Showing posts with label rpg industry. Show all posts
Showing posts with label rpg industry. Show all posts

Thursday, December 6, 2012

State of the Mongoose 2012: Choice Bits

It's always interesting to read up on the State of the Mongoose. There's a perception of the game industry that's open, yet insider-y, and from a pretty big player as well. Here's what caught my eye:

Writers -- Full-time to Freelancers

A second, but no less major issue, at least for RPGs, is that we have changed the way we work with writers. We no longer have half a dozen-odd full-time writers but instead a hand-picked set of freelancers (none of whom we would have been able to tempt away from their Real Life work anyway!) who are absolutely, 100%, completely dedicated to the games they work on – people like Colin Dunn, who is Mr 2300AD, and Don McKinney and Rob Eaglestone who work alongside Mr Miller on Traveller. This means the quality of work we receive for these games is second to none, done by people who want to write this material because they have a real passion for it.

The flip side is that freelancers will never work as fast as full-time writers, as Real Life all too often intrudes. This, in turn, results in slower release schedule; but, we think, better books overall, the effect of which you will already have seen with titles such as Solomani Rim, Deneb Sector, and French Arm Adventures. In those terms, we are satisfied that the books being produced today are every bit as good as those from our Gareth Hanrahan/Lawrence Whitaker days (for my money – and it was – the two best writers in the RPG industry today). There will just be a few less of them.
In essence assuring us that the quality will be at least as good as during their best days, but not necessarily on schedule.

RPGs -- The Digital Shift

The current RPG market is miserable. There really is no other word for it. I was talking to the owner of a certain well known RPG company just a little while ago, and he mentioned that he had sold a few hundred of his latest release. We agreed it was a good total in this day and age for the average RPG product (not saying his book was average but… oh, you get the point!). Then he dropped the bombshell; he had reliable information that his book had outsold the latest supplement of a very well known, not to mention market-leading, game.

If the top tier games are selling at these levels, then something is seriously wonky in the market.

That is not to say that good sales are impossible. Publishers can still get into decent four figure ranges on new releases (our own 2300AD is a good example). But it is not the norm. Most RPG books these days are being bought by just a few hundred people, no more. Think on that for a moment…

On the other hand, RPG sales among PDFs, spearheaded by DrivethruRPG.com, are fairly booming. Which, of course, brings us to the inevitable question; is digital taking over?

For our part, we now look at each and every book as it goes through layout, and do a lot of soul-searching as to whether it should be given a full print run. More and more often, the answer is starting to be ‘no.’

Now, before anyone panics, you will always be able to get Mongoose books in a printed edition. Not going for a full print run still means we will do a limited run to supply our mail order customers, and you will be able to get our entire range printed (even books that are officially OOP) via Drivethru – more on that later too. Just to be clear, I’ll repeat: You will always be able to get hold of Mongoose books in a printed format!

However, the tipping point between digital and print has been reached among RPGs. The days where we automatically printed x thousand copies of all titles are long, long gone.

What is really peculiar is that while a large number of roleplayers have embraced PDF books, wargamers have not – and the difference is staggering, especially when you consider the relative sizes of the two markets. And yet… to my addled mind at least, it makes more sense for miniatures games to be presented in PDF format. Instant updates, errata fully integrated into the core rules, every time; yet it seems miniatures gamers are just not keen on this new-fangled technology! Perhaps Games Workshop’s efforts in this area will have an effect. We’ll be watching closely, in any case.
Interestingly insight on the RPGers vs. wargamers, and juicy news from the chat with 'other industry bigshots'. I know I'm primarily PDF these days. I just don't have the space for more books, and the only option for the collector in me is electronic.

Fortunately, Mongoose is looking to upping the quality of PDFs available.

PDFs -- A New Standard
We have been on DrivethruRPG/RPGNow for many years and, throughout that time, many employees of Mongoose have been responsible for uploading PDF files – resulting in many different ways of doing them. This year, we decided to standardise them all, adding bookmarks, making sure the pagination was correct, that art was at the right resolution, and so on and so forth. We are just coming to the end of this now, and will be uploading the results before Christmas. Expect a ton of updates if you have purchased any of our PDFs, and feel assured of consistent quality if you are looking to pick up any more.
It's nice to see that -- and if that helps when people search for things on RPGNow / DriveThruRPG, great!

For more news on individual RPGs, check out this link to the State of the Mongoose 2012. As an armchair gamer, the Solo Traveller initiative sounds great!

Saturday, February 25, 2012

About Sourcebooks: Some Initial Thoughts on Types

The Event Strategy of Marvel Heroic Roleplaying -- a series of sourcebooks centered around comic book events -- makes sense for comic books. While comic books like Astro City are obviously centered around a specific location, a majority of the ongoing series are centered around storylines.

It made me start thinking about the common types of sourcebooks that have come out for RPGs.

Location Sourcebooks

The most common type of sourcebook, aside from the rules expansions, tends to be tied to a location. In fact, if you think about the earliest non-rules RPG books, they were mostly locations: dungeons. And I've been fascinated by them -- now that I think about it, the very first RPG book that I bought (a module) was a location-centered module: T1 - The Village of Hommlet. Locations then expanded to the setting boxed sets and books that dominated TSR & WOTC lines.

Character Option Sourcebooks

Another common sourcebook is one that gives character options. White Wolf really milked this one with the clan books (I think that they're called splatbooks -- dunno why). I think it was an important strategy for them, especially with Vampire: the Masquerade not only trying to break the older stereotypes of vampires (castles, counts, and the Carpathians), but also the more modern stereotype kicked off by the juggernaut series of novels from Anne Rice -- to show what kinds of vamp characters are open for play in a modern setting.

