The release of
subsequent editions of roleplaying games carries different
significance for publishers and gamers. Professional publishers often
develop subsequent editions to further refine the game system or
setting, but usually with the core motivation of launching a new
product or product line to stimulate sales. As consumers, gamers have
the prerogative to invest their money in what they like; some love
new editions of their favorite titles, others try one edition and
either stick with it or move on to something else (just as some
gamers find everything they need from a game’s core rulebook while
others need every published supplement). Do gamers really need
subsequent editions, or would publishers’ efforts be better spent
on developing and releasing innovative new rules and settings?
Gamers have a
notorious reputation for unpredictable buying habits; one might argue
consumers in a capitalist system are just as capricious give the
wealth of options in product, quality, and price. What’s
interesting and affordable to one gamer at a particular time might
seem mundane and extravagant to another...and those factors might
change over time for an individual gamer. Some maintain unquestioning
and vocal loyalty to particular game lines and publishers. Others
bounce from one game to another, buying into one as they sell off
materials from others that don’t interest them anymore (or storing
them for future reference). Professional game publishing houses
compromise between the material in development and their impressions
of what the gamer market will bear (both in interest and purchases).
Releasing a second edition of a mitigates much of this risk by
catering to a loyal consumer base with a proven game line.
West End Games’
Star Wars Roleplaying Game serves as an example with which I
have experience as both a consumer and publisher. As a consumer I was
perfectly happy with the game as originally presented and as expanded
upon by the numerous supplements. Sure, a few included inserts with
updated rules, but as a gamer I didn’t feel the need for a complete
overhaul. First edition released in 1987, with a second edition
following only five years later in 1992. When I saw this edition in
the game store, with its blue-border cover around an image of Darth
Vader, I glanced through it and put it back on the shelf. Although it
seemed to combine the old first edition rulebook and sourcebook, the
interior layout and original artwork didn’t thrill me as much as
first edition with its less-dense text and copious use of movie
stills and concept art. The Revised & Expanded version –
sometimes called edition 2.5 – released only four years later in
1996, though original plans called for an earlier release. Of course
I was part of the team that worked to bring Revised & Expanded
to publication, but I like to think had I not been with West End at
the time that I would have bought this edition with its combination
of original color artwork and movie stills combined with
comprehensive resource materials. (I don’t consider the Star
Wars Introductory Adventure Game I designed in 1997 – with a
campaign book written by a longtime friend and Star Wars fan –
as an “edition” of the game since it pursued a particular design
philosophy geared toward bringing newcomers into the game through a
streamlined version of the regular game rules.)
I look over my
roleplaying game shelves and notice a few other games for which I
acquired core rulebook editions beyond the first. Some seem
warranted: Cyberpunk 2020 really refined and consolidated a
lot of material from the original game. Others don’t. I have two
versions of Traveller beyond the first edition known for its
“little black books” that never really engaged me (MegaTraveller
and Traveller 4th edition). I used to have the core books for
second edition Dungeons & Dragons but sold them long ago.
I’ve kept the core set of three books for third edition D&D
because I still consider them a significant refinement of the game,
one that, with the Open Game License, vastly changed the roleplaying
game publishing landscape. I never bought into fourth edition D&D,
and, while I have the starter boxed set for fifth edition, I don’t
have any urge buy even the core books for that version. (I’m not
counting as “subsequent editions” games that share a theme but
undergo massive changes in system and publisher, such as my numerous
Doctor Who roleplaying games or the various games released for
M.A.R. Barker’s groundbreaking world of Tekumel.)
Certainly
aficionados of specific games have a vested interest in collecting
different editions. When a game so fully engages someone it’s nice
to track developments in mechanics and setting. I’ve considered
re-acquiring the second edition D&D core books with an eye
toward examining the evolution of various rules and trends within the
game from first to third edition, but really, unless I’m doing so
for profit or scholarly work, it’s not worth my while. Obviously I
have all the editions of the Star Wars Roleplaying Game; while
I was never a fan of the blue-cover second edition, I still keep it
on the shelf for reference (and the wonderful Allan Nunis and Mike
Vilardi art). I’m more apt to keep editions that saw lots of play.
Although the original version of Cyberpunk introduced me to the
genre, we played far more Cyberpunk 2020, so I keep that
rulebook and many supplements we used. I never played MegaTraveller
or fourth edition Traveller; most of my exploration of the
game came through first edition...and I have a nostalgic fondness for
those little black books.
“Hobby”
publishing – endeavors not supported by the vast resources of a
publishing company but more often a single person or small group –
doesn’t always see a need to produce subsequent editions of games.
Those creators seem too busy making original material to refine old
editions and update old support product to the new format. Sure, I’ve
seen a few OSR games release new editions, most notably Warriors
of the Red Planet, which released an initial “beta” version
to playtest rules and setting concepts before publishing a “final”
edition. The nature of electronic publishing means authors can easily
make revisions and upload new PDFs for customers to download; a more
dynamic publishing model, though this remains irrelevant for those
who purchase print-on-demand copies (unless they want to pay for a
new revised copy). But these aren’t as much “second editions”
of games as they are revised versions of the original. Besides, these
“hobby” publishers seem more concerned with developing new ideas
and bringing them to publication, and while some support their “game
lines” with related adventures and supplements, they’re not
worried about bringing in a huge revenue stream to finance a
traditional professional publishing house.
Publishers have
different reasons behind releasing second editions of their
roleplaying games, including but by no means limited to consumer
interest in the game, potential for meaningful revision, and the
ability to support the revised game line. Gamers have a host of
considerations when deciding whether to buy subsequent editions: will
they like it, will they play it, can it enhance their existing game,
is it worth the investment in the new rules and subsequent product?
Publishers often face diminishing returns as they risk splitting
their consumer base between those willing to back a new edition and
those content to enjoy the old one. As with many aspects of the
adventure gaming hobby, the issue centers on the flexible
give-and-take between publishers and gamer-consumers.
Comments....
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do you feel about editions of roleplaying games beyond the first?
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