When I started playing tabletop rpgs back in 1981, there were only a handful of games that anybody ever played in my little corner of the North American continent. Most everybody played something from TSR as their main game, be it
AD&D,
Basic D&D,
Gamma World,
Star Frontiers or something more fringe like
Boot Hill. Some people played
Traveller, although I never knew any personally. A few adventurous types even dabbled in games from Chaosium or FGU, but you typically had to go to conventions to try them out.
Of course, we all knew about other games like
Original D&D or
Empire of the Petal Throne, but they were really more myth than reality. Even back then, a set of the OD&D books would have been something akin to a hockey stick used by Rocket Richard, more of an heirloom than something you would take out to the local rink for a game of shinny. Other games like GURPS or MERP which would garner a lot of attention were still a few years away.
I mention this because in gaming circles, the early '80s are often described as the golden age of tabletop role-playing. It seems, the trpg community has been wringing its hands in existential dread ever since. Every new development, from the parting of ways between Gygax and TSR to the rise of CCGs to the demise of TSR and the emergence of online gaming has been greeted with a new round of doomsaying. Now, I agree with those who say the tabletop rpg industry is in decline, but I don't think any of the reasons usually cited are responsible. I think the big problem is fragmentation of the market. I'm not talking about the OSR and the edition wars here. The OSR guys have their own little thing going on and good for them. As for the WotC v. Paizo melee, both are big enough to nourish the industry and a little healthy competition is good for both companies. No, I'm really talking about the second tier of game publishers. The most egregious example is what is currently going on with
RuneQuest.
Back in the day,
RuneQuest, released in 1978, was a pretty popular game in some quarters. Not D&D popular, but it held its own and allowed Chaosium to become a major player, especially with the 1981 releases of
Call of Cthulhu and
Stormbringer. The
Basic RolePlaying system used by Chaosium today is based on the d100 game mechanic developed for
RuneQuest. In the early editions,
RuneQuest was intimately tied to the Glorantha setting, but in 1984, a new edition (3rd ed.) published by Avalon Hill, broke that connection and the game went into decline. Eventually, Greg Stafford, the original designer of Glorantha, reacquired the rights to
RuneQuest under his own company, Issaries. Issaries later licensed both
RuneQuest and Glorantha to Mongoose, which released two editions, the second of which is, in my humble opinion, the single best-designed tabletop role-playing game ruleset ever devised. It should be noted that Issaries also publishes another game, called
HeroQuest, which is mechanically very different from
RuneQuest, but which also uses the Glorantha setting (confused yet?).
Jump ahead to 2011, Mongoose has just ended its licensing agreement with Issaries (note, by this time, Chaosium is completely out of the picture). However, it is justifiably proud of its MRQII rules and wants to continue to support them. Enter
Legend, a rebranded version of Mongoose
RuneQuest II. Interestingly, Mongoose owns the rights to the
Stormbringer license, having acquired them from Chaosium in 2007, so for a few years,
Stormbringer, renamed the
Elric of Melniboné Role-Roleplaying Game, and
RuneQuest were reunited using the same ruleset. Anyway, we now throw in another monkeywrench. Peter Nash and Lawrence Whitaker, the two game designers most intimately associated with MRQII, have left Mongoose to form their own company called the Design Mechanism and wouldn't you know it, they promptly acquired the rights to
RuneQuest and Glorantha with the intention of releasing
RuneQuest 6 next year. Meanwhile, Mongoose, has several IPs,
Deus Vult,
Wraith Recon,
Age of Treason and
Elric of Melniboné that all use the
Legend game engine. With that many properties, chances are none are going to get the support they deserve. Indeed, based on the release
schedule Mongoose recently put up on their site, it looks like the newly-published
Age of Treason campaign setting may be left to wither on the vine.
So, what is the point I'm trying to make here? I think I represent pretty much an ideal customer when it comes to the gaming industry. Tabletop rpgs are my primary hobby. I don't own an Xbox or a World of Warcraft account. I've played
Magic: The Gathering once and even that was with a borrowed deck. I go to maybe five movies a year. But I spend a lot of money on games, many I will probably never play. I am the kind of customer a game publisher wants to keep happy. What the rpg industry doesn't want to do is to confuse the hell out of me! Almost every game I have invested heavily in over the last few years has gone through some kind of similar trauma to that described above.
CthulhuTech,
Cthonian Stars,
Eclipse Phase,
d20 Modern,
Septimus, an endless litany of failures and lack of support, some terminal, some temporary, but in every case, I stopped buying the game. Only the
Star Wars Saga Edition (and, of course,
Pathfinder) managed to survive to what I considered an appropriate conclusion and I bought every single book. What I'm saying is, please gaming industry, show me some commitment. I wouldn't buy a car if I thought the automaker was going to hand off the model to another company which would completely redesign it and stop making parts that fit my vehicle. Likewise, I don't want to invest in a game if I think the company is going to abandon it half-finished.
-Rognar-
Ed. note: The real reason for this post, I just bought
Age of Treason and it looks there won't be any supplements for it in the next 10 months at least. I am not amused.