Storyline Sourcebooks

I don't know exactly when the storyline sourcebook can be considered to have started. Some might point to Ravenloft and of course the Dragonlance series of modules, some might cite Paizo's Adventure Paths, others might cite the influence of the Storyteller folks at White Wolf. Or we might go back to some of the earliest D&D modules and revisit them as disguised storylines. In any case, I always looked for some kind of our adventure support in an RPG.

When I think of this type of sourcebook, I think of popular choices like Call of Cthulhu's Masks of Nyarlathotep, Warhammer Fantasy's The Enemy Within, and Shadowrun's epic Universal Brotherhood. But I also think of the Fading Suns shards, the Cyberpunk collection of adventures titled Tales from the Forlorn Hope, and the Over The Edge adventures.

NPC Sourcebooks

Normally tied into one of the other sourcebooks, sometimes they come out with these: sources of NPCs. Sometimes they're combinations of allies, enemies, and neutrals. Over the Edge had a killer collection of characters -- all with interesting names -- not only in one sourcebook, but also in their CCG!

But sometimes they're all enemies like WOTC's excellent 3rd Edition Forgotten Realms sourcebook Champions of Darkness, or the series of Enemies sourcebooks from Hero Games.

I don't really see that many of these, but it's hard to actually come up with interesting characters in this situation. Super-villains tend to try to cover all bases, but definitely end up with some that will never be used. Is it the same for other genres?

Observations

So far, the non-rules expansion sourcebooks essentially break down into
  • character
  • plot and metaplot
  • setting and milieu
where are all very much story-related, but they can be considered as ways of bolstering certain aspects of an adventure or story that a GM needs.

Monday, February 20, 2012

On the Radar: Seeker the RPG

When I used to frequent Game Stores, there were RPGs that would catch my eye, ones that -- based on cover and backcover blurbs -- were totally not my thing to run, but would be interested in trying out once with a good GM; ones that, if it wasn't wrapped in plastic, I'd be intrigued enough to pick up and leaf through to see if the text would convince me to buy it.



Seeker would've been one of those RPGs. Check out the blurb:
Seeker is a role-playing game of wandering mystics and philosophers on the back roads of the rural US.
  • A complete role playing game. No other products needed to play.
  • Uses ORC-L, the lite version of Organic Rule Components, designed for quick character creation and light or live action play.
  • Play PCs from any background, tradition or philosophical viewpoint.
  • Each character approaches enlightenment, self-improvement or wisdom in their own unique way, and each gains unique abilities from it.
  • Contains “Weaponized Honeybees,” a complete introductory adventure.
  • Although Seekers’ adventures may take them anywhere, extensive information is given on small-town America and the secrets and dangers one may find there.
And there's a game system too! I'd be curious about it. It comes across as potentially very touchy-feely, but I get the feeling that trouble on the backroads of America isn't all going to be hugs and kisses.

Seems like a good resource to meld with Weird Adventures, primarily for the urban legends and telling details of road travel in North America. Of course, I wouldn't know since I can't say anything about what's actually inside the book.

And it seems like Vajra Enterprises (Vajra? Not to show my complete cultural ignorance, but wasn't that the Tibetan name of Peter Cannon: Thunderbolt?) has several other games and sourcebooks out as well, and they seem intriguing. In the old days, they'd never get shelf space -- now they have to contend with being drowned in the huge catalogs of online stores. And honestly, what genre is this going to be filed under?

If it were fiction, we'd say contemporary fantasy (not urban, given the road-based theme), but where do you find that on DriveThruRPG? Tear through the huge number of items under the Fantasy category?

Friday, December 2, 2011

Reasons We Play RPGs -- Valid / Not Valid / Incomplete

I wanted to look at 4th Edition Champions, and take a look at the different types of players and explore how:
(1) they may have found satisfaction in other pre-RPG hobbies
(2) their needs were met by RPGs
(3) they may have been lured away by other post-RPG hobbies

The following list is taken from the classic HERO Big Blue Book (4th Edition), but is expanded upon and grouped differently.

Combat-related Reasons

The Combat Monster
- wants to fight; games must have combat

The Mad Slasher
- joins games to "kill" for stress release
- conflicts with roleplayers and plausbility

Intellect-related Reasons

The Tactician
- is primarily interested in the tactical challenges of battles
- can be interested in political challenges if it's a matter of game mechanics or securing a numerical/tactical superiority

The Mad Thinker
- sees everything as a puzzle or a problem to solve
- loves to outwit the villains and sometimes the GM

The Rules Ravager
- wants to bend or exploit the rules
- may not have any interest in the campaign per se

Character- and Story-related Reasons

The Copier
- copies characters from other media
- expects to be as good as those characters

The Pro from Dover
- wants to be the best at what they do
- may conflict with other PCs or NPCs

The Plumber
- likes to detail his/her character with intricate personality and backstory
- loves being ensnared in moral quandries and emotional scenes

The Romantic
- most interested in the interpersonal relationships of characters
- professional and family and romance

The Tragedian
- likes to explore tropes of literary tragedy with PCs
- not concentrated but diffused and sustain betrayal, loss, death, etc. throughout campaign

The Genre Fiend
- expert in the tropes and conventions of the genre
- expects them to come out in play

The Showoff
- wants to be the center of attention

Meta-related Reasons

Social Gamer
- wants to game because all his friends do

Game Sweetheart
- wants to game because current / would-be / former significant other does

Game Spouse
- wants to share experiences with avid RPG spouse


The Questions
How many of these reasons are now satisfied by other outlets? Do computer games -- and more specifically computer RPGs -- satisfy these needs? Does social gaming satisfy some of them? Do easier outlets for creative expression like role-playing forums and online societies address these needs? Has the table top RPG niche shrunk?

And will initiatives like ConstantCon reclaim lost marketshare?