Internet access is random at best for me, aside from work, so here's an early Christmas present: a recap of the year 2005 in RPGs.
2005 was the year of the retread and the licensed game, making it look a lot like 2004, 2003, 2002, and just about any other year I can think of. Once again, new, interesting games in the mainstream were few and far between. One would almost say that they didn't exist.
The Retreads
Continuing a trend started last year by GURPS 4th edition and the World of Darkness reboot, 2005 saw Warhammer FRP 2e, Shadowrun 4e, and Mutants & Masterminds 2e as the major new editions of existing games.
Of these three, Shadowrun looks the strongest. SR has long been a slumbering giant of the RPG world. The game languished through a rules bloated third edition and an increasingly Byzantine back story. The new edition looks like it hacked the rules down to a lean, useful set, while the initial schedule of release looks set to support the game's core strengths (Trolls! With autocannons! Blasting the hell out of stuff!) It might be a wise move to avoid going too heavy on the setting material, particularly if the games is, as I suspect, luring in lots of retired SR players and newbies. The Shadowrun website lists a GM's screen, adventure, magic sourcebook, and setting sourcebook covering Hong Kong and Seattle. That looks like a good, balanced lineup to me.
Warhammer FRP seemed to have a strong launch, but its sales haven't shown consistent strength. The design stuck close to the original version, a decision that may have pleased grognards but perhaps turned away new players. The original Warhammer FRP rules were baroque at best, unintentionally comedic at worst, particularly if you used the critical hit and fumble rules. The revision didn't seem to address the system's fundamental shortcomings, a curious decision on GW's part given the game's history. GW has supported the game with an aggressive release schedule, but it remains to be seen whether this plan has borne any fruit. The game isn't available or supported in GW retail stores (at least the ones I've visited), and its Amazon.com numbers haven't been particularly strong in the long term, especially compared to evergreen titles such as Vampire and D&D.
Mutants & Masterminds 2e is much harder to read. The revised game mechanics have met with positive reviews, but the step back in illustrations and graphic design may have hurt it out the gate. The first edition suffered from a rather scattershot release line up (Seriously - a noir supplement?), but the new edition seems to be in good hands. The new edition of Freedom City gets the ball rolling on background material, while the Mastermind's Manual (listed on Amazon.com) looks like an excellent starting point for GMs. The first edition lacked many player-centric titles, but this looks like a good follow-up for 2e and bodes of good things to come. I don't see any reason why M&M can't continue to rule RPG superhero-dom.
Spycraft 2.0 is almost impossible to get a read on. AEG's struggles haven't done the game any good. The supplement lineup is sketchy at best. The game was widely regarded as one of the best d20 games out there, but there have been some murmurs that the second edition was a little too big, a little too bloated, and a little too cumbersome. It's almost impossible to get a read on it until the game lands on its feet.
The New Guys
There was one new mainstream game of relevance released this year, the Serenity RPG. With the movie doing a messy belly flop at the box office, it's hard to predict if this title has legs. The saving grace of the movie's failure is that it might allow Margaret Weiss Productions to serve as the de facto producer of Serenity background material. This model helped propel the Star Wars RPG to a successful run in the late 80s and early 90s. Yet, with a set of mechanics that are mediocre at best, it's hard to tell if this game has staying power. It could either settle into a comfortable zone a la the Babylon 5 RPG, or it could sink to the bottom to rest next to Star Trek, Lord of the Rings, and other licenses.
d20
Publishers made a lot of noise about d20's spiral downward, but we still have yet to see a new system make a significant, enduring commercial impact on the market. d20 publishers are still mostly chasing each other's tails. Necromancer Games released a few big projects, though it always operated more as a profitable hobby than a business. In this case, that's a good thing: Necromancer seems willing to take more chances on products than other d20 publishers, such as with the massive Wilderlands of High Fantasy boxed set. Goodman Games (the stealth success story of the RPG market) continues to chug along with its Dungeon Crawl Classics line. A lot of smaller companies toss in the occasional release, but that's about it.
Green Ronin, Malhavoc, and Mongoose seem to be the remaining major d20 players, but of the three only Mongoose continues to cater to D&D players. Is that good or bad? The answer is at best unclear. It's always a mistake to assume that, in the RPG market, companies choose strategies based on economics. It is true that GR is going back to doing D&D adventures, with a fantastic spin on them, too. It's definitely an interesting development to watch in 2006.
If GR follows through on its Bleeding Edge brand, it could potentially capture a workable portion of the RPG audience. With nostaligia running rampant, this is a sharp move. GR's core d20 material has always been somewhat scattered. It's hard to say what their typical, D&D compatiable product does. This move could really pay off.
