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	Comments on: Games Quarterly Magazine No More	</title>
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	<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/</link>
	<description>Award-winning &#38; New York Times-bestselling author and game designer</description>
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		<title>
		By: Christian Johnson		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-17332</link>

		<dc:creator><![CDATA[Christian Johnson]]></dc:creator>
		<pubDate>Mon, 09 Apr 2007 04:14:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-17332</guid>

					<description><![CDATA[My library of Savage World&#039;s stuff attests to my appreciation of Shane&#039;s work in the rpg field.]]></description>
			<content:encoded><![CDATA[<p>My library of Savage World&#8217;s stuff attests to my appreciation of Shane&#8217;s work in the rpg field.</p>
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		<title>
		By: Christian Johnson		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-49247</link>

		<dc:creator><![CDATA[Christian Johnson]]></dc:creator>
		<pubDate>Mon, 09 Apr 2007 04:14:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-49247</guid>

					<description><![CDATA[My library of Savage World&#039;s stuff attests to my appreciation of Shane&#039;s work in the rpg field.]]></description>
			<content:encoded><![CDATA[<p>My library of Savage World&#8217;s stuff attests to my appreciation of Shane&#8217;s work in the rpg field.</p>
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		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-17289</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Mon, 09 Apr 2007 02:21:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-17289</guid>

					<description><![CDATA[Shane Hensley deserves every bit of credit for the &lt;em&gt;Deadlands&lt;/em&gt; high concept, of course, but I don&#039;t think he&#039;d disagree that from the inside it wasn&#039;t always clear it would be such a hit. We thought it would do well, of course, or we wouldn&#039;t have started a company to produce it, but we could have barely hoped it would strike fire with so many imaginations. 

As for its future in other media, I can only say I&#039;d love to see that too.]]></description>
			<content:encoded><![CDATA[<p>Shane Hensley deserves every bit of credit for the <em>Deadlands</em> high concept, of course, but I don&#8217;t think he&#8217;d disagree that from the inside it wasn&#8217;t always clear it would be such a hit. We thought it would do well, of course, or we wouldn&#8217;t have started a company to produce it, but we could have barely hoped it would strike fire with so many imaginations. </p>
<p>As for its future in other media, I can only say I&#8217;d love to see that too.</p>
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			</item>
		<item>
		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-49246</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Mon, 09 Apr 2007 02:21:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-49246</guid>

					<description><![CDATA[Shane Hensley deserves every bit of credit for the &lt;em&gt;Deadlands&lt;/em&gt; high concept, of course, but I don&#039;t think he&#039;d disagree that from the inside it wasn&#039;t always clear it would be such a hit. We thought it would do well, of course, or we wouldn&#039;t have started a company to produce it, but we could have barely hoped it would strike fire with so many imaginations. 

As for its future in other media, I can only say I&#039;d love to see that too.]]></description>
			<content:encoded><![CDATA[<p>Shane Hensley deserves every bit of credit for the <em>Deadlands</em> high concept, of course, but I don&#8217;t think he&#8217;d disagree that from the inside it wasn&#8217;t always clear it would be such a hit. We thought it would do well, of course, or we wouldn&#8217;t have started a company to produce it, but we could have barely hoped it would strike fire with so many imaginations. </p>
<p>As for its future in other media, I can only say I&#8217;d love to see that too.</p>
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		<item>
		<title>
		By: Christian Johnson		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-17177</link>

		<dc:creator><![CDATA[Christian Johnson]]></dc:creator>
		<pubDate>Sun, 08 Apr 2007 22:47:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-17177</guid>

					<description><![CDATA[I wasn&#039;t sure about the timeline on when Deadlands etc. came out.  I just remember how baffled I was at the creativity behind the idea.  I know some people use the term &quot;high concept&quot; derogatorily, but Deadlands is a high concept masterpiece.   

