Showing posts with label WotC. Show all posts
Showing posts with label WotC. Show all posts

Monday, December 19, 2022

Solving the DM-drought with the VTT

While responding to Dennis “What a Horrible Night to Have aCurse” Laffey, I suddenly thought of a way to promote DMing via the planned Virtual Table Top they’re working on at WotC.  My first ideas were nothing big, just offering some freebies to DMs, like tokens redeemable for personalized digital items you can use in your adventures.  But then I thought, well, how would they know I was DMing?

 

Obviously, you’d log into the VTT as a DM in order to have access to the DM tools, sorta like you do with Roll20.  Well, how do they know I’m actually DMing and not just futzing around?  They’d count the players as well, and to make sure you and some friends are not just sitting around logged in while you do other things, the VTT can track interactions: dice rolls, moving minis, interacting with your character sheet, etc.  So you’d end up with some sort of algorithm that calculated the number of players, the number of interactions, and the number of hours you played, and gave the DM running the game a score in tokens they could use to buy stuff from a digital store.  They could measure the tokens in Waterdhavian coins or something. 

 

But why stop with digital goodies?  Rack up enough “DM EXP” and maybe you get a physical patch, t-shirt, or dice branded to tell everyone what a dedicated DM you are.  (There will almost certainly be digital “badges” and achievements and the like; that stuff is low-hanging fruit.  I’m thinking what they could do to make everyone sit up and take notice.)  Maybe you get access to exclusive chat boards where you can converse with the designers and get sneak-peeks into upcoming new rules or adventures, and maybe even take part in polls to influence the final shape of the content. 

 

If DMs are, in fact, a bottleneck in the hobby, and WotC can get their VTT off the ground, there are all sorts of cool ways they could encourage people to DM.  And more DMs mean more players paying a monthly subscription to use the VTT and other digital goodies they’ll have on offer.  Yes, there are all sorts of ways to game this system, but this is one area where having a lot of ex-Microsoft people around can be very helpful. 

 

Will WotC do something like this? Damned if I know.  If their marketing data indicates that a lackof DMs actually is a problem, I imagine they’ll at the very least have badges and achievements you can festoon your profile with.  But I have no idea what sort of market research their doing this time, or what they see as their biggest hurdles. 

Sunday, December 18, 2022

Is D&D Under-monetized?

 

Is D&D under-monetized?

 

Hell yes. 

 

Listen, D&D has insane levels of brand recognition.  Everyone knows what it is (or thinks they do) and it defines its niche the way Kleenex and Coke define theirs.  This should be a huge cash cow.

 

And nobody has figured out how to monetize it.

 

During the TSR years, all sorts of crazy schemes were tried, and one of them, pushing out lots of product, was a big part of what killed TSR.  (Here’s a dirty little not-so-secret of the RPG business: the more you publish for your RPG, the worse it gets.  Every book makes it that much harder to get into and that much harder to run as a GM.  That’s why in early 5e under Mearles & Co they had a PHB+1 book rule and they dripped out new official material slowly.  If you really needed new stuff, there was Unearthed Arcana, but that wasn’t official, and if you were not feverishly mainlining D&D, you probably didn’t even know it existed.)

 

This weekend, my wife and I played B/X D&D, using some house rules and the same blue-and-red books I got for Christmas back in the early ‘80s.  Thanks to the OSR, there is now so much material for that edition of the game that I doubt anyone could possibly play all of it.  I don’t have to ever buy another D&D book ever again, and I can have untold hours of fun playing the game.

 

Is D&D undermonetized?  Hell, yes, and the disconnect between playing the game and WotC cashing in is a big reason for it.

 


Publishing new books is bad for an RPG, but publishing books is about the only way anyone knows to monetize an RPG.  This is why WotC is casting about for some other way, any other way, to monetize D&D.  If past performance is any guide, when 6e comes out, roughly half the current player base will adopt it, and the other half will stick with 5e.  Because the 3e OGL exists, someone will likely create a 5e emulator and suck up all those “abandoned” players and do to 6e what Pathfinder did to 4e. 

 

You can’t grow your income via printing new books, and you can’t really grow it by not printing new books.  So how to monetize D&D?  You can try to sell the IP, but what is the D&D IP?  It’s mostly the beholder.  Sure, it’s also the mindflayer and some named gods and Elminster, but the mindflayer looks like a sci-fi refugee, nobody cares about gods who isn’t playing a cleric, and Elminster is Gandalf but randy (and he’s not all that randy since Greenwood stopped writing him). 

 

So what does that leave?  Squeezing some pennies out from licensing?  Been there, done that.

 

The current crew running D&D has a lot of background in Microsoft, I think?  Doesn’t exactly bode well for innovation.  And now people are paying attention to D&D, which makes real innovation even scarier.  Maybe they can make the digital push work this time? 

 

I really don’t think WotC is planning to do what the gloom-and-doomers are wailing about right now: going all digital, micro-transactions to get all the core rules, etc.  I doubt they’re going to do much to the OGL (though I fully expect them to include digital resources in it, and methods to sell through their new online portal thingy).  The kind of money they are “leaving on the table” is the sort Hasbro loses in its couch cushions. 

 

I absolutely see them pushing the “lifestyle brand” thing.  There’s no reason for them not to, and if it takes off, they’ll be able to move a lot of merch.  But I don’t see that having any effect on the game itself; I doubt there will be a drinking-shots mechanic added to the game in order to sell official D&D bar accessories. 

 

That being said, I certainly did not expect the debacles leadingup to the release of 4e, so I could be completely wrong here.  However, I’m not overly concerned.  Turns out, my 40+ year-old B/X books still play just fine, and signs are promising for a whole lot of new content over thecourse of ’23.

Thursday, July 26, 2018

5avnica: OMGWTFOSRDIY

Well, this was unexpected. People have been yakking about crossing the M:tG and D&D streams since WotC consumed TSR. While both games involve high-magic fantasy universes, there’s never really been much overlap between them. And it’s no mystery why. M:tG is a competitive (usually one-on-one) game based on a complex, multi-state version of rock-paper-scissors. D&D is a cooperative game built around niche protection.

I could go on and on about how the five-sphere structure of M:tG magic poorly maps with D&D magic. I wish 5e’s magic system was as atmospheric and evocative as M:tG’s, but to bring them together would mean a serious overhaul of the 5e schools and how they work. I don’t expect them to do this. I expect them to gloss it and make handwavy noises about Green magic being analogous to druids and rangers while White is cleric and bard magic, if that much. That’s kind of a shame, because the ten guilds of Ravnica are based on really clever pairings of the colors, and that, I suspect, will get shoved into the background. Oh, they’ll still talk about the culture and resources and modes of the guilds, they just won’t touch much on the wellsprings of those things.

