Table-Top Gaming and Market Share


Gamer Life General Discussion


Came across this article here:Role of the Dice that basically repeats the stat that the RPG gaming market share was ~$15 million USD out of a ~$700 million USD on "hobby games" in 2013.

That seems really low to me.

That would mean, if there were 15 million RPG'rs in the USA/Canada, we spent on average only $1 on our chosen hobby all last year. Even if there are only 3 million gamers who play RPGs that would only bump the take up to $3 per player.

That can't be right... can it?

I also want to bring up for discussion the notion of 'Kickstarters' and TTRPGs.

Since most RPGs have a small fan-base, and since most Kickstarter-type events give the game to the Backers, does this method of funding TTRPG products really help? Do they actually sell anything beyond their Backers?

I can see an occasional "breakout" from this way of marketing these products but mostly doesn't the Kickstarter-type method simply distribute the existing TTRPG money among more products? Or does this method really make a bigger pie by bringing in more money?


Fifteen million dollars divided by three million is $5 each, not $3 each. ;-)

More importantly, those appear to be hobby channel numbers, which I believe excludes Amazon, Barnes and Noble, etc. It isn't the whole market.


bugleyman wrote:

Fifteen million dollars divided by three million is $5 each, not $3 each. ;-)

More importantly, those appear to be hobby channel numbers, which I believe excludes Amazon, Barnes and Noble, etc. It isn't the whole market.

I was accounting for taxes and misc damaged/returned goods.

Yep...
OO
>
o
~%


The TTRPG market is incredibly small. It's much smaller than you think.

It's estimated that in the entire history of D&D, roughly 10 million people have played world-wide. That's not active players, that's all players throughout history.

RPG players are an exceedingly small minority.


Irontruth wrote:

The TTRPG market is incredibly small. It's much smaller than you think.

It's estimated that in the entire history of D&D, roughly 10 million people have played world-wide. That's not active players, that's all players throughout history.

RPG players are an exceedingly small minority.

That explains why I can never find a group to play Ars Magica, RuneQuest, or virtually any TTRPG besides 3.PF and now, if I wanted, 5E. And I frequent, on and off, 4 different FLGS. Lots of card games, lots of war games, not so many TTRRPGs happening.

In fact if it wasn't for things like Encounters or PFS there might be half as many groups in my area as I'm thinking.

Bringing this back to my OP - So does that mean you would estimate that the Kickstarter-phenomenon is actually, net, not adding anything to the TTRPG market pie?


Last I heard 4e had a million players. But that can't be possible according to your article.
The ROI simply wasn't high enough.

.


Bumping this one again because, and only because, of this blog here:

BDG

Relevant excerpt:

Quote:

Role playing games, in stores, are in trouble. Or more accurately, they're on the verge of irrelevancy due to their scattered nature, move to an electronic focus including PDFs and Kickstarter, rampant piracy, and a model that encourages only 20% of customers to buy products. Plus, as Mike Mearls of Wizards of the Coast painfully explained, electronic alternatives are easier to get, to play and they're everywhere.

...and a little later on...

As a gamer, I think D&D 5 is fantastic. As a retailer, I'm really happy with D&D 5 right now. Going forward I think RPGs in game stores will experience an existential threat with the current D&D release cycle. But there is a way out. It's called Pathfinder 2.0.

Stop groaning. We need it.

I note that he specifically listed Kickstarter and the rise of electronic alternatives to hard copy sales (and TTPRGs in general).

He also talks in his blog about whether or not 5E "grows the pie" or simply reapportions it. The consensus opinion seems to be that if the new thing is high quality then the market as a whole gets larger.

Back to the OP:
While it's still not clear what's going to happen with TTRPGs (certainly a smaller per capita market, though seemingly an outright smaller number of players), it is certain that the e-verse has toned the death knell for about 90% of your FLGSs - perhaps half of which have already folded in the last economic downturn.

And I think he wants a 2E PF because he doesn't think 5E support will be sufficient to grow the pie (from his perspective as a FLGS manager) and six products for 5E are outselling the entire PF catalog at a 2:1 rate! A crazy result and not one that is sustainable.

slight aside here... 5E also has the advantage of being able to take most lower level adventure modules/APs and use them directly. Minimal conversion is needed once the DM is familiar with the relatively simple 5E rules. Which is to say that for 5E WotC need not publish anything like a regular AP series to maintain core sales. There is just too much already available.


