So here is a question for the stalwarts and the Old Guard!
We are fast approaching the 7th printing of the PHB. Now my intent is just do a little more cleaning, keep the same cover, and reprint the book. I will probably kickstart the book just to get the exposure. However, a very good friend of mine, who has worked with consolidation in this biz for almost as long as TLG has been around, has told me that we need to do something different with the Players Handbook. Not a new addition, but something to make the retail shops stand up and take notice.
Here are some ideas I've pondered.
1) Taking chapter 1 from the CKG and putting it in the PH and selling it as a complete game.
2) A flip book with the M&T, making it even a more complete game.
3) Running a kickstarter to fund it and drop the price to 19.99 (he really wants this price back so that it can compete with D&D 5)
None of these ideas seem to make it pop in my book. Though I'm a little fond of #3.
Thoughts?
Steve
Most of the gamers we are dealing with, are already core fans of the C&C game. Whether the price is $39.95 or $19.95 is probably of little difference to the core players. Now, PHB7 needs to be something different. The key is how do you make it stand out -- advertisting! But also, your friend is right. You need a pop! Just adding a section from the CKG in the book is probably not going to get new players into the game. New players don't really know the difference from the PHB to the CKG, other than they probably assume it's just a Dungeon Master's Guide. I would say that PHB7 needs to offer "enhancements" like saying "expanded player's content" which could include chapter 1 of the CKG, along with the expanded classes from the CKG. Remember, players themselves are the top demographic for the PHB7, and you need to give them something to want to buy back in, or have new players excited.
I do love the idea of putting out a nice PHB back at the $19.95 price point. Remember when 3rd Edition did that at first? Wow, that got a lot of players to buy into the game. I like it, but I don't know how feasible that can be for the company. Asking the old guard to subsidize a new lower-cost printing will probably be tricky.
Next, you might have to do something gimmicky to get the new and old players to buy in. How about a uniquely-sized book? Perhaps a 8" x 10" book to differentiate from all of the other PHBs? A different cover, with non-Peter Bradly art -- perhaps delving back into D&D's past with Elmore, Easley, etc.? Or, a cover from Wayne Reynolds of Pathfinder cover fame? Perhaps go with a striking new artist that Frog God Games uses like Artem Shukayev? I love Peter Bradley, but a new artist my be a nice trick to get new players to buy in. There's also things like interior end-page art (from Peter Bradley?), contnuing with the parchement color pages (I think that is a popular choice overall, despite some regulars who hate it). How about a 4-12 page HH or Aihdre setting primer as an appendix to the PHB, kind of going back to the old Greyhawk folio info, or a throwback to the old Aihrde folio style? How about a primer for a new setting (Inzae?). How about a coin taped to the inside of every PHB that can be used as a Fate Point, or Rule Breaker, or a discount at a convention (or all three)? That C&C coin printed up for the Aihrde kickstarter was really nice.
I know these ideas don't stretch too far from what already has been done, but I think most players aren't looking for something completey different and new-fangled.
~O
Something that shows how rules easy it is at a glance so that someone just picking up the book and giving a once over or a quick peek in will get grabbed by the freedom of mechanics C&C presents. Or in other words, show that this just isn't another D&D / OSR clone dressed in fine clothes. I know that and a combination of not needing the library of congress were what got me hooked when I had started looking for a 3.5 replacement back when.
Omote,
Agreed. The lower price point would be fantastic. It would make us more competitive with 5E, which we need to be for sure. Players need an incentive to switch over, but I'm like you, asking the Old Guard to subsidize it is not really cool. That's why I'm mulling over a Kickstarter that puts the price at of the print book at 10 bucks, with the hope of getting new players in. It doesn't get cheaper. That type of approach.
But I really like your idea of including more than just the 1st chapter of the CKG, expanding the book to be more inclusive of the whole game.
And end leafs are a great idea.
With that would be a real collectors edition in a slip sleeve. Something like this:The Decline and Fall
http://www.eastonpress.com/secure/Content/ImagesProducts/da30cb96-4c2f-452a-b050-aa3ec861c447_400_0.jpg
Steve
Googleplex. Love it! A one page snap shot of the Siege Engine. Open the book and there it is. How to play in a nut shell. Or hell, even on the back of the book?
Steve
Inside the front cover I would think. Or even add a little blurb to point them in that direction on the back cover text since I think a lot of folks start there at first look.
2 cents (or less) from a relative newcomer:
1) As Go0gleplex suggested, a brief intro section that shows how easy it is to run; differentiating C&C from other RPGs.
2) Chapter 1 from the CKG, at least the portion expanding classes to level 24.
3) Expand the section on multiclassing/enhanced classes and make it part of the "Classes" chapter. Honestly, how C&C does multiclassing is so much better than either 1E or 3.5/Pathfinder.
4) Like the Amazing Adventures rule book, include an introductory adventure (perhaps using one of the Free RPG day modules).
From my own experience, potential GMs will really appreciate how easy it is to run. I think newer players will have the expectation on having the ability to customize their characters somewhat, so that is why I suggested giving the multiclassing/enhanced class/class plus better visibility. However, you have more contact with potential new players, and probably know if I'm really right on that expectation. Including material from the Expanded Classes supplement could also be sabotaging an existing revenue stream.