But what they are talking about doing really caught my attention. Mike Mearles, at about 5:35 in this video, says:
And then what’s really fun, what I think is the real interesting thing that the book is trying to pull off, is that the Dungeon Master looks at the players, looks at the guilds they’ve selected, and then we give you an entire adventure and campaign building system based on the guilds. You can look at the guilds the players have selected, and the book has suggestions for good adversarial guilds. Then each guild gets a section on building adventures that are driven by it.

Sound familiar? This looks very much like it’s taking a page from David McGrogan’s Yoon-suin the Purple Land, Zak’s Vornheim, Kiel’s The Hell House Beckons, Kowolski’s Scenic Dunnsmouth and, maybe to a lesser extent, Jacob Hurst’s Hot Springs Island book. Though I think the comparison to Yoon-suin is the strongest; this is an adventure and campaign-building set focused on the guild conflict of the setting.

This is an adventure book, from WotC, that has no plot.

The plot has been replaced by an “adventure and campaign building system” that guides the DM in crafting and improvising a bespoke experience for their players based on the choices the players make.


Is your mind blown yet?

The only thing that could make this more OSR/DIY is if they’d set the damned thing in the City-state of the Invincible Overlord.

Thursday, May 24, 2018

Go and STAHP!

So, Mordenkainen’s Tome of Foes is, as I’m sure you’ve heard, like that Volo’s book but different. Where Volo’s was more “Who are the People in Your Neighborhood,” Mordenkainen’s is a 30,000-foot view of the default multi-dimensional politics of D&D. The first section is the Blood War.

Now, straight up, the Blood War is one of my least favorite bits from Planescape. It’s just not that terribly compelling to me. It’s an endless, eternal war with no real prospect for major movement, forget climax. The way it’s described in Mordenkainen's makes it clear that, should either side actually achieve any serious victory, it could very well cascade into a rolling series of conquests that result in the end of everything, everywhere.

This is perfect if your game is all about the PCs trying to prop up the status quo by running around putting out little fires. To me, it feels way too much like Joss Whedon stomping on your face with the “Reprise” episode of Angel forever. Anyone who scratches at it even a little will see the nihilism-filling under the candy shell. It’s the antithesis of everything in Rients’ Broodmother Sky Fortress. If your idea of a good time is unleashing the PCs on your poor, unsuspecting worlds and watching them actually change things and knock stuff over or build their own stuff, the Blood War could serve as the outer bounds of that sandbox, but it threatens to become a wet blanket to smother the whole thing.

Even worse, it takes WotC something like 2,000 words to basically say that the demons and devils are engaged in near-constant warfare on the banks of the river Styx, primarily where it flows into the first layer of the Hells. The war is trapped in a deadlock where vast hordes of ravening demons smash against the highly organized and disciplined defenses of the devils. Both sides scour the multiverse for a way to break the impasse, thus creating all manner of opportunities for PCs to thwart cults, treasure-hunters, etc.

That up there is less than 100 words and gives you just about everything in the 2,000 words from the book. Paying writers by the word is a sickness that needs to be stamped out.

Now, we do get some fun stuff on demonic and devilish cults, the big personalities of the Hells (which is new for 5e) and the Abyss (which is largely lifted from the Out of the Abyss adventure) as well as fun random tables for creating cults and the like. Lots of useful stuff here for DMs, especially if you’re running a sort of PC-Inquisitors-vs.-Cults-of-Evil campaign. There are ways to customize cambions based on who their otherworldly parent was. We also get some tiefling sub-races based on the heavy-hitters from the Hells. Alas, there’s nothing in there about Abyssal tieflings. Boo!

The section on elves is probably the most useful for players. It’s nearly 30 pages long and gives us what may be the most Tolkien-esque version of D&D elves to date. It’s laced through with that melancholy sense of doom, this time cast as family drama, with the elves eternally longing for the acknowledgement and acceptance of a father who never really wanted them and can’t set aside his jealousy long enough to forgive them for wanting something he had no interest in giving them or helping them acquire. (Seriously, everyone comes out of this looking like self-centered jerks.) We get a nice big elven pantheon, and then we get new elven subraces, including sea elves, shadar-kai, and yet another version of the eladrin (this one kinda being four sub-races in one, as your eladrin character can shift between four seasonal versions depending on their general mood that day).

This is followed by shorter sections on the dwarves (including the duergar subrace), the giths (including playable versions of both gith-kind and an excuse for gith of both kinds to cooperate temporarily), and finally a section on halflings and gnomes (including rules for the sverfneblin sub-race).

This stuff could be nifty-keen if:

  1. Your DM reads this stuff and agrees that it describes how it works in your campaign, and…
  2. Your players read this stuff and incorporate it into how they play their characters.


The shortest of these sections is 12 pages long. There was a time when I would have read these entries with the obsessive eye for detail of a medieval scholastic. But that was junior high, and I was weird. For most of us, we might incorporate some of the sub-races listed here, as well as some of the fun random tables. Otherwise, there’s a lot of stuff that you might read once and then promptly forget.

In spite of all that, if you’re a DM, you want this book. Why? Because it has some of the best monsters ever officially produced for the game. The very first monster, the allip, is what happens to a scholar who learns cursed knowledge. The only way to escape the curse is to basically infect another scholar with a manic episode in which they scribble out all manner of nonsense that also includes the secret that cursed you. Flip the page (past the Astral Dreadnaught) and you find the balhannoth, a teleporting tentacle monster that uses illusions of your deepest desire to lure you into its traps. There’s the boneclaw, the result of a botched attempt to transform into a lich and which bonds with someone with “an unusually hate-filled heart.” They might not even realize they now have a talon-fingered undead slave eager to fulfill their most blood-curdling revenge fantasies, resulting in all manner of Carrie-esque hijinks. The cadaver collector is an automaton that spears corpses on itself and then raises the spirits of those corpses as specters in combat, which alas is mildly overshadowed by the more versatile corpse flower which kills you before adding you to the flower-like arrangement of corpses in its tangles, which it later uses to power its magical abilities.

