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Demissões, corporações e os rumos do bom e velho D&D

Embora ainda não tenham sido oficialmente anunciadas, as demissões feitas pela Wizards no início desta semana estão agindo como gasolina sobre a fogueira da discussão contínua sobre o sucesso do Dungeons & Dragons 4ª edição e a influência da gigante dos brinquedos Hasbro sobre os rumos do jogo. Vou compilar neste post o que alguns nomes importantes do universo do RPG, em especial do sistema d20, esreveram à luz da surreal demissão de nomes como Jonathan Tweet, David Noonan e Randy Buehler.

Começando pela resposta do Monte Cook a uma afirmação do usuário Piratecat no fórum da ENWorld sobre as possíveis conseqüências positivas das demissões, na qual o autor que definiu a 3ª edição aponta o que entende da situação atual da Wizards em relação aos seus funcionários:

Originally Posted by Piratecat
Major layoffs during the 3e era created some award-winning game companies: Green Ronin, Malhavoc Games, and quite a few more. I can only hope that layoffs during the 4e era do the same.

While I appreciate the good intent, I’m not sure how one might credit layoffs with the creation of Malhavoc Press. Neither Sue nor I were laid off, nor was our first major freelancer (Bruce Cordell). I suppose later on we used the talents of Sean Reynolds and Skip Williams, but we’d been around for a while at that point. I suppose you could say that some of the layoffs were indicative of the kinds of large changes that occurred at WotC which convinced me it was no longer a place I wanted to work at.

Not that I have any illusions about what would have happened had I stayed. I’ve no doubt that I would have been laid off. From a larger perspective than just yesterday, it’s become clear that WotC’s become a company that not only doesn’t value experience, it avoids it. (And looks at least somewhat disdainfully, rather than fondly, upon its own past.) You have to stretch your definition of “old guard” to even apply to anyone there anymore. (This is likely a bottom line issue, since the longer you stay, the more you get paid.) When I was there, I worked among people like Skip Williams and Jeff Grubb–with that kind of perspective at hand, I was always the new guy. Which was fine by me. I had much to learn and always appreciated the perspective they could provide. Now, most of the people working on D&D weren’t even there when I was there. That’s how much turnover and change there’s been. There’s a real danger of losing continuity with these kinds of layoffs. Dangers involving making old mistakes and not remembering what was learned in old lessons.

It’s a foolish and shortsighted management that lets people like Jonathan, Julia, and Dave go. Foolish. And a cold-hearted one that does it at Christmas. But this is not new outrage, it’s old, tired outrage. This is the company that laid off Skip, and Jeff, and Sean, and other people of extraordinary talent and experience. It’s par for the recent course.

Before I end this bitter ramble, let me just add that it’s hard not to laugh at the shocking and perhaps pitiable ineptitude of a company that makes role playing games that would lay off Jonathan Tweet, very likely the best rpg designer, well, period.

Sabia que eu não podia estar errado em considerar o Tweet um dos caras mais fodas do mundo do RPG… Mas mesmo assim, não sei até que ponto os caras da WotC teriam culhões para demitir o Monte Cook, nome que durante a 3ª edição se tornou sinônimo de Dungeons & Dragons. Nesta pegada de avaliar os efeitos da Hasbro sobre o que a WotC, e consequentemente o D&D se tornaram, Sean K. Reynolds, um cara que eu não acho dos mais brilhantes, mas que obviamente entende mais da lógica da empresa mais que eu, também mostrou seu ponto de vista no fórum da ENWorld:

Originally Posted by Moniker
Given some thought on this subject overnight, I believe this was inevitable. Not only because of the economy, but the push for WotC to reduce costs on material production by moving their share of effort into the digital market.

No, it was inevitable because Wizards does this every year around this time They lay off people, switch to using more freelancers, realize that they need more in-house people to help things run smoothly, hire more in-house people, then have a layoff when your projected budget starts looking wrong. It’s a crappy way to run a company, and a crappy way to treat your employees. I have friends there that have been laid off and rehired by Wizards two or more times now … Wizards just keeps repeating the cycle.