I know there will be a movie/tv series based on it someday.]]></description>
			<content:encoded><![CDATA[<p>I wasn&#8217;t sure about the timeline on when Deadlands etc. came out.  I just remember how baffled I was at the creativity behind the idea.  I know some people use the term &#8220;high concept&#8221; derogatorily, but Deadlands is a high concept masterpiece.   </p>
<p>I know there will be a movie/tv series based on it someday.</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: Christian Johnson		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-49245</link>

		<dc:creator><![CDATA[Christian Johnson]]></dc:creator>
		<pubDate>Sun, 08 Apr 2007 22:47:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-49245</guid>

					<description><![CDATA[I wasn&#039;t sure about the timeline on when Deadlands etc. came out.  I just remember how baffled I was at the creativity behind the idea.  I know some people use the term &quot;high concept&quot; derogatorily, but Deadlands is a high concept masterpiece.   

I know there will be a movie/tv series based on it someday.]]></description>
			<content:encoded><![CDATA[<p>I wasn&#8217;t sure about the timeline on when Deadlands etc. came out.  I just remember how baffled I was at the creativity behind the idea.  I know some people use the term &#8220;high concept&#8221; derogatorily, but Deadlands is a high concept masterpiece.   </p>
<p>I know there will be a movie/tv series based on it someday.</p>
]]></content:encoded>
		
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		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-16658</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Sat, 07 Apr 2007 19:34:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-16658</guid>

					<description><![CDATA[Good points, Christian. After an expansion like we&#039;ve had, a contraction is only natural. Some of it&#039;s ameliorated by the fact that most gamers aren&#039;t omnivores like you and me and many of the game designers I know. They stick to one kind of game--often one game period--and rarely if ever venture into new waters. 

Pinnacle wasn&#039;t part of that pre-Magic boom-bust cycle though. It debuted in 1996, after Magic was already a few years old. We entered a marketplace going through a post-Magic bust, and RPGs were a hard sell then. Whatever success we had came from the fact we didn&#039;t do that same-old thing but, as they like to say in baseball, hit it where they ain&#039;t.]]></description>
			<content:encoded><![CDATA[<p>Good points, Christian. After an expansion like we&#8217;ve had, a contraction is only natural. Some of it&#8217;s ameliorated by the fact that most gamers aren&#8217;t omnivores like you and me and many of the game designers I know. They stick to one kind of game&#8211;often one game period&#8211;and rarely if ever venture into new waters. </p>
<p>Pinnacle wasn&#8217;t part of that pre-Magic boom-bust cycle though. It debuted in 1996, after Magic was already a few years old. We entered a marketplace going through a post-Magic bust, and RPGs were a hard sell then. Whatever success we had came from the fact we didn&#8217;t do that same-old thing but, as they like to say in baseball, hit it where they ain&#8217;t.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-49244</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Sat, 07 Apr 2007 19:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-49244</guid>

					<description><![CDATA[Good points, Christian. After an expansion like we&#039;ve had, a contraction is only natural. Some of it&#039;s ameliorated by the fact that most gamers aren&#039;t omnivores like you and me and many of the game designers I know. They stick to one kind of game--often one game period--and rarely if ever venture into new waters. 

Pinnacle wasn&#039;t part of that pre-Magic boom-bust cycle though. It debuted in 1996, after Magic was already a few years old. We entered a marketplace going through a post-Magic bust, and RPGs were a hard sell then. Whatever success we had came from the fact we didn&#039;t do that same-old thing but, as they like to say in baseball, hit it where they ain&#039;t.]]></description>
			<content:encoded><![CDATA[<p>Good points, Christian. After an expansion like we&#8217;ve had, a contraction is only natural. Some of it&#8217;s ameliorated by the fact that most gamers aren&#8217;t omnivores like you and me and many of the game designers I know. They stick to one kind of game&#8211;often one game period&#8211;and rarely if ever venture into new waters. </p>
<p>Pinnacle wasn&#8217;t part of that pre-Magic boom-bust cycle though. It debuted in 1996, after Magic was already a few years old. We entered a marketplace going through a post-Magic bust, and RPGs were a hard sell then. Whatever success we had came from the fact we didn&#8217;t do that same-old thing but, as they like to say in baseball, hit it where they ain&#8217;t.</p>
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		<title>
		By: Christian Johnson		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-16625</link>