Quote:
slight aside here... 5E also has the advantage of being able to take most lower level adventure modules/APs and use them directly. Minimal conversion is needed once the DM is familiar with the relatively simple 5E rules. Which is to say that for 5E WotC need not publish anything like a regular AP series to maintain core sales. There is just too much already available.

I will point out that Paizo doesn't publish a regular AP series to maintain core sales. It's kiiiinda the other way around. In a manner of speaking.


TTRPG has never been a big segment of games. That said, it is still big enough to support the old players. Sure, if it crashes, it would probably mean no new flashy art hardcovers... but that's not what we need, is it? We can still play and share things online, and the old material is still there. New recruitment will be difficult, but hobbies like ours always found it so. Ask the various styles of musicians and bands how easy it is to sell roughly your old product to new youngsters. Also, with less focus on bean-counting and high-priced products, maybe the amateur system architects will be able to do more than they have been.


Thanks KC... my point was that WotC wouldn't have to publish since there is a ####load of material out there just waiting to be used for 5E. And at the lower levels (say 6th and below) it pretty much doesn't even need converting. Just use as-is.

@ Sissyl
That's what really makes me O_o

Why are the big names always pushing print/PDF Kickstarter products when all it will do is democratize the industry and give them each a smaller portion of a (likely) ever-shrinking pie?

Rhetorical question BTW


Kickstarter has strengthened the industry and is an valuable tool. Because the market is smaller than it used to be, being able to secure the money needed for the print run BEFORE you order it means you don't have to take out loans, or hold off paying your people in order to pay for printing/shipping (which eat up over 50% of a companies budget).

I play a weekly game at a company that produces multiple RPG-lines and has recently re-released a 20 year anniversary of one of their games. They have maybe 5 full time employees, despite producing board games, card games and RPGs, some of which have been featured on Tabletop (Wil Wheaton's show). For them, they still WANT to use kickstarter for the exact reason listed above. Securing funding/sales for new products prior to putting money down on the printing/shipping of that product gives them the ability to actually work on those projects and put more effort into writing/testing them.


I don't doubt that Kickstarter and it's clones have "strengthened the industry", if by that you mean it is now more flexible in how business is run (which your example seems primarily to highlight).

But I wonder that if overall it won't be more like Barnes and Nobel's support of e-readers. "Get on the band wagon because, well, it's already underway. So maybe we can make a few bucks on the way down."

However nothing can be done about the side effects:
| It kills your old business model,
| Reduces your employee headcount, and
| Potentially reduces the average compensation in the industry.

For the consumer there is more choice and arguably better choice but for the producers it becomes a disintegration of their once functional business model. And while any company can adapt to the new way of doing things, there is even less reason for top performing employees to stay. No overhead not already covered for someone like Sean Reynolds e.g.

It also massively reduces the viability of the FLGSs and they seem to be the primary conduit to wrangling new players into the TTRPG family.

I see the effect as more like what Pro Tools and YouTube has done for musicians. It's been great for some up-and-comers but largely tanked the non-touring income of established acts. The big producers are still in business but they have less cash flow, far fewer employees, and their mid-sized competition is no longer there.

But I'm cynical, right? So maybe the downward spiral is only there in my breezy imagination.


You should try talking to people who actually publish games for a living about this. You're going to get a different answer than the one you assume you'll get. I know this, because I do talk to people who publish for a living. I understand, it's second-hand and I'm choosing to not name drop.

Publishing books is expensive, really expensive. Investing money into a product that you don't get a return on for 4-8 months is difficult. Particularly if you don't know a game will sell well.

Kickstarter has no impact on games like Pathfinder and D&D. Paizo employees have regularly stated that core book sales have increased year over year, every year. D&D is selling like gangbusters the past 6 months.

Everyone else though, a service like kickstarter is extremely valuable to their business model. Without it, every new product is a major risk. With it, they can gauge customer interest and secure funding for their projects without risking their entire company.

Kickstarter is not the cause of FLGS woes. Maybe the internet as a whole, but not kickstarter specifically. Not sure if you're aware, but there are often game store backer levels for new RPGs. A game store can back the game and get copies at the kickstarter price, with no extras, but often at a discount so that they can offer the book as soon as it's out and at the correct price. Publishers actually use kickstarter to find gaming stores and essentially get their game out to them more efficiently.


OK. So here's my question for you (and I'm expressly not asking for names to be dropped in the answer):

If Kickstarter is so valuable to the "little guys" (i.e. anyone but Paizo, WotC, and... White Wolf?... and?), how many employees has the place you're most familiar with hired since 2009?