See, Hasbro is a dying company. They don’t produce anything new or innovative, they’re too “east coast” and set in their “old business” mindset. What they do is find interesting, profitable young companies, buy them, squeeze as much money as they can out of them, crush everything that is unique and innovative about them, and then discard them when they’re no longer profitable. As a former Wizards person pointed out to me, Wizards of the Coast (and other Hasbro acquisitions like Galoob) are “chemotherapy” to Hasbro. In a year where every division of Hasbro lost money except for Wizards, Hasbro had a company-wide flat headcount reduction, even for Wizards (still flush with money from Pokemon, Magic, and 3e). Hasbro started “fun alerts” in its daughter companies, pushing the employees to have fun at work (net result: “fun alert” Mr Potato Head posters popped up at the Wizards office), ignoring that people at Wizards were already having fun making great games. So when you see things like these layoffs, it’s corporate types saying, “making $8 million profit per year on this brand isn’t enough, you have to make $10 million profit,” and then letting go of the people who make your profit in order to cut costs (i.e., salaries) and give the appearance of extra profit. Far too many companies act this way, whether it’s cutting benefits, shipping jobs to cheaper workers overseas, etc. … it looks good on paper in the short term, but 1, 2, 5, or 10 years down the road you look at the ruins of your business and wonder why profits are still down and your employees have no loyalty.

You can be fair and responsible in your treatment of your employees and fair and responsible to the financial interests of your investors. You don’t have to maximize one at the expense of the other. Netting $8 million every year for the next 10 years is better than netting $10 million this year, $9 million the next, then $8m, etc., all the way down to $1 on the 10th year ($80 million vs. $55 million).

From time to time at TSR people would talk about forming a union of designers and editors. I’ve heard that Lorraine’s response was, “If you form a union, I’ll fire you all and replace you with college students happy to do this work for half the pay, or even free.” While she could do such a thing, the quality of your products would suffer (much like how the quality of the D&D minis has gone downhill), and that would alienate your customers, and that eventually makes up for the “savings” of hiring cheaper workers. It’s stupid and shortsighted.

And to repeat: this is an annual thing for Wizards. And doing this right before the holidays is especially sleazy.

Não sei até que ponto este lance da Hasbro ser uma empresa que “está morrendo” é real, aliás me parece que não é bem assim. Este artigo sobre o CEO da Hasbro fala o como o sucesso de Transformers foi essencial para a renovação da empresa e como ela aposta em sucessos semelhantes com o filme dos G.I Joe, e em nenhum momento cita a Wizards, Dungeons & Dragons ou Magic. Se a WotC fosse mesmo este oásis de lucro dentro da Hasbro, isso deveria aparecer não é?

Enfim, ainda neste tema mas levando ainda mais para dentro do D&D, Chris Pramas escreveu um post ótimo em seu blog, no qual toca em uma questão recorrente também no mercado brasileiro de RPG, que é a falta dos números de vendas e dados mais concretos para avaliar o sucesso de um produto, no caso, obviamente a nova edição do RPG mais famoso do mundo:

Since the announcement of the 4th edition of Dungeons & Dragons, there have been continuing flamewars about the game all over the internet. This is to be expected, but what I find interesting is the amount of time that’s also spent discussing whether 4E is selling well or not. Every gaming message board I visit has some variation of this topic right now. For most gamers, you wouldn’t think it would matter. Either they are playing and enjoying 4E or they not. How many others are playing it would seem largely irrelevant, but some people who hate 4E want to crow about its failure and some people who love 4E want to exalt in its success. The trouble with the game industry is that companies rarely share their sales data, and at large companies like WotC accurate data is not necessarily passed down the chain of command. It is thus the executives and the sales people who know what’s really going on at a high level and they of course are the least likely to talk about it. You may see vague and qualified statements, but almost no one provides real numbers.

Due to the GSL situation, Green Ronin isn’t doing much with 4E. Our one planned product, an update of our d20 System Character Record Folio to 4E, just went to print. I am looking forward to its debut because it will give me some direct and measurable data. The original folio was Green Ronin’s best selling product of all time, going through six odd print runs. It will be informative to see how the 4E version stacks up.

Now the anecdotes I hear are sometimes interesting, but I try not to read a lot into them. I had a retailer at the Alliance Open House in Las Vegas, for example, tell me he stopped carrying 4E because his customers tried it, didn’t like it, and went back to playing 3E. I can believe that happened in his store, but I don’t think such an extreme reaction is common. The only commentary I have taken seriously has come from the two halves of the distribution system: the game trade and the book trade. In separate conversations, an executive in the game trade and the former RPG buyer for a major chain of bookstores both told me the same thing: 4E sold in well but follow-up sales were slow. One of them told me that 4E supplements were selling at the same level as 3E supplements at the beginning of this year (i.e. 8 years into 3E’s lifecycle).