And that’s just the first handful of pages from the bestiary. It doesn’t include the various sorts of deathlock, warlocks who have gravely offended their patrons and paid the price, or the alkilith, demonic fungus that grows in broken windows and open doorways, transforming them into portals to the Abyss. We also get the duergar hammer and screamer, mining machines with punished duergar strapped inside, which feed on the pain of their tortured occupants. There are the very Harryhausen eidolons, guardian spirits that animate sacred statues. There are the elder elemental kaiju, and the trapped-in-armor elemental mamluk myrmidons. We get horror-movie-esque baddies like the giant nightwalker and the body-snatching oblex. We get wargamey ogre variants: battering-ram, bolt-launcher, and howdah. We get some interesting variations on old favorites. The retriever is now a drowish automaton that scours the Demonweb for demons to enslave. Grue are now a version of the star spawn, cthulhuish monsters analogous to demons or fey. The grey render is the very embodiment of Kiel’s “Good Boys.”

Alas, the failings of the first part of the book do intrude in the bestiary. This shows up most strongly in the devil and demon entries, most of which read like units for a wargame. Still, there’s a ton of fun stuff for DMs in the monster section. If you’re a player, you can probably give this book a pass, especially if your DM uses bespoke settings and will allow you to use the Unearthed Arcana versions of the sub-races in this book.


Thursday, October 20, 2016

Story Bricks and Volo

This is an intriguing read. I have to admit, I have very mixed feelings about it. For instance, at one point Mearls says:

In the end, it's still a giant book full of monsters. No one would argue with that. But I just think that if that’s all the Monster Manual is, then we're selling ourselves short.
Ok, cool. I can totally groove with that. So long as what you do is better than a giant alphabetical list of monsters. But he follows that up with:
So the idea was, the kind of genesis of it, was that want to do something that's more story oriented.

Now, largely what they appear to be talking about here is the back-and-forth between Volo and Elminster, which looks to be very reminiscent of the comments by hackers and the like in the margins of the old Shadowrun books. Yeah, I suppose that might make it more fun to read, but does it make it useful at the table? Or am I going to be flipping through the book, scanning the text and trying to find where this or that snippet of info I want is hiding in giant blocks of dialogue?

Mearls bit about living in a “post Game of Thrones” world is interesting. I see where he’s coming from, but I think he’s oversimplified the timeline. I mean seriously, has he never heard of Michael Moorcock, Martha Wells, Steven Brust, Katherine Kurtz, or Ursula K. Le Guin? All of those folks were writing amazing fantasy, far from what we’d consider the standard fare, in the ‘60s and ‘70s. Back then, everyone talked about how fantasy as a genre needed to escape the shadow of Tolkien, and they did it. Now you hear a lot about how far we’ve come, and how we need to rediscover our roots in Tolkien, Dunsany, and Howard.

But I can totally see where Mearls is coming from. D&D grew out of a mishmash of pulp and Tolkien and spawned its own thing which has become, in a way, self-referential and self-reinforcing. I’ve heard of this referred to as “gaming fantasy” and when people talk about “generic fantasy” that’s totally what they’re talking about. It’s the fantasy of EverQuest and WoW and, yes, default D&D now.

But the last time D&D attempted to interject more “story” into the game (and, amusingly enough, spawned all those Volo’s Guide books) was the ‘90s. And you’ll have to cast about far and wide for someone who says that was a heyday for the game.

Here’s the thing: if you want story spoon-fed to you, you’re totally set with Paizo’s excellent adventure paths. Even if you’d rather do them as 5e, they’re not too terribly difficult to translate.

I don’t think that’s what Mearls has in mind. He’s more about supplying us with story-bricks we can use to build stories. Which is cool, if the bricks are cool. Here’s what Mearls has to say about mind flayers:

What's the biology of the mind flayer? But no one asked about its feelings. But when you think about, it the game tells me that mind flayer has an 18 intelligence. The highest intelligence a human can achieve, that's their average. Literally, they walk in the room and they are the smartest being there. They are smarter than every human they've ever ate. So talking to us is like meeting dogs, for them. What’s that got to be like?

And here’s where the problems start. Because, as cool as this is, Zak did it better. The web is full of really good stuff, and if you’re not producing stuff that’s better than that, are you doing anyone any favors?

But for a guy like me, it gets worse. Because I’ve been thinking about how mind flayers work for over 30 years. I know how their reproductive cycle works, and while the tadpoles and the elder brain are neat, I’ve got adventures, settings, and themes spanning multiple campaigns about how that works (without any elder brains) and what the relationship is between the mind flayers and the aboleth and the beholders. I can tell you exactly what it means to be a member of a centaur herd, the different sorts of relationships elves form, what makes Abyssal different from Infernal and Common, and literally hundreds of other tiny details that I don’t have to stop and think about because I’ve already internalized them. When I need those details, they’re right there.

Which means anything in a new book must be extremely awesome to get me to do the work of replacing my head-canon. That’s setting the bar really high.

Which isn’t to say it’s impossible to clear; Zak’s thoughts on mind flayers certainly did so. But, again, you need something exceptional to make me interested, and I haven’t seen that yet in this book.

But I’m still going to buy it. Why? Because at least a third of it is an alphabetical list of monsters that I can use in pretty much any campaign I run.

Sunday, January 17, 2016

Happy New O5L

Very late to this party, and the first thing I’ll note is how wrong I was. I was expecting more stick, but what we got instead was a big, juicy carrot. I think that was the smarter path to take.

Which is not to say that there aren’t some thorns among the roses. But first, to sum up for those of you who haven’t already seen it, there’s an OGL for 5e and it looks pretty darn similar to the one for 3e. That, of course, makes how they differ all the more interesting, and 5e’s SRD has a few interesting wrinkles in it. For instance, while the SRD discusses the existence of things like subraces, backgrounds and feats, the SRD only actually lists one of each. This means you can’t just drop the SRD into a reskinned game where orcs are the heroes and elves are the villains, unless you’re willing to rebuild large chunks of character creation options from scratch. It also means you can’t play the game with just the SRD; combining the SRD with the Basic pdf will allow you to do things like add Warlocks to your Basic games, but only the flavor that is beholding to demons and devils; the Warlock flavors tied to the Fey or cthulhic monsters aren’t included in the SRD.

It may not seem that odd a choice (after all, it means that if you want to play the game, you still need to buy the books if the Basic free-taste leaves you wanting more), but it does indicate a very different strategy. 3e’s OGL was clearly about making the d20 system ubiquitous. Every game and setting was being translated into d20, and that was clearly by design.

Just as clearly, 5e’s SRD, while not preventing that sort of thing, isn’t encouraging it, either. You can still make your 5e version of Shadowrun or World of Darkness if you wish, but you won’t have a stack of backgrounds, feats, and character class options to just lift straight out of the game to drop into yours.
The other thing your 5e-version of another game won’t have is a fancy d20 logo. This lack of “a unified, consumer-friendly compatibility logo” means the only things that will come with a WotC imprimatur will be the stuff sold in their Dungeon Masters Guild web store, and that stuff has to be set in the Forgotten Realms.