You mention up-thread that "they have maybe 5 full time employees." How many of those were hired, or upgraded, since the Kickstarter phenomenon? How many temps or part-timers have they hired since then?

Sovereign Court

Quark Blast wrote:

OK. So here's my question for you (and I'm expressly not asking for names to be dropped in the answer):

If Kickstarter is so valuable to the "little guys" (i.e. anyone but Paizo, WotC, and... White Wolf?... and?), how many employees has the place you're most familiar with hired since 2009?

You mention up-thread that "they have maybe 5 full time employees." How many of those were hired, or upgraded, since the Kickstarter phenomenon? How many temps or part-timers have they hired since then?

Most small companies don't last. If you employ five people on a decent wage for 30 years then that is a solid achievement. We don't need every business to expand year-on-year.


GeraintElberion wrote:
Quark Blast wrote:

OK. So here's my question for you (and I'm expressly not asking for names to be dropped in the answer):

If Kickstarter is so valuable to the "little guys" (i.e. anyone but Paizo, WotC, and... White Wolf?... and?), how many employees has the place you're most familiar with hired since 2009?

You mention up-thread that "they have maybe 5 full time employees." How many of those were hired, or upgraded, since the Kickstarter phenomenon? How many temps or part-timers have they hired since then?

Most small companies don't last. If you employ five people on a decent wage for 30 years then that is a solid achievement. We don't need every business to expand year-on-year.

And providing work for freelancers isn't nothing either.

Even Paizo does a lot of that.


thejeff and GeraintElberion - Points taken and granted.

But I'm curious as to whether this has made the TTRPG economic pie:

1) Bigger or

2) Just reapportioned into smaller slices the same pie or

3) Is just reapportioning a shrinking pie.

I understand that, especially from the outside, it looks like WotC and Paizo are deflecting the Kickstarter arrows just fine but what about the TTRPG industry as a whole?

I used the analogy of the music industry. Sony Music Entertainment seems to be doing ok in the face of Pro Tools and YouTube, but the revenue stream for the industry as a whole has dropped precipitously. Lots of music companies have fallen under the pressure.

Is this similar phenomenon now happening to TTPRG business?

Because the numbers are vastly smaller it's harder to find out. People with connections to the "inside" of the business aren't painting the best picture (see my link to Black Diamond Games blog above). Irontruth claims to have an inside look at, at least, one of the minor-but-long-lived players and he's not really saying much. I expect that's because, though I have no idea who he is outside this forum, the employees, in whose company he TTRPGs, know who he is and would not appreciate him talking about his "insider" knowledge... just a guess.


Quark Blast wrote:

OK. So here's my question for you (and I'm expressly not asking for names to be dropped in the answer):

If Kickstarter is so valuable to the "little guys" (i.e. anyone but Paizo, WotC, and... White Wolf?... and?), how many employees has the place you're most familiar with hired since 2009?

You mention up-thread that "they have maybe 5 full time employees." How many of those were hired, or upgraded, since the Kickstarter phenomenon? How many temps or part-timers have they hired since then?

Several.

One of the co-owners has stopped working full-time. They still do work, but on a per project basis. They hired someone else to do their former work load though.

As for creating new jobs? None.

At the same time though, there have been several RPG releases from them that I know for a fact would not have seen the light of day without Kickstarter.

They make most of their money on board and card games. RPG's take up a lot more time and produce significantly lower profits. They want to make RPG's, but they can't commit the resources to funding product lines prior to securing orders for them. Hence why kickstarter makes it possible.

I have signed an NDA, and I'm not breaking those right now (whether I name them or not). I just prefer to not sit around pointing out who I play games with is all.

Your music industry analogy is false. Artists are making comparable money to what they used to make. The thing is they aren't making that money from the same sources. This site has some interesting statistics if you want to look. Revenue streams in music have become more diversified. Singles sell more than albums. Streaming licenses matter. Getting paid as a session artist, touring member, teacher, etc, all contribute. Musicians have never really led stable lifestyles, but trying to measure it the exact same way you might measure it 20 years ago will give false results. People who weren't giant superstars never had an easy go of it.

I think the overall pie is shrinking, at the moment it might be shrinking slowly though. In the positive side, gamers are getting older. Older people have more disposable income. The negative side is that more people are leaving the hobby than joining. I know a lot of gamers who buy books but don't get to play the games they buy any more. Eventually that market is going to start drying up.

It's always been a tiny niche hobby. I don't think that will change, unless someone can fundamentally change how we roleplay, and then I'm sure most of the existing community will continuously argue "no true scottsman...!"

