Why would I pay one cent for this if I didn’t know whether or not it was useful to me?
On the other hand, if she published it without a paywall, then asked for money, she’d get next to nothing regardless of how good it is.
Unlike adventures, content like this will always be cursed by this paradox unless the content retains a value after being published as a PDF. Ergo, I believe the solution here is for WotC to facilitate incorporation of this material into their digital system, D&D Beyond. Beyond doesn’t allow us to create custom classes or builds because it requires more complicated coding behind the scenes. Therefore, the only way for it to be incorporated into Beyond is for WotC to do it themselves, which opens up the market for this kind of community-created content. She could sell the Operatic Bard for $1.99 and get the same cut that she currently gets for the PDF. Or more. Or less. The details don’t currently concern me.
The timing of this article is of particular interest to me because I just received the magnificent Journey to Ragnarok and have no way of incorporating the new class (Rune Master) into D&D Beyond, nor can I add the new builds for the barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, or wizard (yeah, pretty much all of them). My gaming has dropped off dramatically as of late. Long story short, it’s not worth the time investment to play. Being able to run Journey to Ragnarok with access to D&D Beyond would be quite an incentive to get me back into the fold. If not, then my interest will continue to wane. I don’t know if I’m in any way representative of a large group of people, but there’s some anecdotal evidence as to why this is a good idea.
Again, I don’t think this applies to NPC stat blocks because they’re easily added to Beyond by the end user. I also don’t think this applies to adventures because players are willing to take chances on adventures based on the synopsis and based on the fact that even a “bad” adventure can still be fun. This applies only to classes, builds, or anything else that end users can’t add to D&D Beyond themselves.
What do you think? Is WotC dropping the ball to some extent by not incorporating community-created classes and builds into D&D Beyond? Would you be more inclined to create classes and builds if you knew they could sell.
Information has slowly been swirling through or local Washington, DC gaming community, and to a lesser extent, beyond that. The Gamers’ Syndicate has put synDCon on hold and is focusing its efforts instead on something that you can enjoy all year round: A living campaign for 4th Edition Dungeons & Dragons. Many 4e players feel that there’s still more to do with 4e, just as 3rd Edition players felt there was more to do with 3e, and we’re seeking to give 4e players that same opportunity that Paizo gave the 3e players with Pathfinder and, more to the point, Pathfinder Society.
For those of you that don’t know what a “living campaign” is, I point you to the Wikipedia entry, because Wikipedia never lies. Actually, “living campaign” is often defined differently by different people. To me, the most important aspect of a living campaign is allowing all of us to meet each other. In other words, it grows the role-playing game community; however, there are other important aspects to it. It allows the players to shape the campaign world even though their playing pre-written adventures. That is, if the majority of players accomplished a task in one adventure, that fact will be tracked by the authors and shape how future adventures are written. What the players do matters, even though they’re sharing the experience with thousands of players worldwide.
The Campaign Setting
Every campaign needs a campaign setting: a world that needs protecting and sometimes saving. Some famous examples of Dungeons & Dragons campaign settings include Ed Greenwood’s Forgotten Realms, Keith Baker’s Eberron, and Gary Gygax’s (everyone bow, right now!) Greyhawk. Our campaign setting hasn’t yet been named, but it’s one of our own design, spearheaded by the devious mind of Erik Nowak (who, if you recall, brought us Rotting Toes). Erik premiered the first two adventures (co-written by Dave Phillips) for this campaign setting at synDCon I and synDCon II. The setting is high fantasy, but not quite that high. Characters will use inherent bonuses so that acquiring magic items won’t be critical, and when they are acquired, they’ll be special.
We’re also introducing a mechanic for tracking a character’s reputation in the kingdom, and have a fairly ambitious plan in the works, but those are topics for later posts.
As I’ve mentioned before, I’ll be running the two introductory adventures at GenCon this year, which serves as a sneak preview of the campaign. However, we’re working on the first four adventures, so we’re on track for an official start not too far in the future. Stay tuned.
For the first time, I’m going to GenCon and not working for Baldman Games. (You should work for them if you like Dungeons & Dragons. They give great rewards for running games.) I’m just going to play (though I’m running four slots). I’m honestly not sure how much gaming I’ll want to do. I might get bored and do something else. In any case, like all the other con-goers, I sat there at my computer just waiting for the countdown clock to strike zero at noon. I was lucky enough to be assigned #738 in the queue. Anything under 1,000 is lucky as all hell, and as a result, I got everything I wanted. This includes two puzzle-oriented True Dungeon adventures and a few role-playing games, none of which I’ve ever before played. Isn’t that what GenCon is supposed to be about: Trying new games? That’s my philosophy. I bought an extra ticket for each of the True Dungeon adventures, so I can help out a friend get into the game.
My current GenCon schedule is below. I have absolutely no complaints.
Despite my many hours playing Dungeons & Dragons since 2005 (after a 24-year absence from the game), I’m really not much of an RPG gamer. I love FASA Star Trek RPG, but what do you expect? I loved Enterprise! I’ve played Gamma World 4e, Legend of the Five Rings (3rd edition) three times, Dragon Age RPG (Green Ronin Publishing) a few times (mostly as Game Master), and Star Wars Saga Edition once (again, as Game Master). I enjoyed all of those games but played Call of Cthulhu d100 twice and hated it. If I’ve played any other RPGs with dice, I don’t remember it off the top of my head, so apparently they didn’t make much of an impact. (I’ve also played the diceless RPG, Fiasco, which was great.)