(I wonder, as an aside, if this is part of how they hope to avoid rules-bloat: let all those barnacles afix themselves to the Forgotten Realms, then burn it all down as they announce the NEW official campaign setting is now Greyhawk, and start all over again.)

Again, I’m not seeing anything that prevents the release of a gazillion splatbooks and all the horrors that come in their wake. However, I’m not seeing anything that encourages that sort of behavior, either. They’re clearly hoping to encourage more Forgotten Realms-focused content.

I’m only seeing good news for the OSR/DIY crowd. If you’ve been enjoying 5e so far, but have been put off by a lack of a license allowing you to publish your homebrew mega-dungeon or zany science-fantasy setting, happy days are here again. If you’ve been hesitant to toss up your 5e campaign setting or adventures online for sale, you now have an umbrella agreement to use for legal cover. If you’ve got something that’s not for 5e but you want to include a conversion document with it, it looks like you’ve got cover for that as well. I anticipate we’ll be seeing a lot more 5e stuff popping up from the more creative and interesting corners of the online RPG community.

Friday, January 02, 2015

Whither DUNGEON and DRAGON?

I haven’t heard. I have heard scuttlebutt that they’re still trying to figure it out, and I suspect that’s the case. Magazines aren’t the revenue-generation machines they used to be. With the existence of the internet, DRAGON can’t be the social hub and font-of-all-news they were back in the 21st century. Print is expensive to produce and ship; unless you plan to go the Raggi artisanal route (which is kinda the polar opposite of what we expect from a magazine, but in this age of retro-cool maybe it could work) there are better methods for delivering that sort of stuff.

For 3e, WotC farmed out production of the magazines to a third party. This created Paizo. I suspect there’s some resistance inside WotC towards going down that path again. Still, it is in keeping with farming out the production of the Tiamat adventure series to Kobold. So while I see this as terribly unlikely, I don’t see it as beyond the realm of options they’re probably looking at.

The magazines went digital in the era of 4e, serving as loss-leaders and content generators for a digital portal that was supposed to be the hub of 4e play and a strong source of revenue. Alas, about the only part that really worked was the (admittedly indispensable) character generator. With the faceplant that was the Morningstar project, I suspect D&D’s digital future is still being hashed out. If they go digital with the magazines, there’s a very good chance they’ll be attached to whatever online offerings WotC offers behind a paywall. I see this as the most likely option, but that’s assuming WotC doesn’t just throw up their hands and walk away from any sort of digital for-pay products. Their history with that sort of thing isn’t exactly festooned with success.

Which brings me to what I consider to be the most interesting option. Assuming a fairly permissive third-party publication license, DUNGEON and DRAGON could be the methods by which WotC leads and guides that sort of thing. They could serve as a sort of Manual of Style for publishers. They could be used to showcase the sort of work they’d (officially) like to see more of. The magazines could be a vehicle for publishers and designers to get their names out there. In short, they could serve as a sort of guide and ideal and possibly even imprimatur by which WotC could lead third party publishers and their customers towards the best work.

What appeals to me about this is that, as a guide-by-carrot, it won’t shut down the likes of Raggi if they decide to publish something really out there for 5e, but could possibly mitigate some of the tide of utter dross a really open publishing license is likely to unleash. However, I’m not seeing a really good way to directly monetize that sort of thing short of selling ad space (which isn’t a bad thing, mind you, just not a recipe for financial success to date). Maybe they could go the route of digital comics and sell dead-tree collections, or maybe best-of compilations as they did in the 1e days?

Thursday, June 05, 2014

An OGL for 5e

So, assuming WotC decides they want an OGL of some flavor for 5e, what should it look like?

The original OGL was intended to encourage DMs to publish their adventures. At the time, the conventional wisdom was that adventures were necessary to support an RPG, but in general cost more to make than they brought in. As with “box sets killed TSR” it was part of the conventional wisdom that turned out to be untrue as Paizo and James Edward Raggi IV proved, both building empires on a foundation of adventures.

Granted, the OGL and d20 license didn't work as planned. Instead, they resulted in a rash of splatbooks. If WotC is lucky, they'll get that again with 5e.

It's pretty obvious that WotC is following Paizo's lead with their linked adventure “storylines” like Tyranny of Dragons. They want to continuously publish entire campaigns worth of adventures, teased and supported by their weekly play Encounters program. And they want to keep the barriers to entry into the game low, hence the free-to-download Basic D&D PDF.

And because of that, they need to avoid 4e's new-hardback-every-month policy like the plague. It didn't take long for that to result in needing software to actually generate a character. Keep that sort of nonsense up, and D&D will lose its status as gateway product into the hobby.

(In comparison, notice how Paizo, in the 6 years they've been doing the Pathfinder thing, have only released two additional books of character classes. Frankly, even that may be a bit fast; it'll be interesting to see how far they can ride this train. Conventional wisdom says that they'll need a reboot via a new edition in the next two years, but Paizo's made their money by bucking the conventional wisdom.)

Letting third party publishers generate extra character classes and feats and all of that would allow WotC to keep the core of the game simple and approachable, but still have the variety people will start to desire once the new has worn off.

That said, I do agree with Mythmere that sooner is probably better than later. After all, part of the appeal of 5e is that it's back to being the sort of game we all know and love. So some of us are going to want some sexy newness or oddness right out of the gate.

Which is why I disagree with Matt Finch. The whole purpose of “open sourcing” is to invite variety and adaptability. If the goal is to get as many people as possible playing D&D, then they want a 5e version of Carcosa and they want Zak's nephilidian vampires and Aos' sci-fantasy Metal Earth and Jeff's rule-of-cool Saturday-morning-cartoon fueled insanities.

Because that sort of stuff is where enthusiasm and excitement come from. Because that makes D&D more than just Middle Earth with the serial numbers filed off. WotC can handle Forgotten Realms and Dragonlance just fine. But while they want a 5e Death Frost Doom, the last thing they want is to actually publish it themselves. Letting others do that via an OGL gives them the best of both worlds: edgy and exciting content AND plausible deniability. D&D can be “dangerous” and cool (and weird and silly and steampunky and sci-fi and...) without WotC needing to actually dilute their core product by publishing it.

More importantly, it would allow for a plethora of splat books with variant character classes, spells and magic systems, skills, and whatnot. Again, WotC gets the best of both worlds: the 3rd party splatbooks give D&D the variety experienced players crave, but since they are 3rd party, the game doesn't get buried under a mountain of official material that makes it increasingly harder for new players to join in on the fun.