Kickstarter serves as a stop gap, maintaining an open line of communication between producers and consumers, helping both sides communicate with each other more effectively. It's capitalizing on that positive aspect of an aging market to sustain the industry at a higher level than it could otherwise maintain. If RPG's do take off and become more popular, say doubling in size, the pool of people who have run successful kickstarter campaigns will be a great resource to help provide content for companies that choose to publish works.

Someone to check out would be Fred Hicks (he owns/runs Evil Hat). He's one of a tiny number of RPG publishers that releases financial data, if you want to get some insight into how small some of the larger names (outside of the big 2) are. He also tends to be fairly responsive if you're polite and ask questions in a friendly manner.


I'll take your word on the music industry analogy re artist compensation.

This last answer from you is excellent! I have no disagreement or question about any of it.

Kind of sad though how much creative effort it takes to be successfully employed in this hobby... and still only squeak by. :(

When I have time I'll check out Fred Hicks.

You mention Grognards buying but not playing new RPG stuff. I'm looking ahead at college and thinking that's going to be me. Play-by-post holds zero interest to me and, with the one exception of an invite from my older cousin who's back in the metro area and starting up something shortly, my group will be too scattered and I expect to be too busy to play TTRPGs let alone actually GM one. :( :(


Quark Blast wrote:

I'll take your word on the music industry analogy re artist compensation.

This last answer from you is excellent! I have no disagreement or question about any of it.

Kind of sad though how much creative effort it takes to be successfully employed in this hobby... and still only squeak by. :(

When I have time I'll check out Fred Hicks.

You mention Grognards buying but not playing new RPG stuff. I'm looking ahead at college and thinking that's going to be me. Play-by-post holds zero interest to me and, with the one exception of an invite from my older cousin who's back in the metro area and starting up something shortly, my group will be too scattered and I expect to be too busy to play TTRPGs let alone actually GM one. :( :(

Look around when you get there. College was my golden era for RPGs. Lost my earlier group, who'd mostly lost interest by the end of high school, but found plenty of others.


thejeff wrote:
Look around when you get there. College was my golden era for RPGs. Lost my earlier group, who'd mostly lost interest by the end of high school, but found plenty of others.

Thanks, I'll keep that in mind. Won't be happening the first 12 months though - my goal is to finish the first 2 years worth of college courses in 9 or (if needed) 12 months. I know two people who've done it and I'm getting a head start since, counting raw credits already earned, I'm functionally graduated. Most of this year is being used to pad my college core curriculum. My weakness will be if there are any non-3.PF/5E groups. I really want to try RuneQuest and Ars Magica and school might take second place to that tempting offer should it arise. :)


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I find part of the realization of how small our hobby is, is that I have some responsibility in supporting what I find important within it. Being a consumer is not passive in this hobby IMO, but rather something that should be done actively and with care. I personally don't have a lot of money to spend, so I spend it carefully and on products/creative people that I really want to support.

The other thing is that because it is so small, if you get active it isn't hard to meet the movers and shakers within the industry. I haven't even come close to meeting all the big names, but I've met/played with at least one person from most of the big companies.

Also, for at least scratching that itch of oddball games, conventions are a great place to go. Not every convention has every game, but you can often find something that's interesting. You don't get the sense of the long-term campaign play, but you at least get to have fun with the game and scratch that itch. Plus the time commitment for conventions is much smaller, one weekend of busy activity compared to a weekly game.

Recently I went to just the last day of a local convention. I went as a referee/judge, so I could only run games, but I ran 3 very different ones and had a great time. Plus my badge was free since I was a referee.

Switching gears to the local gaming stores, I think they have to reinvent themselves. I think the inclusion of RPGs on their shelves is an act of love that I truly appreciate and hope they continue. The successful store here recently moved into a larger space (not on purpose, they got kicked out by their previous landlord and lucked into a larger space). They serve primarily as a comic and M:tG store. RPG's take up probably 5% of the floor space. They also have a significant space of tables, which they let people play whatever. They host PFS and previously D&D Encounters, along with wargaming nights, magic tournaments and other activities. Stores have to be ambassadors for their hobbies, not just a place to get supplies if they want to stay relevant.

As I mentioned, many RPG kickstarters have included a store backer level, where you get 4-10 copies of the book and nothing else. They do it at a reasonable rate so that the stores can get the copies right along with all the other backers and start selling them right away. The LGS hasn't been completely forgotten with the advent of kickstarter.