PDFs
The PDF market continues to "expand", but I put that in quotes because it isn't clear if we're seeing more people spending more money on product, or if there are simply more publishers squeezing the market drier and drier. Aside from Phil Reed, no one is making an actual, livable go out of PDF only, and even Phil seems to rely on release volume and wide but shallow back list sales. We still see successful PDFs attempt to go into print to make money. Print companies go into PDF only for the backlist sales and for the residual sales.
The Freelance Market
The tone of freelancers at GenCon was not pretty. There's not much work out there, and many companies are paying on a "we need to use you on the next project, so we're not going to piss you off" basis. Guardians of Order is all but gone. AEG looks like it has dumped RPGs. Atlas is pretty much out of RPGs aside from the ever enduring Ars Magica. Many companies have stopped paying freelancers or only do so to make sure the next product goes out the door.
On the home front, for the first time in my career I've gone unpaid for a book I wrote. I'm lucky in that I can absorb the loss, and to be honest I turned in the manuscript so late that hounding the company for payment would be a bit crass, but it is noteworthy. The line between the successful freelancer and the one stuck out in the cold runs through WotC. Writers who did d20 work and who have WotC contracts can likely still work freelance full-time. Otherwise, it's not looking good.
So, What Exactly Happened this Year?
We had another year without a clear, breakout RPG hit. We didn't see a Deadlands or Exalted this year, a new game that took off like a shot and gathered momentum over time. These days, a game comes out, RPG.net adopts it as its latest darling, and then it fades away. In a year or two, it's out of print. Established games, such as the new World of Darkness and Ars Magica, seem to do fine, but new titles (primarily licensed games) enjoy a few moments of fame, then fade away.
Does d20 have a death grip on the industry? It's possible that D&D 3e works so much better than earlier versions of the game that fewer games than ever skip from D&D to something else.
There's some strength to this argument. I have a theory that people who play D&D and then migrate to different systems aren't one mass of potential customers. Rather, they represent dozens of micro-markets, each seeking a specific play experience. If the total number of people leaving D&D drops, and the number of people in each micro-market drops below a critical level needed to support a mainstream RPG title, that spells trouble.
Are the distributors simply risk averse, especially in an increasingly challenging TCG market? That's also possible. The distros seem much happier to chase after "sure fire hits" in the form of licenses, conveniently forgetting all the other titles that tried that strategy and failed. Even if games are getting picked up in distribution, they don't seem to move all that well at the retail level. Amazon.com is quite useful in this regard, since it shows you what consumers, rather than stores, are buying.
It is interesting to note that distributors are now placing re-orders before their initial orders are coming in. They're strapped for cash, and thus consistently under-ordering RPGs. Given the magazine model that RPGs operate under, this is killer. Worst of all, this is a persistent phenomenon. I've seen it happen across different companies, different titles, and different price points, from adventures to core rulebooks to major new supplements.
Are companies simply bringing bad games to market? This is always true, so it can't explain everything. However, the strong push towards retreads and licenses shows that few companies are willing to take risks on new titles. "New" games are almost invariably new editions, relaunches, or takes on genres that have been beaten to death. For the nth year running, we had a pulp RPG explode and die on the launch pad. RPGs are becoming increasingly stale. And no, a license such as Narnia is not going to save them. Go ask Decipher how the Trek and LotR licenses did for them.
What's Ahead in 2006
GW is doing a DC comics RPG. I'm sure that the 40k RPG is in development. Given GW's financial difficulties, it'll be interesting to see how these play out.
SJG is promising more GURPS support after a thin 2005.
Exalted 2nd edition is due.
Mongoose is releasing a new edition of Runequest.
Let's see: licensed games and retreads. That sounds familiar, almost like 2005!
In fact, that is 2005.
Here's my prediction for 2006. I can cut and past the above entry, change a few names, and run it as is, and no one would notice.
The one exception is d20. Green Ronin's Bleeding Edge label could potentially pay off and push publishers in a more aggressive, more interesting direction. One can always hope!
December 18 2005, 00:52:48 UTC 6 years ago
That makes me sad. :(
December 18 2005, 00:56:47 UTC 6 years ago
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December 18 2005, 00:55:50 UTC 6 years ago
Also, I wasn't aware Games Workshop was having financial troubles... it's always been one of the bastions of geeky profit making. Has Warmachine and Clix really hammered Warhammer that hard?
December 18 2005, 02:14:46 UTC 6 years ago
But then, they still seem to push new products.
