The market for Tabletop RPGs (other than the big dragon) is framed, by default, as competitive. Specifically, products are described as competing for:
Which all seems relatively sensible on the face of it, especially for a game that “makes it” up to a significant tier of publication or aspires to. And if that’s not only sensible but factual, then it is rational for a publisher to treat the business as a zero-sum game in which there are a limited number of winners and everyone else is a loser.
And if you have this mindset, then I’d like to say to you: Silence, filthy capitalist pigdog.
There are many, many games and products that are some or all of:
And for those that hit a lot of those points, trying to stretch ephemeral constructs in order to push them into the “competition” paradigm demands torturing the rhetoric enough that everyone feels stupider for witnessing it.
Not only that, but also consider game jams, storefronts that directly refer you to “competing” products, and cross-publisher bundles of supposedly competing material. Those are all fundamentally collaborative ventures - some may enter into them with “this will get me an edge in later competitive behavior”, sure, but that’s because they’re locked into that mentality. The competition of the Tabletop RPG industry is and has been opt-out for a very long time now, with many creatives habitually on the “out” side more than the “in” one.
It is possible to be a primarily cooperative designer rather than a primarily competitive one - even easy, for many. It's not automatic for most, and not the default as it'll often be described; you have to determine how you want to go about it, and then do so. You have to opt out. But you can.
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