Quark Blast wrote:

thejeff and GeraintElberion - Points taken and granted.

But I'm curious as to whether this has made the TTRPG economic pie:

1) Bigger or

2) Just reapportioned into smaller slices the same pie or

3) Is just reapportioning a shrinking pie.

I understand that, especially from the outside, it looks like WotC and Paizo are deflecting the Kickstarter arrows just fine but what about the TTRPG industry as a whole?

My perspective is skewed (because crowd funding has increased my expenditure on RPGs significantly) but I suspect it's made the market bigger overall.

I don't really understand how it would make the pie smaller - if kickstarter and the like were outlawed or something, what do you think would happen? Less stuff would get made, I'd guess and less would be spent.


bugleyman wrote:
More importantly, those appear to be hobby channel numbers, which I believe excludes Amazon, Barnes and Noble, etc. It isn't the whole market.

The fifteen million is an estimate of the whole (US/Canada) market, through all channels.

Of course, as you point out, the survey from which they presumably get their most reliable data is limited to the hobby trade distributors and retailers. So it's perhaps not clear how accurate their whole market estimate is going to be. Nonetheless, it's probably the best there is.

They also called out 2013 as being a low ebb for TTRPGs due to D&D's hiatus.


Steve Geddes wrote:
I don't really understand how it would make the pie smaller - if kickstarter and the like were outlawed or something, what do you think would happen? Less stuff would get made, I'd guess and less would be spent.

Good point. My core idea is that Kickstarter fragments the market.

I think of it like this.

Step 1) Anyone who wants to can publish an AP or Splatbook to PDF. The bar to get in is ridiculously low compared to what publishing was 15 years ago.

Step 2) In this fragmented market is a ton of cool stuff mixed in with a whole ####ton of maybe cool stuff and maybe not - overall some real niche stuff.

Step 3) All this selection puts added pressure on the big players except perhaps the biggest two (WotC and Paizo) and less volume is sold from each company on average, even though total sales volume is going up.

Step 4) Even with a total increase in sales volume there is a net decrease at FLGS's cause, well... PDFs.

Step 5) With the demise of the FLGS's support for TTRPGs, far fewer n00bs are coming into the fold.

Step 6) The Shiny wears off of Step 1) considerably.

Step 7) Less choices(6) and less players(5) = smaller TTRPG pie.

It might not go like this. It might go like this but take 30 years. I don't know but I think WotC's move with 5E is because the deciders there saw some of the things I list and 5E seems to be designed to weather this storm.


I guess I don't see why crowdfunding has lowered the bar (to use your phrase). I think it's digital publishing that's done that.

Running a successful kickstarter requires a lot of infrastructure, planning, coordination and ongoing communication/engagement - if anything, I think it increases the professionalism of the 3PPs which utilise it (in an ongoing fashion) because the customer base is more demanding once they've paid for something.

I also don't accept your step 3 as being a negative - it may increase competition, but the medium sized companies are only going to be "under pressure" if they are complacent and fail to innovate or to otherwise continue to meet demand. They're still better placed to produce new, high quality stuff than the two-person operation with access to crowdfunding, imo.


The reason I'm such a fan of crowdfunding is that it allows the production of very niche products which wouldn't otherwise get made - I don't see myself diverting funds from the more traditional publishers to buy those. Those "exotic" products are extra revenue to the RPG industry and, if they're priced appropriately, should be high margin too.

The low level pledges are functionally identical to a preorder. However you can include leather bound, signed copies, extra art, more content, etcetera which otherwise wouldn't be made - secure in the knowledge that the market is there and thus greatly reducing the risk.

To me, the result of crowdfunding is that stuff gets made which otherwise wouldn't - I don't see any evidence that it's leading to a decline in sales of the more traditionally produced products (which it seems is what would need to happen if your thesis were correct).

I'm also not entirely convinced it would be a bad thing even if your scenario actually did came about. Change always brings good and bad things. If there were no more medium sized companies doing things "the old way" they could still move into crowdfunding as an ongoing business model (kobold press seemed to operate pretty well in this way for a protracted period). That's not inherently bad, as far as I can see. It's just different.


Steve Geddes wrote:
I guess I don't see why crowdfunding has lowered the bar (to use your phrase). I think it's digital publishing that's done that.

Yes, I see Kickstarter coming in at Step 2). Sorry I wasn't explicit with that.

Steve Geddes wrote:
Running a successful kickstarter requires a lot of infrastructure, planning, coordination and ongoing communication/engagement - if anything, I think it increases the professionalism of the 3PPs which utilise it (in an ongoing fashion) because the customer base is more demanding once they've paid for something.