December 18 2005, 01:30:40 UTC 6 years ago
December 18 2005, 02:35:35 UTC 6 years ago
Warhammer I'd like to know what you thought was fundamentally wrong with the game that got carried over. I always thought the crit rules were rather clever, since they really are a replacement for more staid nagative HP and such. The design is not obligated to be as balanced at this scale because you've already run through your buffer.
D20: I think the alternative apps of the system have pretty puch been filled by this point. As for D&D support, this is mostly pointless because if it works, WotC will pick up the subject matter and release an official counterpart.
If GR or anyone else can actually do something new with fantasy gaming that has appeal they'll do well, but the hobby is very much in the hands of 30-year olds who want nostalgia, even though 12 year olds are the ones who crreat sustainability.
PDF: I was surprised when Terminal Identity made me about the same money as print freelancing, albeit over a longer period of time. You trade off volume for a much bigger chunk of the cheese and a heftier markup. RPGNow needs to be about twice as brital about thinning out vanity outfits that sell single digits per month per title at their peak, with the exception of a farm of games that have critical merit.
RPG.net Darlings: I don't know. Many of them do limp along fine, but then again we have a vast swath of hobby businesses and very little differentiating them from companies that actually pay for people's livings.
Freelancing: Oddly, I've been a bit more successful lately, probably because companies are at the point where flaky fans won't cut it in a pinch.
December 18 2005, 05:09:08 UTC 6 years ago
I SWEAR TO GOD IT WAS BETTER!
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December 18 2005, 05:12:08 UTC 6 years ago
Can I get that signed in blood? ;-)
"Green Ronin, Malhavoc, and Mongoose seem to be the remaining major d20 players..."
I'm a little surprised not to see Necromancer on that list. It's true that their release schedule is not, oh, let's say "aggressive" as Mongoose's. But I'd have thought it at least equaled Green Ronin's. And while one could easily argue that Necromancer primarily feeds a niche within a niche, it's been enough to keep them going. And they do cater to D&D players; in fact, it's more or less all they do.
December 18 2005, 06:23:24 UTC 6 years ago
I write more than half of my words per year for White Wolf, they still pay (and reliably at that) and they still need work. Now that all three lines nWoD lines are out and Exalted 2nd edition is almost out, there should be as much WW work as always. If I was willing to work for 3 cents/word, there's plenty of work with smaller companies, but being unwilling to work below 4/word except when truly desperate means that there are only a few companies that I can work for. 2005 was a slightly tougher year than 2004, but I still ended up writing 95% as many words this year as last (which was my most productive year ever).
December 18 2005, 22:07:04 UTC 6 years ago
December 18 2005, 11:30:37 UTC 6 years ago
December 18 2005, 14:46:34 UTC 6 years ago
Shadowrun is - out here - THE game to beat. "Das Schwarze Auge" (released in the US as "The dark eye" or something, nobody knows why) still has a loyal fan base, but since the switch to the 4th edition, things havn't been doing too good. D&D lost quite a bit when the first licencee suddenly quite producing, and the new licencee is having problems catching up. The d20 Market is next to non-existant, due to both the D&D problems and the insecurity for anyone who wants to make d20 material, seeing as the new licencee has claimed copyright for the translation of the SRD-material (Apparently, due to german copyright law, the actual translation belongs to them). The new WoD isn't doing too good, either, as most fans have stayed with the old world - more than a few bootlegs and self-compositions going around. And nothing else is big enough.
Imagine: the licence for GURPS has been dropped, because CoC sells better!
Probably the biggest suprise was the fact that Degenesis, a intenet-based fan project RPG has resently brought out their SECOND hardcopy Print edition, and people are still buying, even though all products are legaly available as free downloads!
Oh, and GW Deutschland is still going on strong, with an agressive expansion policy that lets them set up at least two new stores in six months.
That's the view from germany, back to you guys.
-Alla
December 18 2005, 20:51:17 UTC 6 years ago
I've always found the European RPG market fascinating compared to the US market.
Degenesis? Interesting. I'll have to research that.
Thanks for the post!
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December 18 2005, 19:51:13 UTC 6 years ago
As to the game that should have been the hit of the year, Margaret Weiss Productions, so far has failed to follow through. The mechanics are workable at best, and something to hang a story on rather than rely on. The main problem is that the rule book has been out for four months and still there bugger all support for the game. Not on the shelves at your local games store, nor on the website itself. For a game that should attract some degree of new blood to the hobby, this is a real hindrance, as is the book's lack of index, character sheet, and scenario.
