Worldwide TTRPG Market in 2024 – Industry Analysis

Worldwide TTRPG Market in 2024 – Industry Analysis
Wizards of The Coast

What a year!

The global TTRPG market in 2024 reached an estimated $1.9–2.0 billion, maintaining steady growth after the post-pandemic boom. While retail sales plateaued, the industry thrived through digital sales, crowdfunding, and direct-to-consumer models.

Key highlights include:

  • Dungeons & Dragons' 50th Anniversary Edition set new sales records, reaffirming its dominance despite growing competition from Pathfinder, Call of Cthulhu, and indie RPGs.
  • Crowdfunding continued to boom, with Kickstarter RPGs raising $64 million, fueled by record-breaking projects like Brandon Sanderson’s Cosmere RPG ($15M).
  • Licensing and transmedia crossovers became a driving force, as major brands (Marvel, Discworld, Lord of the Rings) expanded into RPGs, and actual-play media like Critical Role cemented its industry influence.
  • Mergers and acquisitions remained limited, but partnerships between publishers, digital platforms, and streaming services reshaped the landscape.

While in-person gaming made a full comeback at record-breaking conventions like Gen Con (71,000+ attendees), digital and hybrid play remained a permanent fixture. The industry also debated AI content and the future of RPG publishing, setting the stage for long-term innovation.

With a diverse player base, evolving monetization strategies, and a thriving indie scene, 2024 marked a year of consolidation, adaptation, and creative expansion in the world of tabletop role-playing games.

General Market Overview

The tabletop role-playing game (TTRPG) industry in 2024 remained robust, building on the pandemic-era surge while adapting to new realities. Overall sales leveled off from the unprecedented growth of 2020-2022, but the market still achieved modest gains in line with or slightly below inflation (D&D Tops The 2023 Sales Charts, Despite 30% Decline - Bell of Lost Souls).

Major publishers navigated a post-boom consolidation phase: for example, Dungeons & Dragons (D&D) – the market’s largest franchise – saw a dip in early-year retail sales following 2023’s turbulence, yet it rebounded with record-breaking new product launches by year’s end (ICv2: '2024 Player's Handbook' Becomes Fastest-Selling 'Dungeons & Dragons' Product Ever) (D&D Tops The 2023 Sales Charts, Despite 30% Decline - Bell of Lost Souls).

Consumer enthusiasm remained high, bolstered by mainstream exposure such as a 2023 D&D movie and the explosive popularity of actual-play streaming content, which continued to draw fresh audiences into the hobby (15 | August | 2024 | Cannibal Halfling Gaming) (15 | August | 2024 | Cannibal Halfling Gaming).

Despite economic headwinds (e.g. inflation causing some price sensitivity (ICv2 Hobby Games White Paper 2024 - State of the Industry | PPT)), TTRPG engagement stayed strong. In-person events and store play fully bounced back after pandemic disruptions, culminating in record attendance at conventions – Gen Con 2024 hosted over 71,000 attendees, an all-time high for the largest TTRPG convention (Gen Con, The largest and longest running tabletop gaming ...).

At the same time, online play and digital tools have become a permanent fixture of the landscape, with many groups continuing to use virtual tabletops and online platforms alongside traditional play.

The year’s developments showed a maturing industry: growth was not as meteoric as a few years prior, but the player base remained larger and more diverse than ever, supporting a wide range of games beyond just the top titles. In summary, 2024 was a year of both steady performance and pivotal transitions – balancing the tail end of a “golden age” boom with new innovations and opportunities carrying the hobby forward.

Market as a Whole

Market Size & Growth: The global TTRPG market was estimated around $1.9–2.0 billion in 2024 (Tabletop Role-Playing Game (TTRPG) Market Size, Trend, 2033). This represents substantial expansion from the mid-2010s, though growth has plateaued compared to the double-digit surges seen during the peak of COVID-era lockdowns.

Industry forecasts still predict healthy long-term growth (~11–12% CAGR) in the coming decade , but actual 2024 sales increases were modest. In the North American hobby channel (game stores), TTRPG sales were roughly flat to slightly down in 2024, following a 1% uptick in 2023 that barely kept pace with inflation.

This stabilization is largely attributed to the market “cooling” from its pandemic boom – a trend seen across tabletop gaming segments. Notably, overall hobby game revenues in the U.S. and Canada reached about $2.9 billion in 2023, a slight increase over 2022 and about 70% higher than 2019 levels.

Within that, the RPG category dipped somewhat in 2023 and early 2024, but was buoyed by non-traditional revenue streams (digital sales, direct-to-consumer and crowdfunding) that offset weaker retail channel performance.

Digital Platforms & Distribution: The continued integration of digital platforms had a significant impact on the market’s shape. Virtual tabletop (VTT) usage and online tools have remained popular even as physical gatherings returned. Publishers report growth in digital content sales (PDFs, virtual rules integrations, etc.), which helped compensate for softness in brick-and-mortar sales.

Wizards of the Coast (WotC) in particular benefited from its D&D Beyond platform and other digital offerings – WotC noted rising digital engagement for D&D, which partly made up for a dip in print book sales earlier in the year . Many publishers now pursue hybrid distribution strategies: releasing titles in traditional print, on major PDF marketplaces, and as VTT modules simultaneously.

This omnichannel approach has broadened access and convenience, contributing to the overall revenue base. Direct sales via publisher websites and crowdfunding campaigns have also grown, reducing reliance on the retail middlemen.

