Since the Open Game License first gave third-party publishers the chance to create their own game material based on the d20 System, Sword & Sorcery has created numerous products. The Scarred Lands line was our opportunity for a gritty and diverse take on fantasy. Fans responded, and we like to think that the setting also influenced what other third-party publishers produced.Unfortunately, the vast bulk of the D20 market production had been comprised of absolute crap, with rare gems such as Conan the Roleplaying Game (which I will get to in a minute), Iron Kingdoms (based on the previously extant War Machine miniature wargame), and Monte Cook's Ptolus: City by the Spire had helped in tipping the balance toward more quality merchandise.
The d20/OGL market has always been competitive, though, and many product lines and publishers throughout the industry have felt the pinch of a fragmenting consumer base (to mix a metaphor) in the past year. Scarred Lands has taken some hits, too. It’s retained a core following, but sales in the current d20 market just aren’t at a feasible level. There are too many other books (many of ’em quite good) competing for the fans’ attention.
Nevertheless, during my grad school days walking through the D20 section on the back wall of Days of Knights in Newark, DE, or picking through the new releases at The Gamers' Realm in East Windsor, NJ, I was struck by two things:
1) the exhorbitant prices, and
2) the general lack of quality in the products.
It's times like this when I go back and visit Pete Overton's abandoned but incredible
Quality in RIFTS website, and nostalgically scroll through what at then seemed like intelligent and well-thought demands, but now seem like naïve hopes and misguided idealism.
The tragedy about the Scarred Lands being canceled is that it actually was that good. It was the product of a number of fantastic ideas that made it a compelling setting to explore. In the four years that it was being published, Sword & Sorcery Studios managed to detail a unique setting that was put together much better than, say, Eberron, which seems slapdash and haphazard in comparison.
And that's the interesting thing. It wasn't long after Scarred Lands was retired that Eberron was released, an equally compelling but much less well-organized or logically constructed setting. What has catapulted it so far beyond Scarred Lands in sales? Name recognition: Wizards of the Coast and Dungeons & Dragons.
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Nevertheless, Ravenloft's sales had been low, and their last product was released in 2005, a product I didn't even see on the shelves at Days of Knights.
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It was fantastic. The character classes, the combat system, the feats, the maneuvers, and the diabolical and dangerous sorceries all sprang directly from the pages of Howard's original Conan stories. Further supplements such as The Scrolls of Skelos (by Vincent Darlage and Ian Sturrock) and The Pirate Isles (by Shannon Kalvar) expanded possibilities and detailed what players and GMs could do with certain elements found in many of Howard's stories.
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Sadly, the quality of Conan merchandise by Mongoose gradually declined, with a few gems sprinkled here-and-there throughout the text to make the books tempting, but little else once the price was taken into account. Production quality was fantastic, and the books were sturdier and better-printed during the aughts than they had been during the 1980s and 1990s. However, the quality of writing had declined. I'm under the impression that a lot of the Mongoose writers were, by-and-large, freelancers and fans cashing in on the fad. Freelance RPG writing is difficult work, and doesn't pay well. During the 1980s and 1990s, TSR had entire departments full of researchers and writers and an enormous library. But things had changed since then. The simplistic print-quality of the 1980s and 1990s had receded with the acquisition by Wizards of the Coast, and what had once been an $18 splatbook was replaced by the $25 splatbook. The $7 was just too much in the long run, especially when the writing degraded. And Mongoose was one of those companies that churned out mediocre setting material from starving freelance writers and charging $35 for slapping a hardcover on it.
Insult led to injury with the 3.5 rules for Conan: The Roleplaying Game. While a great deal of streamlining went into the rules, and sorcery (which had already been fantastic) was improved and made more sense, too much of it was simply a reprint of the original Atlantean Edition rulebook, but this time they were charging $50 for a hardback with poor print quality and none of the glossy, full-color pages. The paper was cheap, everything was black-and-white, and the binding was weak. Within a year of its release, I ended up selling back the vast bulk of my Conan paraphernalia.
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And it isn't there in the modules, either. They are brief, poorly written, and shoddily designed. Like the adventure in Shadizar they are completely unrunnable without massive amounts of ad-libbing on behalf of the GM, or a complete rewrite from the bottom up. Again, this is because I was raised on incredibly detailed adventures from 2nd Edition AD&D, like The Sword of the Dales or Marco Volo: The Departure.
I had noticed that the quality of writing and design throughout the current D20 line has diminished dramatically from the standards of a decade ago. Wizards of the Coast, by falling into Palladium's trap of focusing more on toys (feats, weapons, items, spells, prestige classes) and less on background and setting detail (people, places, things, description) had opened the floodgates for splatbooks that are full of nothing but more and bigger guns than the last splatbook.
I guess I should have expected this from the company that designed Magic: the Gathering, where every new release features cards that can beat the last one.
My final gripe here, though, isn't against the companies so much as it is against the fans. They are the reason that Shattered Lands collapsed, and why White Wolf hasn't produced a new Ravenloft product since 2005. The fans were, simply put, supporting crap. Most of what is produced under the Open-Gaming License isn't worth the ink and paper it was printed with. And much as it pains me to say it, much of the Conan the Roleplaying Game product line was just as unfit for print. But you wouldn't think that if you'd read the Mongoose forums, or the reviews on RPG Net.
The most critical statement I've read was, "Don't buy this unless you are going to run a game in this location" in regards to Aquilonia. A true, neutral, and balanced review would be seen as jaundiced and trolling to the forum-goers and fans. The sad thing is, most of the stuff in the Conan sourcebooks could be easily devised by GMs themselves with a little help from an encyclopedia, the corebook, and maybe The Road of Kings. The standards have been lowered in quality by Wizards of the Coast, and the fans have bought it. Maybe it's a generational thing, but coming out of the 1990s, and comparing the prices and quality of the 1990s to the products of today, I must say that I am not pleased by what I see.
This is not to suggest that everything produced in the late 1990s was great. Indeed, far from it. Much of it was dreck. But it seemed as though Sturgeon's Law wasn't really in full effect during the 1990s. Yeah, the plethora of railroad modules being produced was lamentable, but they were written well-enough to not feel quite like the players were on tracks. The sourcebooks were full of genuine setting-material that enhanced the roleplaying experience (in my opinion). And it wasn't just TSR that was pushing boundaries, but also White Wolf, Palladium, GURPS, and West End Games. The world of roleplaying seemed to be blossoming more under a multitude of systems and experimentation with different rule-sets than under the aegis of D20.
As time wore on, I felt as though 3.0 and 3.5 shifted tones from role-playing to power-gaming. I remember a game-store clerk extolling the virtues of the new books because they had more "crunchy bits." We were glutted on powers, skills, and feats. What used to be a flexible system for creating unique and specialized characters with different concepts turned into something else entirely. There were too many choices, many of them were not good, while others were simply so over-powered as to make them unreasonable. Each new D20 release contained new feats, items, weapons, spells, and skills for the players to use. Although a DM could refuse, the psychology of purchasing a book that you never use prompted most DMs to permit players to employ these different tomes. Customization transformed into munchkinization.
By the time 4th Edition was released, all pretense was gone. D&D was a game of power and combat. Gone were the exploration and interaction aspects.