This would free up WotC to focus on setting material and adventure “storylines,” and the supplemental material players want to make the most of playing in them. It also allows them to focus more heavily on profitable “side projects” like Lords of Waterdeep and novels which grow and strengthen the IP.

Tuesday, June 03, 2014

The No-news on the 5e OGL

Mr. Mearls' Legends & Lore blog continues to be the place for breaking news about 5e. Only, in this case, the news is nothing will break before autumn, and nothing will actually be happening until 2015 sometime.

The official reason given is quality control; they want folks to have the DMG in hand and time “to absorb the rules and how they all interact.” That seems a bit odd to me, considering the open beta testing period and online discussions about the rules organized by Mearls & Co.

So, being the suspicious git that I am, I suspect that WotC really doesn't know what they want from an OGL at this point. On the one hand, everyone expects them to have something, and they may actually feel they could benefit from one. On the other hand, they want to take the time to do it right because doing it wrong last time allowed the worst thing possible to happen: Paizo's Pathfinder RPG.

Make no mistake, WotC's fumbling about with an OGL for 4th edition is entirely responsible for the creation of the Pathfinder game. They should have been bending over backwards to get Paizo on-board with 4e. Instead, WotC left them dangling in the wind and forced them to remain with the 3.x OGL. It could have been, and should have been, handled differently.

So the big question is, does WotC understand this? It'd be easy enough to blame the whole situation on the mere existence of the 3.x OGL. After all, without that, Paizo wouldn't have been able to scoop up all those players who didn't want to migrate to 4e.

I think that's missing the point, however. After all, nobody's talking about True20, or Hackmaster, or Dungeon Crawl Classics, or Castles & Crusades, or even all of them combined threatening D&D's dominance of the market. The real threat is Paizo. And that's because Paizo has something that WotC lacks: an effective marketing juggernaut.

People know about Pathfinder, people are excited about Pathfinder, people love showing off their Pathfinder stuff. Pathfinder is bright and shiny. Paizo is seen as friendly and excited about gaming and eager to promote new talent and neat ideas. Paizo oozes cool; people may doubt whether or not they'll like Paizo's next adventure path, or think that Golarion is too generic or mish-mashy, or worry they're putting out too many hardcover rulebooks, but nobody doubts that the next things coming from Paizo will resonate. They will look cool, they will feel cool, and lots of people will be interested in reading them.

Paizo's tapped the same lightning that Games Workshop has held bottled for so long now. Sure, there are other games out there, but Warhammer and Warhammer 40k are the ones that fire imaginations and induce passionate obsessions (both pro and anti, as we also see with Pathfinder). In both cases, the rules barely factor into things. In both cases, the aesthetics created by the companies are gripping and inspiring and enticing.

And that's what WotC needs to worry about. They should fear looking like also-rans, which is why the discussion of their covers does matter. They wallowed for six years in the New Coke debacle that was 4e marketing and trade dress.

5e is a chance for WotC to start over with D&D and it certainly looks like they're taking. A strong and focused OGL would be another potent arrow in their quiver, so I can absolutely understand them taking their time in crafting one.

Tuesday, May 27, 2014

The First Hit is 5ree!

Today we learn that Basic D&D will be a free PDF. We'll get the basic four classes (fighter, wizard, rogue, and cleric) up to level 20 and the basic four races (human, elf, dwarf, and halfling). The analogy drawn is between Rules Cyclopedia and AD&D. I'm not entirely sure how well that analogy holds up (TSR made a big deal back-in-the-day about D&D and AD&D being completely different games), but it does make it fairly clear where their thinking is.

This isn't, of course, exactly unheard of. LotFP has had their rules available for free for years now. So are the rules for Pathfinder, via the SRD. Skirmisher's Bookforge project is largely tentpoled by free rules.

I suspect Basic D&D will be different in that it'll be a much prettier thing. It will include art and layout and such optimized for an electronic document. If WotC is serious about this thing, it should also include a basic character generator that will walk you through the process and give you a character sheet you can print out at the end of it. It should also come with a basic dice-roller for folks who've downloaded the game but don't have a local store to get dice TODAY! I doubt they're that serious about it, alas, and we'll just end up with a basic PDF that might include bookmarks and have lots of pretty art in it.

Of more interest to me is how this turns the conventional wisdom, well, not quite on its head. WotC is still planning to sell big, expensive coffee-table books (though those who claim they'll never play the game due to the expense have just had the rug pulled out from under them in an amusing way by Wot€) and I suspect the sale of those books is considered the backbone of their income strategy. The loss-leader is now a bit more out-and-up-front for them. After all, while many RPG publishers do offer free PDFs of their rules, they don't treat those PDFs as “product” in their own right. This is WotC making a big production of the loss-leader, which, honestly, is how you're supposed to do it. If it doesn't come with a lot of how-to advice and a holding-the-first-time-DM's-hand starter adventure, I'll be disappointed.

Not surprised, mind you, just disappointed. After all, an RPG loss-leader should leave everyone hungry for more, and the best way to do that is to get them to roll up characters and play them. A solo-adventure followed by a beginner-DM-friendly adventure that's also really cool would seem the obvious ways to go.

What also would be cool? A collection of head-shots to use as character portraits, sure, (and WotC certainly has access to a large collection of that sort of thing) but what would make people getting this PDF really want to play it RIGHT NOW? What could they do to make sure that first experience was so cool that nobody can wait to do it again? I think the focus should be on that first adventure, and it should include printable maps and fold-over minis, art the DM can pull up on a screen to show the players during the adventure (like the cut-out pictures from Tomb of Horrors), and LOTS of good advice about how to run and build fun adventures.

But that's just me off the top of my head. Coming up with ideas like this isn't my 9-to-5, nor do I have access to WotC's playtester feedback and marketing research. They ought to be brainstorming on this question like mad. Or, rather, they should have been doing that when they started the Basic D&D project. So far, they haven't said anything that leads me to believe that this will be a stand-out, knock-our-socks-off product. But then, we're only just now hearing about it, so who knows what else they may have up their sleeves?

Tuesday, March 19, 2013

"Being an author is all about having readership.”

