by Mythmere » Thu Jun 11, 2009 11:51 am
Just to damp down speculation, it's not TLG or XRP. You're not going to guess it ahead of time.
Let me address the various concerns, but first just to give an idea of the way distribution works in the game industry:
The game store gets the product for 60% of the retail price (that can vary, but it's the rough number). If you go through a distributor, the distributor takes about 15%. Then, somehow, I've failed to remember what happens to 5% of it. The publisher gets roughly 20% of the retail price. That means you have to mark the book up to five times the printing cost just to break even, and you're also paying whatever advertising expenses you have. This is why larger game companies have their own people out at the hobby stores trying to cut out the distributor.
Price:
I haven't seen any $10 games out there, but (admittedly) I don't shop much - I did buy a copy of Mongoose's Traveller, and it cost me $20 for a 5x8 softcover I could barely read because the print had been shrunken so much. For an entire game with monsters, treasure, and rules, $22-$25 is actually a very low price -- in the market -- for an all-in game. I'm not in favor of raising prices - I said as recently as a couple of months ago that I'd prefer to keep prices low and avoid the distribution chain. Pricing is a major part of strategy, and I'll address strategy below.
Strategy:
My goals are (a) to spread the 0e rules into the mainstream gaming community, not only for the sake of 0e, but to show everyone that the whole OSR is a movement that can muscle into the mainstream and play with the big boys, (b) support existing 0e players with new resources, a place to hang out online, and convention support (c) support non-0e old school gamers with convention support, (d) support other retro-clones and OOP games.
So there are three concerns here; price, the "feel" of the products, and the power/presence of the fans. Too high a price, and some people can't afford the game (at least, not in print - the pdf is free). If the products pick up the anime super-sword vibe, or abandon old school gaming principles like not railroading, that's a problem. If the fans are suddenly treated like mindless consumers, that's a problem. That's where I see the concerns.
For some of these, you'll just have to meet the publisher once the deal is done. I picked the publisher based on specifically avoiding these concerns, not on raw market power: we're not talking Mongoose. I'm looking for a long term, ongoing, support relationship with a publisher, not just someone who can vomit the books into zillions of game stores. I want someone who will use financial capital, industry knowledge, and access to resources such as art and graphic design to double and triple the capabilities we have right now. There's only so far my skills can carry us, even with the creative resources here on this board. If the goal is to play with the big boys, one of the first things I learned as a corporate lawyer is NOT to try and learn that on the job. Get someone who knows the terrain. (Knowing the terrain also happens to be Sun Tzu's first principle of war).
Keep in mind: ANY publisher could start producing S&W materials using the open license. My goal here has been to pick a publisher whom I think is right in line with our gaming philosophy and to give him an advantage - the rulebook. By backing a chosen publisher, we have the ability to influence the growth of S&W in terms of feel and oldschool quality. It has become clear to me that more than one publisher is -- at the very least -- planning to claim S&W compatibility on new products. I talked to one who's planning this at the NTRPGCon, for example. If we want to have any control over the process, we need to be in it. It's going to happen whether or not I'm involved - that has become clear. S&W is slowly growing into the genie out of the bottle - it's growing in places I can't see, and it's being discussed by several mainstream publishers.
4e is not doing well. There is no longer one flagship game as far as the hobby stores are concerned. Gamers are starting to look at the old editions again, since there's no flagship. The "original" edition is obviously the one people look at ... if you're going to try a "retro" game, you tend to go all the way retro. And here's S&W sitting there with an open license, which all the 3e publishers are familiar with as a publishing model. You can almost hear the eyeballs starting to click.
That's the general thinking. In summary, though, what's really important to take away from this, is that I chose the publisher out of more than one possible choice, and I chose based not on commercial considerations but on who made the best "fit" with us.