That is interesting info if true. Even so the picture might change as more supplements and support material comes out and new organized play programs have an effect. I’ve said previously I don’t think we’ll know what kind of legs 4E has until next summer. A year after release gamers will have had a chance to put it through its paces and judge the development of the line. While brand power is important (and D&D has plenty of it), it’s ultimately the play experience of the fans that will tell the story.

Yesterday’s layoffs at WotC add an interesting wrinkle, but it’s unclear what they signify (other than a shitty Xmas for the folks who were let go). It seems most of the layoffs were centered on WotC’s digital efforts and certainly their part in the 4E launch did not go as planned. It was surprising to see Jonathan Tweet and Andrew Finch, both long time employees I’d have thought immune to the seasonal layoff cycle, on the list. Their departure could be a cost saving measure, but it’s also possible they volunteered for the layoff. I’ve seen people who are ready to move on take bullets to spare others before.

What is unambiguous to my mind is that the third party market for 4E material is a shadow of its former self. By early 2001 you had publishers selling huge amounts of d20 product and more companies jumping into the fray every week. This time there is a trickle of product and no one is seeing the gangbuster sales of 3E’s heyday as far as I can tell. The GSL revision has yet to appear and the d20 diaspora continues to splinter. If WotC was serious about wanting the support of third party publishers, the GSL has been a strategic failure to date. If the goal was to cull the third party market though, mission accomplished.

Moving into 2009 the state of the biggest RPG in the industry is unclear, the RPG category in general continues to struggle in retail stores, and we are in a recession that may get much worse before it gets better. In this environment you can give up or look for opportunity. I have chosen the latter course and I’ll have more to say about that in the future.

Curti o cliffhanger no fim do post… Mas voltando a parte menos misteriosa, não sei até onde isso é birra do pessoal das editoras que lançam (ou lançavam) produtos d20 com o descaso da WotC e sua maldita GSL que não sai, mas é curioso perceber que nos comentários do post, ninguém menos que Erik Mona da Paizo e o já citado Monte Cook da Malhavoc também dizem que têm ouvido dos lojistas que a 4ª edição bombou no começo, em especial com os livros básicos, mas que a venda dos suplementos não tem sido boa, em alguns casos muito próxima do que se obtinha com os livros 3.5 nos últimos meses antes do anúncio da nova edição. Eu não sei até onde isso pode ser considerado como algo generalizado, aliás acho que nem pode, mas neste sentido tive uma conversa de buteco interessante com o Barbi e o Giltônio esta semana sobre as demissões. Falavamos especificamente sobre o D&D Insider, e o Giltônio perguntou com seu característico jeito de gordinho folgado:

- Cara porque a Wizards não divulga o número de assinantes do D&D Insider? Volta e meia a Blizzard fala que World of Warcraft tem não sei quantas centenas de milhares de assinantes, porque a WotC não faz o mesmo?

Claro que ele estava dizendo que a Wizards não faz o mesmo porque o D&D Insider têm fracassado em conseguir assinantes. Eu não sei. O motivo pode ser o número de assinaturas abaixo da expectativa? Claro que sim, mas também pode ser porque a parada ainda não está funcionando de maneira plena, ou porque não faz parte da política da WotC divulgar estes números. Mas o que eu sei, e tenho que concordar com o Giltônio parcialmente, é que quando eles não dizem quantos assinantes o D&DI possui, e ainda demitem quase um terço da equipe que trabalha nesta área, inclusive o Randy Buehler, principal responsável pela parada, eles não estão exatamente me transmitindo a mensagem de uma iniciativa digital bombante…

Voltando ao post do Pramas e seus comentários, outra coisa muito interessante é localizarem esta possível queda rápida nas vendas da 4ª edição ao fraco suporte que ela vem recebendo de outras editoras em comparação com o que ocorreu com a 3ª edição na véspera de seu lançamento, devido, obviamente a confusão com a Game System Licence que a Wizards arrumou, e cuja versão definitiva não saiu até hoje. Neste ponto eu concordo bastante, acho que embora competissem com os livros lançados pela WotC, os produtos de outras editoras também ajudavam a manter o sistema d20 em constante mutação, inclusive cobrindo nichos e lacunas que a Wizards não conseguia ou se interessava ocupar. E neste ponto eu acho que o Erik Mona ganhou o prêmio Área Cinza de mais sábio da semana ao escrever nos comentários o trecho abaixo, que vou usar para encerrar este post gigantesco, no qual articula a falha da GSL, a rejeição que ainda existe em relação a 4ª edição, e as saídas que cada editora teve que criar para se manter no mercado:

I do think that Wizards of the Coast missed a huge opportunity with all of the fuckery that went on with the GSL. It’s clear that there’s a lot of skepticism from the fans regarding the new edition, and if companies like Green Ronin and Paizo had been allowed to support the new edition in a meaningful way, I have to believe that transition would have been much more smooth.

Some of it was arrogance on behalf of the brains over at Wizards, but I think even more of it was the sheer madness of producing a new edition of “the world’s most popular roleplaying game.” Against that chaos, the powers that be simply decided that bringing third party publishers on board was not a high priority.

Whether or not that will prove to be a mistake for WotC remains to be seen, but it’s definitely made life a lot more interesting for the third party publishers. With no serious opportunity to support D&D, all of us have had to make our own decisions about what to do in order to survive. In many cases, that’s created direct competitors out of people who were looking forward to playing on the same team.

A voz de Cthulhu

Embora eu acho que entenda mais de RPG e coisas nerds, música em geral é bem mais importante e presente na minha vida. Vou aproveitar para descrever um desses belos e raros momentos quando as duas coisas se encontram, ou seja, através da música nerd, até porque um RPG de música seria bem chato.

Conheci os Darkest of the Hillside Thickets pelo blog do Chris Pramas, quando ele falou do show deles na PAX (Penny Arcade Expo) em Agosto. Vale lembrar que o Pramas não é um nerd convencional que gosta de metal melódico, em um longíquo ano 2006 (valeu Barbi!) o cara me chamou a atenção quando fez uma piada sobre straight edges e Minor Threat em um tópico da ENworld, a qual óbviamente, apenas 1d4-2 caras entederam. Além disso ele se descreve no seu livejournal como I am Chris Pramas, game designer and publisher by day, punk and malcontent by night”, então quando ele diz que o show de uma banda foi foda, existe uma boa chance que eu vá gostar daquilo. Mas quando ele diz que o show foi foda e que 3000 pessoas cantaram “Ia ia, Cthulhu f’tagn” junto com a banda, é óbvio que eu vou gostar!

Baixei dois discos da banda, o Cthulhu Strikes Back de 95 e o Great Old Ones de 96, e no começo achei a banda legal, mas o vocal me fritava um pouco, com uma pegada meio rock alternativo pós-grunge a la Therapy? que deixa a banda com uma cara de anos 90 que não me agrada muito. Mas ok, a parada foi gravada nos anos 90 mesmo! Os riffs são sempre bons, em especial no Great Old Ones que é o mais hardcore dos dois, e as letras são sempre citações a obra de Lovecraft, muitas vezes com um humor nonsense, que definitivamente é o ponto alto da banda. Estou querendo pegar agora o The Shadow Out of Tim lançado ano passado, e ver como esses 10 anos afetaram o som deles.

E os caras são nerds de verdade. O vocalista (que ainda me frita um pouco) é um cara chamado Toren Atkinson, que é ilustrador e já fez um monte de coisas pra Green Ronin e para a Wizards of the Coast, inclusive no d20 Call of Cthulhu, trampo que deve ter deixado ele bem feliz…  E junto com o guitarrista Warren Banks (e com a contribuição do Monte Cook!) eles escreveram um RPG chamado Spaceship Zero que foi lançado pela GR e tem como tema os filmes e seriados de ficção científica dos anos 50 e 60. Nem é muito minha praia, mas fiquei bem curioso para dar uma olhada, e já mandei para a lista de livros do leilão de usados do EIRPG.

Enfim, a banda é bacana e o Great Old Ones é bem recomendado para quem gosta de rock e de Lovecraft, embora possa não agradar quem curte apenas um desses dois pilares do modo de vida ocidental. Como sou legal (e já participo de um blog de compartilhamento de discos raros mesmo) os dois discos podem ser encontrados aqui. Os destaques são Colour me Green (Green is the colour of my god!), Flee!, My Tank!, o cover de The Police (tá eu sei…) Walking on the Moon, e a balada acústica brega Diggin’ Up The World.