There's been a lot of talk over the years about how RPG businesses are based around selling books, which is a decidedly different business than selling either gaming content or gaming experiences. In addition to the potential disconnect between what the companies are selling and what the players want to buy, there is also the current chaos that is the book publishing industry, madly in flux right now. Laura and Tracy Hickman (yes, those Hickmans) think they've figured out what works now, and what works is basically turning the old publishing model literally upside-down:
“It’s no longer about being published … it’s about being read,” Tracy told us. “It’s all about the audience today; acquiring direct contact with the reader, maintaining and growing that relationship. Anyone can get ‘published’ today. Being an author is all about having readership.”
The new model, disturbingly enough, appears to be based around loss-leaders, rather like what you see in the insurance business. Or, a perhaps better metaphor for gaming and fiction, the illicit narcotics business: "The first hit is free." This is great for readers and fans; we get a bit of fun free stuff, and then can decide which content is good enough to support with actual purchases after we've seen some of the content.

Interestingly, this is clearly the model WotC is following. With their huge, open playtest, they're not just getting feedback on the rules, but are also getting broad dissemination of the game. Lots of folks will see it, read it, and play it, and create buzz so that when the books finally appear on shelves, people will buy them instead of simply playing the free copies of the playtest docs that will almost certainly still be floating about the intrawebs. Also interestingly, I think this can work very well for the Kickstarter model as well. You give away the basic content, then based on reaction to that you can launch a Kickstarter to cash in on the interest and get the ball rolling for fancier, dead-tree books, boxed sets, whatever, with more bells and whistles like intro adventures and the like.

Tuesday, March 20, 2012

GURPS: Coming to a D&D Game Near You!

I keep running across articles and comments written by folks who seem utterly perplexed by what the 5e team is saying about D&D Next. How can you have one-hour games that finish even one combat and 4e-style grid maneuvers? How can the game appease both folks who want OSR-style fantasy fucking Vietnam and precious-snowflakes who will never die to mooks and random chance?

C’mon, folks, they haven’t exactly been cagey about this. They’re going to build a bare spine of a game and then give you modules to build your own personal campaign from. Want race-as-class? Great, here are some dwarf, elf, and halfling classes to slot into your campaign. Your neighbor wants race and class to be separate? Great, here’s some race modules they can slot in instead.

But what, then, goes up the cry, will be the default game? I can’t say for certain, but if they’re going to do everything they claim to be setting out to do, I imagine it’ll be so bare-bones as to be neigh unplayable. It’ll be stats, BABs, saves, and that might be all of it. Every class, race, spell, etc would be part of a module. Every campaign will be unique, nobody will use all of it, and everyone will be talking in bizarre shorthand about how their campaign works (“D&D w/Core4 cls, no hlf or gnm, hrdcr dmg.”)

Assuming they plan to take it to this extreme, the really interesting question will be how they plan to publish supplements and adventure materials that would cover every available style. Perhaps they don’t? Maybe they’ll just focus on core books and settings that provide more slottable rules modules?

All their surveys certainly seem to point to this idea. The more diverse (or fractured, take your pick) the community reveals itself to be, the more this option looks like the logical next step. Though this doesn't address comments that a 1e-sytle fighter and a 4e-style fighter can play at the same table. That just sounds like a recipe for disaster. So I’m willing to entertain the notion that I’m completely wrong here; my track record with predictions for 5e has been notoriously bad so far. ;)

Friday, January 27, 2012

5kepticism and Intrigue

DDXP opened yesterday, and the first reports are coming back in. It’s the first public playtests of 5e, plus seminars and whatnot, with bits and pieces being dribbled out. Unlike with 4e, there seems to be more of an effort to explain the core experience, but, as you’d expect, there’s not much in the way of details.

Geek’s Dream Girl is clearly a fan already, so we probably need to take what she says with a grain of salt (unless you happen to know that her tastes mirror yours). She’s posted a rundown of Thursday’s 5e seminar entitled “Charting the Course: an Edition for All Editions.” (You can see a much rougher “transcript” cobbled together from various sources at ENWorld, too.)

You may recall, way back a few years ago, Ryan Dancey talking about his dream RPG. One of his central themes was modularity; each group would basically build their own rules from a list of options, kinda-sorta the way GURPS works in practice, but with a more up-front, compartmentalized collection of building blocks. It looks very much like that’s what the 5e team has in mind here.

That would seem to be a big enough challenge to me, but then they go on to explain how you can have PCs built using different modules (that’s blocks of rules, not adventures, for you grognards who might become confused by their use of the term) playing at the same table. That is, someone playing a bare-bones kinda-sorta 1e style fighter could play at the same table as a push-slide-pull 4e fighter, and they’d both be balanced enough to play together without one overshadowing the other.

That more than raises an eyebrow with me. The issues involved in picking your rules are not just how many pages you want your character sheet to run. 1e combats are fast, simple things, in and out and then dealing with the consequences. 4e fights are long, detailed, involved things. The guy who wants to play a 1e fighter isn’t just saying that he doesn’t want to deal with 5 foot steps, Attacks of Opportunity, and push-and-slide combat maneuvers. He’s also saying things about how important he wants combat to be in his games, how long he wants it to last, and what combat means for the games he’s playing in. I really don’t see how you can mix a 1e-style fighter with a 4e-style fighter and not end up with somebody bored and/or frustrated.

Geeks Dream Girl follows up with some brief comments about getting to play in a 5e game run by Monte Cook. She says some promising things there:

There was a LOT of talk at the table. In character at times! I’ve never been at a D&D table where players were more invested in figuring out their next move.

On that topic, your next move isn’t on your character sheet. You don’t go paging through all your stuff thinking, “Well, I could Bluff this guy.” Nope. We were doing what we thought our characters should do, even if that involved our very NOT charismatic half-orc fighter trying to be a charismatic leader of a band of skeptical savage orcs. Multiple times. In other games, it’s “Okay, who has the highest Charisma? You? Okay, you go talk to those orcs and get them to help us.”

That raises some eyebrows as well, but of interest rather than skepticism. That sounds like a game of D&D I’d enjoy playing.

UPDATE:
The world is moving so fast these days that the man who says it can't be done is generally interrupted by someone doing it.
- Harry Emerson Fosdick

Be sure to read through the comments.

Thursday, January 19, 2012

1e Back in Print?!?

Jeff's got the skinny and some excellent analysis. Not sure I need 'em (my original 1e PHB is still in decent shape) but as I and those books get older, I can't help but think that having some "stunt copies" for actual use is a good idea.

If you don't own a copy of the 1e DMG, and you play any sort of fantasy RPG at all, you owe it to yourself to pick up a copy. It's got a huge range of useful-at-the table info, like the reputed magical properties of various gems (pp. 26-27), the cubic volume of rock miners of various races can excavate (p 106), the healing properties of herbs and spices (pp. 220-221), and those wonderful 1e artifact-level magic items. Plus, some of the best art of the era.

