed down game masqueading as D&D.
4E is basically an attempt to try and stop a downward spiral by doing more of what created that downward spiral to begin with. The entire trend having been started by what amount to a "we need to make our shareholders even happier" cash grab, that was made with little or no understanding of what made the product succussful to begin with. It's a situation where they should have been content with what they had.
Speaking of TSR (or it's remnants more appropriatly) as well, one of their other major issues has been what seems to have been an old guard with no new ideas, vehemently defending their jobs despite having very little to add to the products. D&D very much got into a rut of re-releasing the same exact products again and again. Rather than developing something new they pretty much decide "oh well, there was a cataclysm in our established campaign world, and we're not re-releasing the same old world information reflecting the changes". This was kind of cool when they did it the very first time with "The Time Of Troubles" in The Forgotten Realms. It became lulzworthy with "The Threat From The Sea", and truely pathetic with the 4th edition decimation which was even more of an undisguised money grab than either of the other events. Using The Forgotten Realms as an example there are plenty of far off lands and areas that were going to be developed (or detailed more) and never got any love because nobody had any clue what to write there. It was much eaiser to say "hey, let's invalidate the previous Waterdeep product, and release a new one. Fanboys love those Waterdeep game supplements, they always sell well...".
Of course the overall worst excesses of TSR were probably when they cancelled Planescape due to alleged "Lack of Interest" desplite claiming that if "Planescape: Torment" went gold it would save the product line. Ironically it not only went gold but became one of the most acclaimed CRPGs of all time, with people screaming for mor, and yet the setting was still canned right in the face of the fanboys... and the whole Alternity fiasco where they got the "Star Wars" liscence and pretty much cancelled their own successful science fiction line so as not to compete with themselves. Their quoted reason for this was the last couple of supplements (Klick Klak, and I believe Tangents) which were rushed out the door due to them shuffling Alternity team members to Star Wars "didn't sell well" and had people complaining about the quality... :/
Then of course we've got White "we're a big happy family, and will ban you for saying otherwise" Wolf with it's problems through the years. I could write a message 10x the size of this one all about White Wolf as a company... honestly I'm shocked they still exist as they sometimes strike me as being actively self destructive. Pretty much the only time I've been banned from anything on the internet is when I actually made an effort to try and save the "Aberrant"/"Aeonverse" games (perhaps the best super-hero RPG world ever). To be totally honest I was never a big fan of the whole "World Of Darkness" thing despite giving it numerous attempts (maybe it was the GMs) the only one I ever got 'into' for any period of time being a bit of Mage. The new World Of Darkness pretty much seems to be the old World Of Darkness with most of what made it cool stripped away. Probably with the intent that they can kick it T$R style and re-sell new versions of the old material and thus avoid having to do much that is actually new. I think the last WW book I bought was the third "Scion" book a while back (that was an interesting concept) still haven't gotten around to getting the 4th one.
Ahh well, enough rambling. I doubt many people read this far. In summary I basically think that someone being able to just go out and self-publish their own RPG with any degree of success is untrue, and always has been. I can think of examples like "Tinker's Damn" and other games where people have tried with it generally not ending successfully. I *ALSO* think the game industry is veery much deserving of criticism. I'm not really into PnP games that much anymore, but frankly I used to follow it, and try and keep current (in my own pessimistic way). Right now the game industry looks very much like the aftermath of a train wreck to me, one that I saw coming. I've kind of "looked away" from the gory site. I bought my 4E core books when they came out just in case I decided to game again (sometimes I find myself falling in with gaming groups at odd times, it just sort of happens spontaneously and unplanned... before I retired I wound up gaming with some co-workers for a while when we formed a group on a lark and it lasted a while). In reading my 4E rule books though any illusions were smashed and all I could think is "OMG, this is pure drek!". What's more given the price (and my current retirement) the odds of me buying a 5th edition are minimal given what 4E was like unless somehow WoTC/Hasbro was to start publishing profuse apologies... it's not a one time thing either, this is pretyt much what I'd expect from the downward D&D spiral.
You can also find plenty of examples of "fly by night" RPGs published with a laser printer and a dream. Doomed not because of the inherant ideas, but simple things like lack of distribution and printing.
Sort of like the RPG version of the "Your game idea sucks" article here on The Escapist a while ago.
-
As far as being critical of PnP RPG products, well there is no denying that over time it got vastly more corperate. Simply making *A* profit rapidly became eclipsed by making enough of a profit to justify a project/setting/whatever compared to what MIGHT happen by the figures if they were to invest that money in another product line, or even something else all together.
PnP RPGs being more or less a hobby undertaking, and one that I think started to hit it's roughest stride when various companies decided more or less around the same time that they could go mainstream, which they really couldn't.
In general I tend to notice that about the time that "fandom" based businesses reform to have shareholders and such that's usually the beginning of the end. Heck, I remember reading in "Dragon Magazine" how impressed the guys were at the quality and professionalism shown in some of the business meetings and such set up by WoTC, which was new to the industry. Once they started to operate at that level... well...