		<dc:creator><![CDATA[Christian Johnson]]></dc:creator>
		<pubDate>Sat, 07 Apr 2007 18:25:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-16625</guid>

					<description><![CDATA[I hate to see something like this happen to anyone, but especially to someone who was so devoted to promoting the hobby I love.  More specifically, I liked the way that GQM was constantly trying to reach out to possibly overlooked audiences.  From information as to how teachers could implement games in the learning process, to special magazines at Barnes and Noble, Mark just seemed to get how to promote the hobby to create a greater marketplace.  It is sad to see that his leap into the gap with his Trade Show might have contributed to an early demise.

As for the complaint of softness in the Gaming Marketplace.  I know that certain figures support that, but from a consumer perspective what I am constantly facing is a market that provides more product on a monthly basis than I can afford, and I am not a typical &quot;poor&quot; gamer.  I spend roughly $400 a month on games/gaming related material and there are still products (often indie press things like Spirit of the Century) that I overlook and hunt down later.  There is too much walla (as a sound tech might say) and no clear way to determine what is or isn&#039;t worth spending my money on in any given month.

Sure there are websites like BGG, BGN, and About Games (written by a regular contributor to Knucklebones), but game criticism hasn&#039;t become mainstream enough to assist the potential consumer.  That was where Mark will be most missed, I think.

There are lots of exciting things happening in gaming today, but they are dividing the marketplace into many parts.  Just look at the PDF market, there is a lot of product.  Some is good and some is awful, but one thing is certain, it is like the d20 boom without the big corporation to blame for glut.

I was glad that Matt mentioned the pre-Magic period of RPGs because it was a similar marketplace for me.  I know that some of what I am going to mention comes after the Magic boom, but the market was overwhelming for me at that time as well.  TSR was releasing 5+ products a month (between Mystara, Birthright, and FR I could barely breathe), FASA was on a roll, Pinnacle was in a creative boom, Vampire had just come out, there was a new edition of Champions (with Perez cover and more products than ever before for that system in the pipeline).  There is even more I could mention, but suffice to say there was a lot of worthy product with limited market resources.

We have a similar landscape now.  Do I buy Steven Long&#039;s bi-weekly addition to Hero?  The three Wotc books?  A case or two of their Quarterly minis release?  Green Ronin&#039;s stuff?  Pinnacle?  What about AEG?  Fantasy Flight&#039;s boardgames are top notch, but not cheap.  Games Workshop, tip top as always in quality.  Rackham (I never heard of them 6 years ago, now I worship their sculpts)?  Uberplay?  Asmodee?  Mongoose&#039;s Paranoia?  Atlas Games?  Paizo Press in the market now?!

My gameroom looks like Sid Sackson&#039;s warehouse.  

I am overwhelmed.  