It may increase the professionalism. But that only means more viable choices. Which, by itself, is a good thing but Step 2) isn't all there is to the new business model dynamic I'm seeing.

Steve Geddes wrote:
I also don't accept your step 3 as being a negative - it may increase competition, but the medium sized companies are only going to be "under pressure" if they are complacent and fail to innovate or to otherwise continue to meet demand. They're still better placed to produce new, high quality stuff than the two-person operation with access to crowdfunding, imo.

True, but to stay in business they need cash flow to be more or less constant (or at some minimum level and otherwise growing).

With more players in the game, some of which are going to be 20 years old and doing it because they can while in college and not because they need to make a living, the cash flow situation becomes more turbulent. And yes, to counter that market flux I would guess then that pushes the medium sized 3PP into crowdfunding more and more, if not exclusively.

General business economics says that if the 3PP stuff is high quality it will indeed grow the market. But remember that's an "all things being equal" rule of thumb and it leaves out Steps 4) and 5) (and then 6) and 7) also).


But 4 isn't really due to the existence of kickstarter - those changes in the marketplace have been happening for years.

I don't know if 5 is true or not - there are fewer beginners starting due to seeing the game in their FLGS, but I don't think that was really much of an avenue for new players anyhow - certainly where I live, the only people going into gaming stores are gamers.

I don't really see what point 6 is - it sounds to me that you're suggesting the kickstarter fad is going to fade (?)

I'd need to see evidence, to be frank. Whenever something new happens in business, there's a tendency to say "it's bad for how we used to do things/currently do things, therefore it's bad". The actual outcomes though are generally just different - it's pretty rare for an innovation to destroy an industry unless it is replaced with something judged to be "better".

In my case, the existence of crowdfunding is definitely a boon - my expenditure on "traditionally produced" RPG supplements hasn't changed, but I'm buying more RPG products overall and some publishers just getting their feet in the door are benefitting from extra exposure and extra revenue that they'd just never be able to get through traditional methods.

If I'm typical, then it's really hard to see how that's bad for the hobby overall.

There are no doubt people who decide to spend $x on RPG products and, due to their support for kickstarters, are now spending less on more traditional publishers' products. However, I'd suggest that's because they want the kickstarter product more, not out of any dedication to the funding model. I think the obvious defence to competition is to get better, so if the medium sized publishers take the bull by the horns and lift their game - those $ will flow back to them. If not, a new medium sized publisher will arise, better servicing the market's demand.

I think we all still win, even if this latter group are the majority (yes some medium publishers might fail, but they'll be replaced with companies who are, by assumption, making better stuff).

It seems to me that the only losing scenario is if there's a whole bunch of half-baked, poorly executed kickstarters draining revenue from established companies and I just don't see that happening. I think the crowdfunding market is maturing - the days of "I've got this cool idea, give me some money" are long gone, in my view. There have been enough failed or significantly delayed projects that people have begun to wise up. I don't think the fragmentation you envisage is going to occur - rather there will be some "run via crowdfunding" businesses working alongside some "financed traditionally" businesses.


Steve Geddes wrote:
But 4 isn't really due to the existence of kickstarter - those changes in the marketplace have been happening for years.

Yes but Crowdfunding sharply increases the PDF-only nature inherent in APs, one-off adventures and splatbooks.

More PDFs is bad for the FLGSs.

Steve Geddes wrote:
I don't know if 5 is true or not - there are fewer beginners starting due to seeing the game in their FLGS, but I don't think that was really much of an avenue for new players anyhow - certainly where I live, the only people going into gaming stores are gamers.

Being a n00b at an FLGS is how I started in TTRPGs. I started at 10 or 11 (don't remember exactly now when it was) by filling in playing a retainer mook for another PC. I can say for certain that I wouldn't be involved in TTRPGs today if not for that DM at the FLGS backroom.

Steve Geddes wrote:
I don't really see what point 6 is - it sounds to me that you're suggesting the kickstarter fad is going to fade (?)

Without n00bs there comes a point when what's left are the Grognards. They see crowdfunding for a new product, look at their boxes of existing paraphernalia and ask themselves, "why?" and then don't buy in.

Steve Geddes wrote:
I'd need to see evidence, to be frank...I don't think the fragmentation you envisage is going to occur - rather there will be some "run via crowdfunding" businesses working alongside some "financed traditionally" businesses.