I’d like to broaden my horizons as far as RPGs are concerned, so when my friend, Rishi, offered me the chance to join his new Marvel RPG game, I jumped at the chance. I’ve heard good things about it, so I was intrigued even though I never read comic books. (Come to think of it, I’m not a good geek in general. I don’t play video games, and I find Dr. Who to be retardis.) I wanted to play the mechanics everyone was talking about, so I agreed to play for a couple of sessions before gracefully bowing out.
I don’t think I’ll be bowing out. Our first session was a lot of fun for me. My approach to RPGs has always been to focus on a character concept, where the character has some interesting, overriding character trait, usually but not always a flaw. I then play that trait to the extreme. With my group, that wasn’t only tolerated but welcomed with open arms. As comic book fans, the other players liked the fact that I played my character’s traits so faithfully, even to the detriment of the team, because these are the characters the players love.
Incidentally, I played a guy by the name of Hank Pym, a.k.a., Yellow Jacket. I’d never heard of him but am sure that means something to a lot of you. It also meant something to my cousin, Tom, who still collects comics. When Rishi gave me a list of characters from which to choose, I passed the ones in favor of the Super Human Registration Act to Tom, who told me to pick Yellow Jacket. It’s worked out so far. An insecure, nerdy guy who 1) supports government registration of people, and 2) gains experience points by blaming his own major failing on a loved one? Yeah, I can do this.
And that (finally) brings me to my first point. The mechanics of the game have their flaws, but overall it’s an fun system, especially for someone like me.
The Bad: The dice rolling is unnecessarily convoluted, requiring you to figure out which types of dice to roll (d4, d6, d8, d10, or d12) and in what number every single time you roll. Once I’m used to it, it’ll probably become second nature, but it creates a barrier for entry. If I were the rule rather than the exception, the group probably would have moved on and never played it again. Instead, I was the odd man out. I was the only one that didn’t have experience with the game and wasn’t a comic book reader. Keeping this game going will be easy despite the unnecessary complexity, but I don’t think that will be the case for all groups.
The Good: Rewarding me for domestic violence? Brilliant! I know that sounds bad, but stay with me. No one’s perfect, not even superheroes. We all have flaws, and a role-playing game that doesn’t hide from that fact, even among the heroes, is exactly what I need to make me happy. (Also, I don’t actually have to beat my wife in the game. It’s not necessarily that specific.) Needless to say, this doesn’t always go over well in other systems. In 4e D&D, I have a stereotypical, senile old man, Luigi, who’s great for comic relief, but when I play him in character during combat or role-play, he usually makes bad decisions. It’s never once actually hurt the group when all was said and done — he was responsible for winning a “social skill challenge” in one adventure despite his eccentricity — but while it’s occurring, it’s tough to convince the other players of that. Some people get very annoyed by his erratic behavior. With Marvel RPG, no one is complaining, and I doubt this is a characteristic of my group itself. The mechanics of the game actually encourage me and them to act the fool at times. And it works.
The Good but with a Caveat: The initiative system is fantastic, but it wouldn’t work in a game like D&D where building a character to go first has so many advantages. Other game systems would have to be tweaked dramatically to allow for the Marvel RPG initiative system. Still, it’s something every game publisher should at least consider.
It’s All About IP
My second point is, as always, that the world lives and dies based on intellectual property law, and this is the more important of the two points. IP law governs everything, and there’s a lesson to be learned here. RPG publishing is a low-profit exercise. It’s tough to do well in it, and whether most publishers will admit it or not, it’s ability to succeed as well as it has depends a great deal on the continued success of Wizards of the Coast. WotC produces Dungeons and Dragons (among others), and does so with the mighty weight of Hasbro behind it. They’re able to do things no other RPG publishers can do, and the entire industry benefits as a result. However, even WotC could hold on to the Star Wars license for only so long. With such a low profit-margin in the first place, having to give up a non-negligible chunk of that in the licensing fee reduces the profit margin even more. Also, unless you’re willing to give up and even bigger chunk of the profits, you have to settle with a non-exclusive license (if it’s even offered), meaning you won’t even be the only game of your kind available. It’s a no-win situation over the long haul.
With that in mind, be disappointed but not angry. I’ve never met or spoke with Margaret Weis, so I have no inside information here, but I’d put good money on the bet that she had a very good reason for letting the license go. This isn’t the fault of Ms. Weis, or of Marvel. It’s just the nature of the industry. The game was selling well, but the numbers just don’t add up in the long run. Everyone needs the core rulebook, but sales of add-ons will always be at least a little less, and often will be much less.
Fortunately, there’s a lot of material out there with even more to come, and many gamers will put together supplemental materials in the form of PDFs freely downloadable from their private sites. This game won’t die anytime soon, and that’s a good thing.
Despite my optimism in the two sentences immediately preceding this one, it feels like there’s been a death in the family (not that bad, though; on the level of a step-cousin). 🙂 I just wanted to offer a eulogy of sorts, if for no other reason than to make myself feel good about it. It’s a good game, we’ll all continue to play it, but like all good things, eventually it must come to an end, and no one is to blame for that. Gaming will go on.
In case you didn’t hear: You can now download PDFs of prior edition Dungeons & Dragons materials over at http://www.dndclassics.com/. My first mod, B1: In Search of the Unknown, is free to download … 100% legal. With that, I point you appropriately to my article from Loremaster.org, The Rise and Fall of Norrin the Barbarian (Loremaster.com is no longer available).