I don&#039;t know that the mine is collapsing, but if it is it might have something to do with too rapid an expansion.  500 companies and 42,000 products.  That is not an underwhelming number.]]></description>
			<content:encoded><![CDATA[<p>I hate to see something like this happen to anyone, but especially to someone who was so devoted to promoting the hobby I love.  More specifically, I liked the way that GQM was constantly trying to reach out to possibly overlooked audiences.  From information as to how teachers could implement games in the learning process, to special magazines at Barnes and Noble, Mark just seemed to get how to promote the hobby to create a greater marketplace.  It is sad to see that his leap into the gap with his Trade Show might have contributed to an early demise.</p>
<p>As for the complaint of softness in the Gaming Marketplace.  I know that certain figures support that, but from a consumer perspective what I am constantly facing is a market that provides more product on a monthly basis than I can afford, and I am not a typical &#8220;poor&#8221; gamer.  I spend roughly $400 a month on games/gaming related material and there are still products (often indie press things like Spirit of the Century) that I overlook and hunt down later.  There is too much walla (as a sound tech might say) and no clear way to determine what is or isn&#8217;t worth spending my money on in any given month.</p>
<p>Sure there are websites like BGG, BGN, and About Games (written by a regular contributor to Knucklebones), but game criticism hasn&#8217;t become mainstream enough to assist the potential consumer.  That was where Mark will be most missed, I think.</p>
<p>There are lots of exciting things happening in gaming today, but they are dividing the marketplace into many parts.  Just look at the PDF market, there is a lot of product.  Some is good and some is awful, but one thing is certain, it is like the d20 boom without the big corporation to blame for glut.</p>
<p>I was glad that Matt mentioned the pre-Magic period of RPGs because it was a similar marketplace for me.  I know that some of what I am going to mention comes after the Magic boom, but the market was overwhelming for me at that time as well.  TSR was releasing 5+ products a month (between Mystara, Birthright, and FR I could barely breathe), FASA was on a roll, Pinnacle was in a creative boom, Vampire had just come out, there was a new edition of Champions (with Perez cover and more products than ever before for that system in the pipeline).  There is even more I could mention, but suffice to say there was a lot of worthy product with limited market resources.</p>
<p>We have a similar landscape now.  Do I buy Steven Long&#8217;s bi-weekly addition to Hero?  The three Wotc books?  A case or two of their Quarterly minis release?  Green Ronin&#8217;s stuff?  Pinnacle?  What about AEG?  Fantasy Flight&#8217;s boardgames are top notch, but not cheap.  Games Workshop, tip top as always in quality.  Rackham (I never heard of them 6 years ago, now I worship their sculpts)?  Uberplay?  Asmodee?  Mongoose&#8217;s Paranoia?  Atlas Games?  Paizo Press in the market now?!</p>
<p>My gameroom looks like Sid Sackson&#8217;s warehouse.  </p>
<p>I am overwhelmed.  </p>
<p>I don&#8217;t know that the mine is collapsing, but if it is it might have something to do with too rapid an expansion.  500 companies and 42,000 products.  That is not an underwhelming number.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Christian Johnson		</title>
		<link>https://www.forbeck.com/2007/04/06/games-quarterly-magazine-no-more/#comment-49243</link>

		<dc:creator><![CDATA[Christian Johnson]]></dc:creator>
		<pubDate>Sat, 07 Apr 2007 18:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=871#comment-49243</guid>

					<description><![CDATA[I hate to see something like this happen to anyone, but especially to someone who was so devoted to promoting the hobby I love.  More specifically, I liked the way that GQM was constantly trying to reach out to possibly overlooked audiences.  From information as to how teachers could implement games in the learning process, to special magazines at Barnes and Noble, Mark just seemed to get how to promote the hobby to create a greater marketplace.  It is sad to see that his leap into the gap with his Trade Show might have contributed to an early demise.

As for the complaint of softness in the Gaming Marketplace.  I know that certain figures support that, but from a consumer perspective what I am constantly facing is a market that provides more product on a monthly basis than I can afford, and I am not a typical &quot;poor&quot; gamer.  I spend roughly $400 a month on games/gaming related material and there are still products (often indie press things like Spirit of the Century) that I overlook and hunt down later.  There is too much walla (as a sound tech might say) and no clear way to determine what is or isn&#039;t worth spending my money on in any given month.

Sure there are websites like BGG, BGN, and About Games (written by a regular contributor to Knucklebones), but game criticism hasn&#039;t become mainstream enough to assist the potential consumer.  That was where Mark will be most missed, I think.

There are lots of exciting things happening in gaming today, but they are dividing the marketplace into many parts.  Just look at the PDF market, there is a lot of product.  Some is good and some is awful, but one thing is certain, it is like the d20 boom without the big corporation to blame for glut.

I was glad that Matt mentioned the pre-Magic period of RPGs because it was a similar marketplace for me.  I know that some of what I am going to mention comes after the Magic boom, but the market was overwhelming for me at that time as well.  TSR was releasing 5+ products a month (between Mystara, Birthright, and FR I could barely breathe), FASA was on a roll, Pinnacle was in a creative boom, Vampire had just come out, there was a new edition of Champions (with Perez cover and more products than ever before for that system in the pipeline).  There is even more I could mention, but suffice to say there was a lot of worthy product with limited market resources.