Keeping on the topic of character customization, AA provides generic class abilities, and rules for swapping those with existing class abilities. Has there been any thought on bringing that over to C&C as an optional rule? Would it drastically alter game play or take it in a direction you really don't want it to go? I only say this because, as I mentioned above, ever since 3rd edition, players have the expectation of character customization. I truly believe that C&C has all the tools to do that, while still keeping it fairly simple and keeping in the spirit of AD&D.
Again, just my 2 cents - apologize if it comes off as some idiotic ramblings.
I think a lot of times when I go to buy a book in a shop I'll jump straight to the character classes, because that's pretty easy to understand. I look for a character sheet with call-outs with page numbers and a brief explanation, and it can be eye catching to do two facing pages for each class (no overlap from another class) with an awesome picture. Pictures of the classes can do a lot to convey the feel of the game.
It's not that the older PHBs don't have that, but it's more of a layout thing.
I ran this game a long time before the CKG even came out, and so far I haven't used very much out of it. I would think adding in monsters and treasure would be more helpful. I didn't use any of the other DMG's much either, as a basis for comparison.
If I were looking at the book and considering whether to buy the book and try the game, I would have to agree with Go0gleplex, "one page snap shot of the Siege Engine. Open the book and there it is. " The simplicity of the rules and quick play are what made me change to C&C from D&D 3.
But as a relatively new player and CK, what would make me buy PHB 7 when I have just within the last 6 months purchased the core books, and the 6 players in my group have all purchased the PHB? I think it would have to be similar to what Spade_Marlowe suggested in 1-4 of that comment, and the price would have to be lower, $15 or less for me and my group. I would be very hesitant to bring any big changes to my campaign at this time, but I wouldn't mind spending a few bucks to have some of the information consolidated into one reference.
What about a C&C starter kit? I know that several other systems have done this and from my conversations and experiences at Gencon, they seem to be useful in getting new people to try the system. A package that gives enough for players, a new CK and even an chapter to explain the siege engine all in a nice affordable package with a starter adventure to give it a whirl. Just a thought.
Why do you need a new printing? Aren't you concerned that people will think there are multiple "versions" of the rules? The fact that the game has remained stable is one of C&C's selling points, for me anyway. I'd be more interested in a "Manual of the Planes" for C&C.
Bandaloor> The new printings usually occur when the Trolls have exhausted their stock of the current print run. (which I believe is what Troll Lord is alluding to) They often take the opportunity to tweak editting and in the rare case of the 4th printing I believe it was, tweak a class or two if things have proven necessary through player feedback or what.
In this case, it would seem the Trolls are looking at doing some rules consolidation between the core books and include some optional material. The game itself won't change, just the wrapping really. That is why they refer to them as printings vs editions, to avoid most of the misconception.
Check out the polls on adventures requested.. most play under 12th lvl but some want higher.. but not much over 20th so expanding the PH to include "epic" level play might be good based on those polls. But a complaint for M&T is more powerful monsters and items might need to go with it. Also, the more the PH stands on its own and allows the game to be a one book game for all the better. I would like to see everything needed to "play" neatly in one place with handy tables.
The Rules Cyclopedia is generally praised because it includes everything a player or GM needs in a single volume. You have the possibility to match that. Between the PHB, CKG, and M&T just about everything is there. Currently the setup could be a bit confusing. The PHB contains Player info, and GM info with GM info (Examples, suggestions, GM rules) stuck into what should be Player info (Movement, Combat, etc). If it was a complete volume than it would make sense. But it's called a Player's Handbook. Than there's the CKG which has expanded info for Players and GMs. The CKG also includes a lot of material that is generally considered standard in a D&D-like game (Aerial/Water/Wilderness Movement, Henchman, etc). With that said, I'd suggest a complete game or restructure both the PHB and CKG.
Personally, I'd like to see a short adventure included in the PHB, like the fantasy one in Under the Blood Red Moon. I'd like to get a taste of the setting that way.
Using the inside cover pages to snapshot the rules is brilliant. It makes it kind of like having a CK screen built right into the book. That's huge, being able to find frequently referenced rules at a glance.
I don't much like the idea of a flip book. I find them to be unwieldy.
I don't know if a lower price point is going to be a strong enough selling point without mass market distribution. If you had C&C in every Barnes & Noble or Books-A-Million, I can see that being pretty decisive. Without that kind of reach I worry that the price is too low to be sustainable. I want C&C to be sustainable!!
I like the idea of a complete game. Put the class expanding rules from the CKG into the PHB. Ideally, incorporate the expanded levels right into the main section on classes, rather than just cut and paste the entire CKG chapter 1 into the player's book. Even if that can't be done, it would still be nice to have all the player focused rules in one book.
Having a one page summary would be great. Either on the back cover, or on the first page.
My other idea would be having (in addition to the full color hardcover) a less expensive, black and white book, possibly softcover. I miss the old black and white books, which were easier on the eyes than the brown on tan print of the new color books. A softcover would make it easier for me to carry a few extra copies to my game for player's to use.
I think adding a few elements from the CKG will allow the the book to feel like a "complete game". Add in a set of C&C polyhedral dice in a little C&C logo felt bag and I think that would make people take notice.
I noticed Steve's tweet about an upcoming Kickstarter for the 7th printing. What's been decided about the content?