If I could own only 1 RPG book, well, ok, I'd probably go with the 1e PHB. But for running a game, designing campaigns and adventures, or just pure inspirational reading, I've not seen anything yet that can touch the 1e DMG.

UPDATE: Here's a link to the actual product description at WotC's page.

Tuesday, January 10, 2012

Marketing 5trategery

Not much to say about 5e yet, but a few of the marketing decisions WotC has made have caught my attention.

First, we had the Big Media Blitz: articles in the NYT, Forbes, and CNN as well as more industry-focused outlets like The Escapist. The nameplates are enough to make it clear that this is "serious news." But the content of the articles is very interesting. They're mostly written in a first-person editorial style. Even the NYT article, probably the most traditional in tone, completely lacks the usual corp-speak infested press release we've come to expect from this sort of thing.

Mingled with the Big News folks were bloggers like Dave Chalker enlisted to spread the word on the 'nets. Phase Two begins at the D&D Experience convention where Dave and the Chatty DM will apparently be running demo adventures for the new edition. Follow up comes through using the weekly Encounters program to get the new rules out there for folks to playtest.

So it's a one-two-three punch combination: Big News media outlets, the D&D blogging community, and the FLGS network. It's very corp-light, very friendly, and at least feels very interactive. It includes people many of us already have relationships with (if only as regular readers and shoppers). And WotC's out-of-pocket costs are primarily made up of flying people out to Seattle and putting them up in a hotel.

Even the apparent fumble of a lack of an announcement on the front of the official D&D web page makes this feel like a friendly, come-around-the-back-door invitation, rather than a proclamation from on high.

Making WotC seem friendly and approachable would seem a Herculean task. Doing it on a shoestring budget smacks of genius.

Somebody involved in this project clearly knows what they are doing.

Thursday, January 20, 2011

Long Live the King

So after Mr. Dancey posted his speculation, lot of folks have been talking about the end of D&D. Does it mean the end of RPGing? The end of the industry?

Probably not.

This isn’t the first time this has happened. Vampire: the Masquerade and the following World of Darkness books gave D&D a strong run for its money. So did Magic: the Gathering. The only reason the game didn’t die in the later days of TSR is because D&D was their flagship product; the brand that was selling the novels which was their primary source of income.

Frankly, D&D is a bit of an albatross around the neck of the industry. It’s the best-selling game, the gateway product. And so far, nobody seems to have been able to reap the fortunes everyone assumes naturally come with that sort of thing.

Of course, D&D is probably not going to simply die overnight. Too many have too much invested in the brand, and the conventional wisdom is that the brand needs at least a token tabletop RPG to remain viable. If Pathfinder is, in fact, going toe-to-toe against D&D, then that means D&D actually is dying, if very slowly, right before our eyes. (That’s also splitting hairs, though; saying Pathfinder isn’t D&D is a bit like saying the iPhone isn’t a cell phone.)

If this is a trend we’re seeing, and if it continues unabated, then that simply means that Pathfinder becomes the 800 lbs gorilla to D&D’s 600 lbs gorilla. I don’t see that as a major or dramatic shift in the terrain. Heck, due to name recognition, it might not even mean that D&D loses its status as the gateway product. (Now wouldn’t that be an odd looking industry? D&D focuses on boxed sets sold in Target and Wal-mart, with the assumption that the players it brings in will eventually “graduate” to Pathfinder? Since the goal is to sell online subscriptions and keep the brand alive, I could see it, but I don’t think that’s likely to be the plan, even if it is what eventually ends up happening.)

So yeah, not expecting the world to end anytime soon. Or for the industry to vanish (Do you really think Raggi gives two flips what WotC does this week?) or for the sun to rise in the north and set in the south. Even if the “unthinkable” happens and WotC ends up passing the torch to Paizo, the game that rules the industry will still have players rolling d20s and chatting about AC and hit points.

UPDATES: Destination Unknown reminds us of the real tragedy here.

Art by Friedrich von Amerling.

Wednesday, January 19, 2011

RyanD on 4e

Now this is interesting. There's lots of interesting thoughts here from the man who gave us the OGL. First, on the red box:

I have no clue what Wizards thinks it is doing with the "red box". The Intro product for D&D has one, and only one purpose: To introduce 12-14 year old kids to the roleplaying hobby and start them on the path to become purchasers of the core books. That product must be designed to sell in mass market stores where it can get the widest possible distribution outside of the hobby core (where you can safely assume that gamers are teaching gamers without the need of a special product to do it). It must be priced correctly vs. the other games it is shelved with, and it must be packaged and presented in a way that a mother would be comfortable buying as a gift for the son or daughter of a friend.

The "red box" looks like a nostalgia product designed to be sold to 40 year-olds who want to relive a moment of their childhoods. I don't get the art or the font - neither will appeal to either kids or moms in CE2011. It doesn't look like any other products in the 4E line so how will people know that it connects? Doesn't even matter what's inside the box - this is one of those things that has to sell on its presentation on the shelf.

I really think Oddysey is on the right track here. The red box is aimed at young gamers, but by way of selling to their parents. It may be an odd direction to take, but it does, in a clever sort of way, outflank the whole "isn't that the game my dad used to play" issue.

The really interesting part comes at the end:

Three years ago I told people that it didn't matter if 4e was successful or not, because it was likely to be the last version of D&D that would be based on paper based tabletop gaming. I've seen nothing so far that changes my opinion about that. How it can become a digital product and still compete with MMOs is something I'd be happy to have Wizards pay me a lot of money to research but again, nothing I've seen yet shows me that they're on the right path so far.

Before he says that, he spends a lot of time talking about why the digital initiative doesn't really seem to work. He's got a lot of good points there. Like Mr. Dancey, I also assume that the end goal is a D&D built around a subscription model and with dead-tree paper books as loss leaders. It doesn't appear that WotC has the tools in place to make that happen yet, but if they build the digital tabletop correctly (and, unlike Mr. Dancey, I see this as an excellent idea) it could serve as the tentpole for a series of fifth edition online tools that will themselves form the core of a new digital offering.

This is all commentary under the first of a new series of articles the Mr. Dancey will be writing for ENWorld. The theme is going to be expanding the infamous "20 minutes of fun crammed into four hours." Considering previous topics he has been exploring lately, it'll be interesting to see what sort of suggestions he makes.

Friday, January 14, 2011

What is WotC Up To?

Lots of happenings recently over in Seattle. Yeah, I don’t play their games, but I do find what they do interesting. They’re still the big fish in this pond, and they still make the big waves.