E de brinde o vídeo da apresentação da qual o Chris Pramas falou no seu blog:

Green Ronin fora da GSL (pelo menos por enquanto)

Já são tantas as notícias de editoras que pretendem seguir sem a GSL (Game System Licence), que estou pensando em só postar agora como novidade quando alguém anunciar que realmente vai usar a GSL… Agora foi a vez foi do Chris Pramas e sua turma, que fizeram um anúncio oficial no site da Green Ronin:

Green Ronin and Fourth Edition D&D

I know a lot of fans have been waiting to find out if Green Ronin is going to support 4th Edition Dungeons & Dragons and it’s a fair question. Green Ronin’s second product ever was Death in Freeport, an adventure for 3rd Edition that debuted the same day as the Player’s Handbook almost eight years ago. We went on to do quite a lot of 3E support, ending only a couple of months back with the d20 Freeport Companion. Now Wizards of the Coast is terminating the d20 license and offering a different way to support the new edition of D&D. It’s called the Game System License and we waited from August of last year until June of this year to see it. We’ve spent the last few weeks reviewing the license and discussing it internally and we have come to a consensus.

Green Ronin will not be signing the Game System License (GSL) at this time.

We plan to do one product in support of 4E: the Green Ronin Character Record Folio. This will be an update of the d20 System Character Record Folio and we’ll be publishing it under the Open Game License (OGL).

Other than that we’ll be giving our full attention to our own game lines: Mutants & Masterminds, A Song of Ice and Fire Roleplaying, True20 Adventure Roleplaying, and Freeport: The City of Adventure.

We had hoped to include 4E support in our plans, but the terms of the GSL are too one-sided as they stand. We certainly do not blame Wizards of the Coast for wanting to defend their intellectual property and take more control over the type of support products D&D receives. We do not, however, feel that this license treats third party publishers as valued partners. Under its terms WotC could frivolously sue a signatory for supposed violations of the GSL, lose the actual court case, and still ruin the winning company because the license specifies that the signatory has to pay WotC’s legal fees. Also, the GSL can be changed at any time and WotC is not legally required to so much as inform its licensees.

Let me be clear in stating that I don’t think that the people in charge of WotC currently are just waiting to attack companies with frivolous lawsuits. Once you sign the GSL though, you open yourself up to that at any point in the future. Who knows when new people will take over the D&D brand and who can say what their vision will be? Who knows when the political winds at WotC will change again and things will get even more restrictive? We do not want to operate under such a cloud moving ahead so that’s why we won’t be signing the GSL.

This means the Green Ronin Character Record Folio is the only 4E compatible product you’ll be seeing from us this year and likely for 2009 as well. Perhaps WotC will revise the GSL in the positive way, but we cannot build our business on maybes. We know this will disappoint those of our fans who have embraced 4E and we’re sorry about that. We have to make the best business decision for Green Ronin’s future and right now this is it.

Thank you for your continued support.

Chris Pramas
President
Green Ronin Publishing

Eu realmente não esperava que eles fossem ignorar totalmente a GSL. Pelo que o Pramas escrevia em seu blog, achei que iam tentar dividir os ovos, colocar algumas coisas na 4ª edição através da GSL, como livros de NPC’s e aventuras, e focar o resto no que é garantido e sólido, ou seja, suas linhas estabelecidas. Pelo jeito decidiram só pela segunda parte.

Mesmo esta decisão mais conservadora pode ter como reflexo improvável algum tipo de mudança – afinal à medida que mais editoras decidem ignorar a possibilidade da GSL, ela acaba perdendo a sua legitimidade, e a Green Ronin além de ser uma favorita aqui no Área Cinza, é uma das maiores editoras que publicam material d20 além da Wizards. Pelo jeito a saga da GSL está longe de acabar…

A 4ª edição e os novatos

Chris Pramas escreveu um post sobre sua avaliação da 4ª edição como uma ferramenta para atrair novos jogadores para o RPG, afinal o D&D sempre foi tido como a principal porta de entrada para o hobby. Ele se foca no Player’s Handbook, que considera como a primeira leitura de alguém que esta se aventurando no sistema pela primeira vez:

Note: I want to be clear up front that this is not a review of 4E in general. I am critiquing it as a vehicle for introducing new players into roleplaying. I am not saying it’s a bad game or that you are a bad person if you like it. Nor does this bear upon Green Ronin’s plans to potentially support 4E with product. That’s a whole other discussion (the gist of which is, if it makes sense, we’ll do it).