I see the transition of AD&D2 into D20 as being the kind of thing that really hurt paper and pencil RPGs. The big thing was that AD&D was played by mostly college age pseudo-intellectuals. The game itself was very complicated and intimidating to get involved in, but the results were pretty impressive for those who mastered it (there was literally a rules system for everything). WoTC sort of got the idea that if they could simplify D&D and make it more approachable to the masses, and more appealing to a younger age group, they could increase sales.
This worked for a time, but in doing so they chased away a lot of their solid (and still profitable) fan base in pursuit of bigger profits. Kids being kids, they were also disloyal and despite some strong initial sales things started to slow down substantially. Leading to 3.5E to try and save the product like by re-selling the initial books which sold better (for obvious reasons) than all of the "xtra stuff", and then eventually to 4E which seems to be an even more watered down and easier to grasp game than 3.5E designed so pretty much the only intellectual requirement is brainwave activity. We're not talking the good kind of "zen like" simplicity where something can be deep while remaining simple, we're talking just a really basic and dumbed down game masqueading as D&D.
4E is basically an attempt to try and stop a downward spiral by doing more of what created that downward spiral to begin with. The entire trend having been started by what amount to a "we need to make our shareholders even happier" cash grab, that was made with little or no understanding of what made the product succussful to begin with. It's a situation where they should have been content with what they had.
Speaking of TSR (or it's remnants more appropriatly) as well, one of their other major issues has been what seems to have been an old guard with no new ideas, vehemently defending their jobs despite having very little to add to the products. D&D very much got into a rut of re-releasing the same exact products again and again. Rather than developing something new they pretty much decide "oh well, there was a cataclysm in our established campaign world, and we're not re-releasing the same old world information reflecting the changes". This was kind of cool when they did it the very first time with "The Time Of Troubles" in The Forgotten Realms. It became lulzworthy with "The Threat From The Sea", and truely pathetic with the 4th edition decimation which was even more of an undisguised money grab than either of the other events. Using The Forgotten Realms as an example there are plenty of far off lands and areas that were going to be developed (or detailed more) and never got any love because nobody had any clue what to write there. It was much eaiser to say "hey, let's invalidate the previous Waterdeep product, and release a new one. Fanboys love those Waterdeep game supplements, they always sell well...".
Of course the overall worst excesses of TSR were probably when they cancelled Planescape due to alleged "Lack of Interest" desplite claiming that if "Planescape: Torment" went gold it would save the product line. Ironically it not only went gold but became one of the most acclaimed CRPGs of all time, with people screaming for mor, and yet the setting was still canned right in the face of the fanboys... and the whole Alternity fiasco where they got the "Star Wars" liscence and pretty much cancelled their own successful science fiction line so as not to compete with themselves. Their quoted reason for this was the last couple of supplements (Klick Klak, and I believe Tangents) which were rushed out the door due to them shuffling Alternity team members to Star Wars "didn't sell well" and had people complaining about the quality... :/
Then of course we've got White "we're a big happy family, and will ban you for saying otherwise" Wolf with it's problems through the years. I could write a message 10x the size of this one all about White Wolf as a company... honestly I'm shocked they still exist as they sometimes strike me as being actively self destructive. Pretty much the only time I've been banned from anything on the internet is when I actually made an effort to try and save the "Aberrant"/"Aeonverse" games (perhaps the best super-hero RPG world ever). To be totally honest I was never a big fan of the whole "World Of Darkness" thing despite giving it numerous attempts (maybe it was the GMs) the only one I ever got 'into' for any period of time being a bit of Mage. The new World Of Darkness pretty much seems to be the old World Of Darkness with most of what made it cool stripped away. Probably with the intent that they can kick it T$R style and re-sell new versions of the old material and thus avoid having to do much that is actually new. I think the last WW book I bought was the third "Scion" book a while back (that was an interesting concept) still haven't gotten around to getting the 4th one.
Ahh well, enough rambling. I doubt many people read this far. In summary I basically think that someone being able to just go out and self-publish their own RPG with any degree of success is untrue, and always has been. I can think of examples like "Tinker's Damn" and other games where people have tried with it generally not ending successfully. I *ALSO* think the game industry is veery much deserving of criticism. I'm not really into PnP games that much anymore, but frankly I used to follow it, and try and keep current (in my own pessimistic way). Right now the game industry looks very much like the aftermath of a train wreck to me, one that I saw coming. I've kind of "looked away" from the gory site. I bought my 4E core books when they came out just in case I decided to game again (sometimes I find myself falling in with gaming groups at odd times, it just sort of happens spontaneously and unplanned... before I retired I wound up gaming with some co-workers for a while when we formed a group on a lark and it lasted a while). In reading my 4E rule books though any illusions were smashed and all I could think is "OMG, this is pure drek!". What's more given the price (and my current retirement) the odds of me buying a 5th edition are minimal given what 4E was like unless somehow WoTC/Hasbro was to start publishing profuse apologies... it's not a one time thing either, this is pretyt much what I'd expect from the downward D&D spiral.