So let’s take a look:

Bye-bye Minis
That 4e is a vehicle to sell expensive, pre-painted minis is an article of faith among some. They’re going to need to get a new religion, because WotC ain’t gonna be in the miniatures business much anymore:
We have made the decision to depart from prepainted plastic miniatures sets. Lords of Madness stands as the final release under that model. We will continue to release special collector’s sets (such as the Beholder Collector’s Set we released last fall), as well as make use of plastic figures in other product offerings. Check out the Wrath of Ashardalon board game next month for the latest example of this.
From now on, if you want a bunch of critters for your dungeon, WotC will sell you die-cut tokens, but not actual miniatures. Apparently, there wasn’t much gold in them thar hills. I can kinda understand why that didn’t work. It works for Games Workshop, but they are very up-front about being in the miniatures and models business. Everything they do is about selling those plastic and metal bits.

WotC isn’t quite like that. They’re into selling books, primarily.

Um, well, maybe…

And Bye-bye Books?!?

The Heroes of Shadow product, originally scheduled for March and presented in digest-sized, paperback format, is moving to April to accommodate a change to hardcover format. Additionally, three D&D RPG products have been removed from the 2011 release schedule—Class Compendium: Heroes of Sword and Spell, Mordenkainen’s Magnificent Emporium, and Hero Builder’s Handbook. While this means fewer books, we plan to deliver just as much great content for players this year through other formats, including board games, accessories, and digital offerings.

Honestly, I don’t have enough of a finger on the pulse of their publishing schedule or their player base to really understand what this means. Clearly, the paperback format of the new Essentials books isn’t a winner, but that’s fine. It was intended to make the books cheaper and friendlier, and I can only see the shift to hard-back as a promotion for the line.

Cancelling three books is harder to wrap my brain around. Were these also-rans in their publishing schedule this year? If so, we might simply be looking at a cost-cutting move, the results of past or potential layoffs. Or were these core offerings, books that were highly anticipated by players? In either case, it’s obvious the brand is diversifying into “board games, accessories, and digital offerings.”

Stepping back and looking at this as a whole, it really looks like fewer resources are being devoted to D&D as an RPG. More are being disbursed towards managing the wider brand. The best example of this is probably the latest iteration of Neverwinter:
Neverwinter for PC is scheduled to release in Q4 2011 and is part of a multi-platform event, including a book trilogy from New York Times best-selling author R. A. Salvatore and a tabletop roleplaying game from Wizards of the Coast.
I’m assuming the “tabletop roleplaying game” is simply going to be some 4e setting info, adventures, or maybe splat books for the Neverwinter setting. If it’s an actual boxed-set like what they did for Gammaworld, well, that’ll be a whole ‘nother story, won’t it?

Thursday, December 23, 2010

Unleashing the Lawyers of Yuletide Cheer!

Dan over at "Sword and Board" reports that WotC has sent a cease-and-desist order to Crystal Keep. For years that site had blatantly copyrighted material posted for download, being a sort of mostly-up-front version of those sketchy Russian torrent sites so famous in gaming circles.

Most see this as WotC getting tough about defending their IP. I’m not so sure that’s necessarily what’s going on. As Ghostofmarx pointed out, WotC’s virtual table appears to be system-agnostic. Yes, I know WotC has been strongly anti-pdfs in the past. And yes, I know this flies in the face of all that the intranetz holds to be true about business (in spite of evidence that 3e with OGL has sold much better than 4e without it), but I think this may be the opening moves in attempts by WotC to get a piece of Paizo’s action.

The Pathfinder RPG did commit some pretty serious tweaking on 3.5, but they claim it’s still backwards compatible with at least that version of 3e, and I haven’t seen a lot that leads me to think otherwise. Which means all the customers WotC “lost” when they didn’t migrate up to 4e are playing a game that’s compatible with large numbers of books WotC could still sell them. No, reprints are almost certainly not going to happen, but pdfs could.

That could be a win-win for both WotC and Paizo. The truth is, it’s not really competition; by this point, the 3e/Pathfinder folks aren’t likely to migrate back to WotC for anything less than 5e (and probably not even then) and the 4e folks most likely to go back to 3e probably already have done so. And, quite frankly, there’s no reason someone couldn’t play both. :p

So, WotC releases a their virtual tabletop as the flagship of a revamped D&D Insider, and to sweeten the pot even more for those holdouts firmly in the Pathfinder camp, they’ll offer pdf versions of 3.5 material to subscribers. Now WotC has folks who never bought the 4e books paying monthly subscription fees for their digital initiative.

And now Paizo is getting support from the biggest gorilla in the jungle. People have a new way to play Pathfinder even when they can’t get face-to-face, there’s old-but-cool exciting material to incorporate into their games, and more excitement and buzz about their work.

Keep in mind that just about everyone at Paizo got their start working at WotC. The people involved here are not bitter rivals, but old friends, colleagues, and creative partners. Hell, I wouldn’t be surprised to hear that they game together on their off hours, hang out at the same bars and clubs, even attend the same Christmas parties. The assumption of bitter rivalry just doesn’t appear to hold up to the reality of how this industry works. DDI goodies for Pathfinder can bring new subscribers, and Pathfinder goodies (tile sets, monster tokens, etc) for the virtual tabletop will make that product more fun for everybody. If this is, in fact, where things are heading, it could be a big coup for both sides.

Friday, November 19, 2010

Truly, the End Times are Upon Us...

For the D&D Virtual Tabletop is going into beta test!

Yeah, I know, the world just flipped upside down for me, too. ;)

SquareMans has some intriguing notions about where WotC could take this new functionality, but I think a shift of that magnitude is too great to pull off without an edition change. But then, I'm already in shock that the VT might actually see the light of day.

And this isn't entirely useless to us old-schoolers, since the interface appears to be rules-agnostic, from what I can tell. Be interesting to keep an eye on this one, and see where they take it.

UPDATE: Oddysey, whose young eyes are keener than mine, is doubtful of the VT being rules-agnostic:

...we don't know that it doesn't, for instance, keep track of where you can move based on your combat speed. It's clearly calculating turn orders and tracking your defensive stats, and this is just the DM view.

The player view might have, say, a list of the powers that you've got, and track whether you've used them and roll for you.

There must be some kind of support for the system built in. Not sure how much, but there has to be something that would give people a reason for using this rather than, say, Fantasy Grounds.

So maybe it's just easier to use, but I can't see WotC competing on interface. ;p
The initiative tracking is going to be an issue in itself, for old school applications.

Since so many of us use alternative initiative systems.

So yeah, don't be buying any DDi subscriptions just yet. ;)