D&D occupies a unique place in the RPG ecosystem. It was the first RPG and created the entire category it continues to dominate. It also tends to be the entry point for most people into the hobby. While there have been some alternate avenues, most notably Vampire: The Masquerade, most roleplayers get their start with D&D. Despite this D&D has a checkered history in attracting new players since the days of the original Basic Set. TSR and WotC after them have had acquisition strategies that were either confused or ineffective. When I heard that 4E was going to radically rebuild D&D, my biggest hope was that the new iteration would be good acquisition game. The hobby needs more roleplayers, plain and simple, and I hoped 4E might help deliver them.

My assessment after having the books for a few weeks: it fails.

I say this because ultimately the new Player’s Handbook is not a viable entry point for most new players. Now I know there are some entry products coming down the pipe, but to my mind a new player should be able to read the PHB and learn how to play the game. Entry sets come and go and stores may or may not have them in stock, but the Player’s Handbook will always be there. It is the cornerstone of the line, the book that sells better than all others. It should be approachable and friendly to new players.

The 4E PHB, however, has some issues. Let’s take a look at them in detail.

No Sales Text: I remember when we got in the 3E PHBs at WotC. I immediately flipped mine over to read the back cover text. I was appalled that it made no attempt to sell D&D. It basically said, “Hey, it’s the new edition of D&D.” Imagine my surprise to find 4E repeating this same error. Most of the back cover is empty. There are two short paragraphs of text and again they do not even try to sell the game. They don’t explain what a roleplaying game is or why it’s fun. It is apparently assumed that anyone looking at this book already knows that. You can tell someone that the book “provides everything players need to create and run heroic characters through legendary dungeons of dread,” but that means nothing to folks new to roleplaying.

The Great Wall: Chapter 1 does have a reasonable, if short, intro to the game. Then the book gets into character creation. It’s a little hinky that the races chapter has a bunch of powers in it when they haven’t been explained yet, but I can see why they are there. The trouble starts in Chapter 4: Classes. This chapter is a killer. Since each class has 80-90 powers and all of them are nested here, this chapter is enormous and daunting. It is 125 pages, or almost as long as the entire 1st edition PHB. I’ve been gaming since I was 10 years old and my eyes glazed over the first time I tried to make it though Chapter 4. The powers soon started blending together. Also, a huge number of them use the [w] notation and this is explained nowhere in this chapter. You don’t find out what it means until Chapter 7: Equipment, in fact.

No Newb Class: In every previous edition of D&D there has been at least one easy-to-play class that you could start people off with, fighter being the classic choice. 4E gives an equal number of powers to all classes, which means that playing any of them is like running a spellcaster in previous editions. There are at least some suggested builds for each class, so that’s something but playing a 4E character for the first time still requires a more decision making than I think is advisable for new gamers

Not Enough Examples: Good rulebooks should have a lot of examples. You might think a rule is clear when you write it, but it often isn’t as crystal as you believe. There are very few examples in the PHB until the combat chapter and even that really needs more. There is no character creation example that follows through the entire process and no extended combat example. Showing a new player how it all comes together is key, so leaving these out is a mistake.

Poor Reference Tools: This is a 320 page book and it has a 1 page index. Not helpful. Nor does it have a glossary of terms. Oh, and all those powers in Chapter 4? There’s no alphabetical list of those with page numbers so you can look them up by name. All of this is bad enough for experienced players but it’s deadly for newbies.

Core Experience Is Hardcore: All the preceding could have been mitigated to some degree if the core experience was easy to get into. Unfortunately, 4E is for hardcore gamers, not casual players. It seeks to provide a robust system for tactical combat and in so doing it makes the game fairly unapproachable. Or to put it more simply: the game is too damn complicated. There are powers and feats and class abilities (which can be like feats or like powers!), there are multiple temporary modifiers that need to be remembered and tracked, and there are ultimately too many choices for new players to make. I learned (ironically enough, when I was working at WotC) that limiting options is often better for new players, as offering too much choice can paralyze them.

What is perhaps most perplexing about these choices on WotC’s part is that their new publishing plan involves releasing one big hardback book per month. That being the case, they could have easily pushed the more complicated elements into the supplements and made the core game a whole lot more approachable. That would have given the hardcore gamers what they want, while not pushing away the newbies and the casual gamers.