Yes, this is key to my whole argument. Total market momentum is harder to build and sustain with fragments. If the new fragments aren't also quality then Steps 1) - 7) seems a most likely scenario to me.


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Okay. I don't really have anything else to say. Perhaps we have such wildly different experiences that we're essentially talking past one another (I don't see kickstarters as encouraging PDFs, but the exact opposite, for example - without crowdfunding we'd have far fewer printed RPG supplements, in my opinion).

Ultimately, I disagree with the premise - it seems to me that kickstarter, indiegogo and the like have been great for TTRPGs overall. My concern is more with fraud or (more relevantly) with the health of the publishers biting off more than they can chew or constructing poorly structured kickstarters.

Things aren't going to go back to the 80s, but that's nothing to do with crowdfunding, in my view - I think crowdfunding is a good, modern solution to a shrinking fan base.


Steve Geddes wrote:

Okay. I don't really have anything else to say. Perhaps we have such wildly different experiences that we're essentially talking past one another (I don't see kickstarters as encouraging PDFs, but the exact opposite, for example - without crowdfunding we'd have far fewer printed RPG supplements, in my opinion).

Ultimately, I disagree with the premise - it seems to me that kickstarter, indiegogo and the like have been great for TTRPGs overall. My concern is more with fraud or (more relevantly) with the health of the publishers biting off more than they can chew or constructing poorly structured kickstarters.

Things aren't going to go back to the 80s, but that's nothing to do with crowdfunding, in my view - I think crowdfunding is a good, modern solution to a shrinking fan base.

Kind of like how Facebook and it's spin-offs keep people connected despite all the moving on that happens after high school?

Yes, your comments and Irontruths help me to understand that not even most TTRPG Kickstarter-type events are PDF-only. It's just the lowest bar for getting into the market, but I can see how most TTRPG backers want something tangible, something collectible.

I also see how it pays (in theory) for FLGSs to be backers. But putting products on the shelf that largely appeal to people who are already backers or can be if they wanted to... well, that doesn't seem like a good business risk. Only Kickstarter products that "go viral" will actually pay a FLGS owner to back.

I guess we would need to know the numbers behind sales for backed products. Does 90% of the product go to backers? 50%? 20%? Seems to me if the number isn't 50% or less then the crowdfunding phenomenon isn't growing the TTRPG pie.

Yeah, the more I talk this over with people who know things I don't, and have preferences that I don't, the more I see your last sentence - in bold above - as being both descriptive and prescriptive.

Thanks for being civil :)


FLGS is pretty much a dead or at least dying concept, just like every other kind of specialized hobby store today. Yes, there are cigar shops in places, but not many. The business model for shops today is generalist, that is how you attract customers. Even the generalist shops today have single shelves for specialized interests. RPGs are not going to escape that. Given this, I see #6 above as the starting point, with the alternative distribution models as adaptations. YMMV.


Sissyl wrote:
FLGS is pretty much a dead or at least dying concept, just like every other kind of specialized hobby store today. Yes, there are cigar shops in places, but not many. The business model for shops today is generalist, that is how you attract customers. Even the generalist shops today have single shelves for specialized interests. RPGs are not going to escape that. Given this, I see #6 above as the starting point, with the alternative distribution models as adaptations. YMMV.

Depends on where you are I think. Canberra is a relatively small city (population somewhere around 400,000 people I believe), but we've got two gaming stores currently with a third opening next month. Each of them would be within an hour's drive of each other (and that's in bad traffic), and each appears to be doing well. The centrally located store has been operating for as long as I can remember, and focuses primarily on board and cardgames, but also stocks wargames and RPGs (mostly D&D and Cubicle 7 stuff); the South Canberra store focuses on wargames and RPGs (and keeps some of the more obscure stuff in stock) but also has board/card games, has just moved to a bigger location and is in the process of getting a liquor license so they can open a bar in the adjacent shop, and the North Canberra store will be Australia's second largest gaming store, and already has a lot of interest building for it. All of the stores run or will run RPG days, weekly events for wargames and card games (both CCG and the "living card games" that Fantasy Flight Games make), and so on (though the central one has by far the least space for it, they make up for it by being right in the middle of the busiest public area in the city, so they get the most walkthrough traffic).

So it's not really a dead or dying concept here, or doesn't seem to be. They've just adapted by becoming a community hub as well as a store. Keep people happy and give them somewhere to play, and they'll buy their stuff there to support you is the theory, and it seems to be working. I may get my Pathfinder stuff through subscriptions, but almost everything else I buy comes from the South Canberra store unless they honestly can't get it for me.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Quark Blast wrote:

Came across this article here:Role of the Dice that basically repeats the stat that the RPG gaming market share was ~$15 million USD out of a ~$700 million USD on "hobby games" in 2013.