We have a similar landscape now.  Do I buy Steven Long&#039;s bi-weekly addition to Hero?  The three Wotc books?  A case or two of their Quarterly minis release?  Green Ronin&#039;s stuff?  Pinnacle?  What about AEG?  Fantasy Flight&#039;s boardgames are top notch, but not cheap.  Games Workshop, tip top as always in quality.  Rackham (I never heard of them 6 years ago, now I worship their sculpts)?  Uberplay?  Asmodee?  Mongoose&#039;s Paranoia?  Atlas Games?  Paizo Press in the market now?!

My gameroom looks like Sid Sackson&#039;s warehouse.  

I am overwhelmed.  

I don&#039;t know that the mine is collapsing, but if it is it might have something to do with too rapid an expansion.  500 companies and 42,000 products.  That is not an underwhelming number.]]></description>
			<content:encoded><![CDATA[<p>I hate to see something like this happen to anyone, but especially to someone who was so devoted to promoting the hobby I love.  More specifically, I liked the way that GQM was constantly trying to reach out to possibly overlooked audiences.  From information as to how teachers could implement games in the learning process, to special magazines at Barnes and Noble, Mark just seemed to get how to promote the hobby to create a greater marketplace.  It is sad to see that his leap into the gap with his Trade Show might have contributed to an early demise.</p>
<p>As for the complaint of softness in the Gaming Marketplace.  I know that certain figures support that, but from a consumer perspective what I am constantly facing is a market that provides more product on a monthly basis than I can afford, and I am not a typical &#8220;poor&#8221; gamer.  I spend roughly $400 a month on games/gaming related material and there are still products (often indie press things like Spirit of the Century) that I overlook and hunt down later.  There is too much walla (as a sound tech might say) and no clear way to determine what is or isn&#8217;t worth spending my money on in any given month.</p>
<p>Sure there are websites like BGG, BGN, and About Games (written by a regular contributor to Knucklebones), but game criticism hasn&#8217;t become mainstream enough to assist the potential consumer.  That was where Mark will be most missed, I think.</p>
<p>There are lots of exciting things happening in gaming today, but they are dividing the marketplace into many parts.  Just look at the PDF market, there is a lot of product.  Some is good and some is awful, but one thing is certain, it is like the d20 boom without the big corporation to blame for glut.</p>
<p>I was glad that Matt mentioned the pre-Magic period of RPGs because it was a similar marketplace for me.  I know that some of what I am going to mention comes after the Magic boom, but the market was overwhelming for me at that time as well.  TSR was releasing 5+ products a month (between Mystara, Birthright, and FR I could barely breathe), FASA was on a roll, Pinnacle was in a creative boom, Vampire had just come out, there was a new edition of Champions (with Perez cover and more products than ever before for that system in the pipeline).  There is even more I could mention, but suffice to say there was a lot of worthy product with limited market resources.</p>
<p>We have a similar landscape now.  Do I buy Steven Long&#8217;s bi-weekly addition to Hero?  The three Wotc books?  A case or two of their Quarterly minis release?  Green Ronin&#8217;s stuff?  Pinnacle?  What about AEG?  Fantasy Flight&#8217;s boardgames are top notch, but not cheap.  Games Workshop, tip top as always in quality.  Rackham (I never heard of them 6 years ago, now I worship their sculpts)?  Uberplay?  Asmodee?  Mongoose&#8217;s Paranoia?  Atlas Games?  Paizo Press in the market now?!</p>
<p>My gameroom looks like Sid Sackson&#8217;s warehouse.  </p>
<p>I am overwhelmed.  </p>
<p>I don&#8217;t know that the mine is collapsing, but if it is it might have something to do with too rapid an expansion.  500 companies and 42,000 products.  That is not an underwhelming number.</p>
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