At a guess one reason that Star Trek failed as an RPG this time around was that it was revisiting old material. There were sourcebooks and supplements that people wanted and had been waiting for since the launch of the previous RPG.
December 18 2005, 22:09:31 UTC 6 years ago
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December 18 2005, 23:29:27 UTC 6 years ago
My big problem in packaging the PARANOIA line has been getting it reviewed. No one reviewed any of the 2005 books for the first nine months of the year. Mongoose doesn't send out review copies or advertise, so I've had to beg and plead on RPG.net for someone, anyone, to review the new books. I suspect that's why the game still suffers a low profile, such that (to repeat) you didn't discuss it.
-- Allen Varney
December 18 2005, 23:51:48 UTC 6 years ago
It's easy to overlook Mongoose, since so many industry people simply write them off, but if you look at the titles they've produced (Babylon 5, Conan, Paranoia, Starship Troopers) they have a strong lineup.
In a lot of ways, Mongoose feels like the new Palladium. Nobody talks about them, even though they're probably the third biggest RPG company behind WotC and WW.
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December 19 2005, 05:31:41 UTC 6 years ago
December 21 2005, 02:12:19 UTC 6 years ago
same same
It's the same dynamic in mainstream rpgs as film, though not on the same scale: big centralized companies that aren't going to take chances because too much is on the line. Indie label films & games are where the chances get taken & where most of the innovation happens 'cause there is less overhead & fewer mouths to feed per work.6 years ago
Anonymous
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December 20 2005, 05:02:43 UTC 6 years ago
The conclusion I'm drawing from this...
Is that a game needs a really cool premise to do well.Right now, the only product line I'm optimistic about is Exalted 2.
December 21 2005, 17:14:04 UTC 6 years ago
Best year in RPG history
2005 was the best year in the history of the fantasy roleplaying game concept. In 2005, 4 million people paid more than $480,000,000 to play World of Warcraft. That figure is five times the total revenue generated by the tabletop roleplaying game segment >of all companies, of all time, combined<.The population of people trained to understand the value premise of sword & sorcery RPGs by D&D have found a medium which asserts a new fun/not-fun ratio far more balanced towards "fun" than tabletop RPGs and they have embraced it with gusto.
The core network of D&D players drew in an expanded community of friends, dates, relatives, and co-workers by extolling the fun to be had in kicking down doors, whacking monsters, taking stuff, and powering up. After a half-decade spent developing the technology and the service infrastructure at Ultima Online and EverQuest, the industry hit the ball out of the park.
I think it will be impossible, form here on out, to separate the on-line and tabletop categories of RPGs - the former will become increasingly similar to the latter as new technology like voice & video become integrated into the experience - allowing "virtual tabletops" to exist. It is already impossible to ignore the economic impact MMORPGs are having on the tabletop sub-segment - they decimated it in 2005. Only time will tell if some value premise can be rebuilt from the foundations available to entice a new generation of gamers into the hobby - or if the battle has already been lost.
Me, I'm betting on the guys with $480,000,000.
Ryan
Anonymous
December 22 2005, 05:32:59 UTC 6 years ago
Re: Best year in RPG history
Not to mention that the video game industry doesn't seem to have the same share of delusional prima-donnas in design positions that tabletop RPGs have.Still, I won't bet on the guys with $480M until they can actually create a GM-focused RPG. Something where you can be the game master and design an entire adventure for multiple players to come in and play out, and do ongoing campaigns in that same way.
Either that, or until it can create a "virtual DM" that can account for and respond to the most unexpected of actions, and allows players to attempt just about any action, rather than the standard (very limited) options of range of action that are currently allowed.
Unfortunately, its only a matter of time till one or both of these things are fully realized, and then the main advantage of Tabletop RPGs over the online RPGs will disappear.
Again, that doesn't mean that it will be the end of the industry; after all, anyone can go online and play Backgammon against a million potential real opponents on dozens if not hundreds of online servers, but all the same people still play backgammon in the old (real world material) way, and companies still make backgammon boards. And, as a backgammon player, I must say that there something about rolling the dice or smacking down a piece on the board that makes real games so much more satisfying than the virtual ones.
RPGPundit
http://www.xanga.com/RPGpundit
Anonymous
6 years ago
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December 22 2005, 06:04:57 UTC 6 years ago
RPGPundit
http://www.xanga.com/RPGpundit
January 10 2006, 20:49:01 UTC 6 years ago
Start with the basics I guess
market it as cops and robbers, make the chance mechanics cheap or easy to make/acquire and hire local talent to translate and marketMay 10 2006, 04:28:47 UTC 6 years ago
- Eytan Bernstein