Now I understand 4E is selling well and this is no surprise. We are talking about a new edition of D&D here. It’s a brand so powerful that even WotC’s godawful marketing campaign for 4E couldn’t make this a non-event in the world of nerdery. Only a tiny fraction of the people buying the books are new players though. The vast majority of them are current or lapsed gamers. They want to check out the new edition of this classic game and see if it’s for them. The real test will come a year from now, when the newness will have worn off. Then we’ll see if 4E really sticks.

I am sure, however, that WotC will end up with a healthy audience for 4E. Will it succeed in really bringing in new players though? That I am much less certain of. I do not think the PHB is the introduction to D&D is should have been. Titles like the Basic Set may help somewhat, but it’s likely that true acquisition will continue to come from existing gamers introducing others to the hobby. That’s a shame because I think 4E had a real chance to bring in the new blood the RPG industry desperately needs.

É uma avaliação interessante e concordo com ele em alguns pontos. O ponto do Capítulo 4 é totalmente acertado do ponto de vista dos novatos, por outro lado eu não posso negar que achei a organização “classe – respectivos poderes” excelente para a consulta. Quando eu era um novato (e comecei de verdade com o GURPS) eu pulava as partes chatas para ler no final, e ia direto para o que me interessava, e se estivesse começando hoje acho que faria isso com boa parte dos poderes deste capítulo, lendo só os dos primeiros níveis e tal.

Já no ponto da falta de exemplos e de melhores ferramentas de referência eu não posso concordar mais. Se não me engano vi até agora não mais que cinco exemplos em um livro de 320 páginas, e um index dos poderes – igual ao dos rituais viria bem a calhar.

Mas no geral eu não acho que é este drama todo. Se um dos objetivos principais da 4ª edição era o de trazer novos jogadores e oferecer um degrau de entrada menos inclinado talvez eles tenham falhado mesmo, mas por outro lado eu não acho de forma alguma que a 4ª edição esteja mais difícil ou complicada para um jogador de primeira viagem do que a 3ª (ou a 3.5) edição era.

E sim, a função de “blockquote” do wordpress acabou de parar de funcionar misteriosamente…

FAQ e Entrevista Sobre a GSL

Ok, atrasado eu sei. Mas ainda assim acho que tanto a entrevista feita através de perguntas enviadas por usuários da ENWorld como o FAQ postado no site da Wizards, com basicamente as mesmas questões de forma mais sintética são muito importantes para dissipar pelo uma parte da confusão criada por uma série de declarações desencontradas de funcionários e parceiros da empresa.

Finalmente as coisas tomaram um rumo melhor, e a WotC vai vincular a adesão a nova GSL através das linhas de produtos, e não por editora como se temia. Assim poderemos ter por exemplo o Pathfinder RPG da Paizo para 3.5, mas também as famosas aventuras da editora e mais algum material para a 4ª edição, ou ainda que a Green Ronin mantenha suas bem sucedidas linhas OGL – Mutants & Masterminds e True20, mas também lance suplementos para a nova edição do D&D. Na verdade o Chris Pramas respondeu ao FAQ da Wizards sinalizando que agora, sem taxa de 5 mil dólares e necessidade de escolher entre o fim de suas linhas, existe uma grande chance que a GR entre na onda da 4ª edição.

Mas talvez a pergunta mais reveladora tenha ficado apenas na entrevista da ENWorld:

Q. What products would WotC like to see come out of the third party publishers that they are not currently interested in producing themselves?

A. The easy answer is we want to see quality products that support 4th Edition D&D. I’m guessing you want specific examples, right? The GSL is designed for publishers to make Adventures, “Fluff,” Campaign settings, Alternate Classes, Races, Monsters, Paragon Paths, Epic Destinies, and other creative supplemental products.

Já é certo que a Wizards aprendeu a lição com a OGL, que permitia muito mais coisas, como jogos totalmente novos tal qual o M&M ou ainda jogos de fantasia medieval que dispensavam completamente os livros básicos de D&D com o Iron Heroes, e agora muita coisa deve mudar. Eu aposto que eles serão muito mais claros no que é permitido pela nova GSL, principalmente no quesito de novos cenários de campanha.

Mas parece que finalmente a novela da GSL chega a um fim, pelo menos até o dia 6 de Junho, quando ela será divulgada.

E no Covil o FAQ da Wizards pode ser conferido em versão traduzida.

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