That seems really low to me.

That would mean, if there were 15 million RPG'rs in the USA/Canada, we spent on average only $1 on our chosen hobby all last year. Even if there are only 3 million gamers who play RPGs that would only bump the take up to $3 per player.

That can't be right... can it?

It is. RPGs may no longer be in the ghetto of "weirdo hobby" but compared to board and card games, we're still just a very small niche market. Hasbro did not buy WOTC for D+D, they bought it for Magic the Gathering, and D+D just happened to be part of the package.


Quark Blast wrote:
Steve Geddes wrote:

Okay. I don't really have anything else to say. Perhaps we have such wildly different experiences that we're essentially talking past one another (I don't see kickstarters as encouraging PDFs, but the exact opposite, for example - without crowdfunding we'd have far fewer printed RPG supplements, in my opinion).

Ultimately, I disagree with the premise - it seems to me that kickstarter, indiegogo and the like have been great for TTRPGs overall. My concern is more with fraud or (more relevantly) with the health of the publishers biting off more than they can chew or constructing poorly structured kickstarters.

Things aren't going to go back to the 80s, but that's nothing to do with crowdfunding, in my view - I think crowdfunding is a good, modern solution to a shrinking fan base.

Kind of like how Facebook and it's spin-offs keep people connected despite all the moving on that happens after high school?

Yes, your comments and Irontruths help me to understand that not even most TTRPG Kickstarter-type events are PDF-only. It's just the lowest bar for getting into the market, but I can see how most TTRPG backers want something tangible, something collectible.

I also see how it pays (in theory) for FLGSs to be backers. But putting products on the shelf that largely appeal to people who are already backers or can be if they wanted to... well, that doesn't seem like a good business risk. Only Kickstarter products that "go viral" will actually pay a FLGS owner to back.

I guess we would need to know the numbers behind sales for backed products. Does 90% of the product go to backers? 50%? 20%? Seems to me if the number isn't 50% or less then the crowdfunding phenomenon isn't growing the TTRPG pie.

Yeah, the more I talk this over with people who know things I don't, and have preferences that I don't, the more I see your last sentence - in bold above - as being both descriptive and prescriptive.

Thanks for being civil :)

As stated by Steve, Kickstarter has increased the number of books that are printed and the quality at which those books are printed (more books with sturdier bindings, more color books, etc).

Honestly, no small RPG is financially worth the investment for LGS. They've never been worth the investment and carrying them has always been an act of love by store owners. They never sell at a rate that justifies the space they take up, even if they're just on shelves with only the bindings out. A game like Burning Wheel might sell a copy a year, and that's a relatively popular indie game.

Reaper's Bones kickstarter was pretty successful. It got $3.4 million in backer money. They've also been successful in sales after the fact as well and probably worth their rack space for stores that sell miniatures. A popular kickstarter represents a popular product. But the kickstarter is limited in nature, only 30 days, so not all consumers will acquire what they want during that period.

Local stores have had trouble long before kickstarter. Amazon is a bigger problem than kickstarter. For stores to stay relevant, they need to sell other products that make more money (or have higher product flow) and make themselves into a community center focused around games. They can't just be merchants any more, they have to be ambassadors and curators of their hobbies. Also, they have to exist in a market large enough to support them. That means large and medium cities get gaming stores, but probably only a few small cities. It's a specialty thing, and specialty stores can exist in larger cities. They struggle in small communities.


LazarX wrote:
It is. RPGs may no longer be in the ghetto of "weirdo hobby" but compared to board and card games, we're still just a very small niche market. Hasbro did not buy WOTC for D+D, they bought it for Magic the Gathering, and D+D just happened to be part of the package.

I guess I should have thought about this harder but now that you say that I recall a conversation I had last summer with one of the FLGS owners here'bouts and he was name dropping. Not in an arrogant sort of way but just mentioning all the big names he had met over the past 30 years, including Gygax, but also including Mearls and others at WotC.

So, assuming he wasn't just talking, I can take the lesson from his reminiscing that the hobby is darned small potatoes.

Silver Crusade Contributor

Yeah... for anyone wondering why I'm not subscribed to anything, it's because I've been trying to support my local store by buying there. Of course, between increased shipping delays and certain... social issues, I may be subscribing soon after all.

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