Over in Stuff to Watch/October
, John posted a couple
to a comparison of sales between Pathfinder and 4E. I started typing a reply there, but soon realized it was far too long for that thread, and was derailing in itself. So I'm making a new thread, if anyone wants to talk about this (from any perspective: marketing, economy, D&D editions, whatever).
Here's my original reply:
[Pathfinder and 4E tied sales 1]
Red Box might be outselling Pathfinder on Amazon (for obvious reasons), but Paizo is supposedly coming out with their own "essentials" line. Even if they won't have the nostalgia credit for marketing, I'm guessing it will do well in some circles. I'm really interested how it will turn out.
A few other thoughs:
-it would be very interesting to see the figures for various OSR clones, LotFP sold like hotcakes (although its print run cannot be compared to behemoths like Paizo or WotC), and there is Labyrinth Lord, OSRIC, Swords & Wizardry, Basic Fantasy (plus all the faux supplements (like Carcosa) and the modules...I'm really curious what their figures would look like if put together. I think there are actually three parallel markets for D&D right now.
-I'm really really curious what Pathfinder 2.0 will be like. If you go to RPGnet, there's a bunch of threads with questions like "How much did Pathfinder change from 3.x?" and the common answer seems to be "not enough". My secret wish is that with a new edition (when they come out with it, a few years down the line), they will see the potential of the OSR market and make a sort of hybrid*, further strengthening their "old"D&D position versus the "new"D&D of 4E (even Mearls has been talking about how he wants to take the game back, closer to its roots).
(*which is kinda how I'm running my game now)
-re: modules, just something that crossed my mind. Over on Grognardia, James was complaining how these days "adventure" and "module" seem to be synonymous with "pre-planned plot" (which goes hand-in-hand with the 90's insistence of the GM as storyteller, metaplots, and "roleplaying = collaborative storytelling but NOT story now"), whereas the modules of old were more location based. You had a place with its own people, secrets etc, there was no "plot" to it. The PC wandered into it and whatever happened, happened, if they missed the big bad's secret plan, no biggie. It was just a set piece to interact with and explore (which is much closer to how Story Now deals with "setting", in my eyes - don't plan, play to find out what happens, don't have solutions in mind, just create situations)