According to industry analyses, 2023-24 saw increased direct-to-consumer sales and publishers selling more products through their own storefronts and Patreons . The net effect is a TTRPG market that is more distributed across channels than ever – no longer measured solely by book trade sales, but also by online ecosystems and community funding.

Crowdfunding Influence: Crowdfunding has firmly established itself as a cornerstone of the TTRPG market. 2024 was another banner year for Kickstarter and similar platforms in the RPG space, with record-breaking project counts and significant funding volumes. On Kickstarter alone, 1,892 RPG-related projects were launched in 2024 – the highest ever, surpassing 2023’s previous record of 1,754 projects (RPG related projects on Kickstarter in 2024 - a report : r/rpg).

Total TTRPG funding pledged on Kickstarter reached approximately $64 million for the year. This is the second-highest annual funding total on record, exceeding the ~$59M raised in 2023 and nearly matching the all-time high of $84M from 2021’s boom year.

(Notably, 2021’s record came from a smaller number of big-ticket campaigns, whereas 2024’s total was achieved via a higher quantity of projects, indicating a broad base of creators.) Crowdfunding is not only providing substantial revenue – it’s also become a testing ground for innovation, enabling indie publishers to find audiences and shaping consumer expectations for deluxe editions and stretch-goal content.

Platforms like Backerkit and Gamefound additionally hosted RPG campaigns in 2024 (though Kickstarter remains dominant), and together crowdfunding now contributes an important percentage of overall industry income. The strong 2024 figures underscore that community funding is here to stay as a mainstay of the TTRPG market.

Consumer Behavior Shifts: In 2024, TTRPG consumers continued to enjoy their hobby but with slightly altered spending habits post-pandemic. Fans have become more value-conscious – the rapid growth of the past years gave way to a bit more price sensitivity and selective buying.

Core rulebooks and proven titles still sold well, but there was pushback on endless accessory releases or premium-priced supplements. At the same time, participation remained high: many players who joined during the 5e D&D boom or via Critical Role’s influence have stuck with the hobby. With social activities normalized, there was a “return to in-store play” and more local gaming events in 2023–2024, as noted by retailers.

This indicates that while spending per person might have tempered, the overall player base is larger (and more engaged) than before – a positive sign for long-term health. Another behavioral shift is diversification of games played. After the D&D Open Game License (OGL) controversy in early 2023, many tabletop gamers began exploring non-D&D systems, a trend that carried into 2024.

Experienced D&D players showed increased willingness to try alternatives (Pathfinder 2E, Call of Cthulhu, indie RPGs, etc.), especially while awaiting the new D&D rules updates. This fragmentation ended the recent one-game domination “golden age” to a degree, resulting in a more eclectic RPG community.

Popular Game Mechanics & Genres: The types of games and mechanics drawing attention in 2024 were notably varied. D&D 5th Edition (and its derivatives) remained the default system for many, but innovation largely came from the indie scene.

Narrative-focused and rules-light games continued to gain traction among new players, partly thanks to actual-play showcases. For example, the Powered by the Apocalypse style and other storytelling-forward systems kept a devoted following. Meanwhile, solo RPGs emerged as a significant niche trend, with journaling games and single-player experiences “ascendant” in popularity (15 | August | 2024 | Cannibal Halfling Gaming) – a development accelerated by pandemic solitude and which persisted afterward.

Established franchises releasing new editions also influenced mechanics trends: D&D’s 2024 refresh introduced tweaks like revamped classes and a focus on backward-compatible evolution rather than radical change, signaling that the market leader is opting for iteration over upheaval.

Among indie designers, there was a sense that most mechanical ground has been covered by existing games, leading to more creative recombination than completely new rules paradigms. However, fresh settings and genres flourished. Notably, science fiction and horror RPGs (e.g. Cyberpunk RED, Alien RPG, Vaesen) saw continued interest alongside fantasy, and new hybrid genres found audiences. The takeaway is that player tastes are broadening – while classic fantasy dungeon crawls still thrive, 2024’s players are also enjoying everything from gritty cyberpunk to cozy slice-of-life RPG experiences.

Digital vs. Physical Play & Sales: The balance between digital and physical in the TTRPG world reached a new equilibrium in 2024. On the play side, many groups returned to face-to-face play around a table, but a sizable portion stuck with online sessions for convenience or to play with geographically distant friends.

Platforms like Roll20, Foundry VTT, and Discord remained heavily utilized, indicating that online play is now a permanent fixture rather than a temporary stopgap. Actual data from Roll20 in prior years showed D&D 5E campaigns comprising over 50% of games on the platform (Unlocking Role-Play For The Masses), illustrating how dominant online play of D&D has been – and presumably continues to be – even as in-person gatherings rebound.

On the sales side, physical books still accounted for the bulk of revenue for many publishers, but digital product sales have risen steadily. Virtually every major release now comes in PDF or D&D Beyond form, and for smaller expansions or zines, digital-first distribution is common. Some publishers reported that direct PDF sales plus VTT module sales rivaled their print sales for certain products in 2024 (especially for systems with global fanbases where shipping physical books is costly).

Actual-play media also drove sales in both formats: for instance, a game featured on a popular streaming show often saw its PDF downloads spike immediately. The industry is responding with more digital integrations – e.g. official digital toolsets, virtual character sheets, and even augmented reality experiments for at-table play.

In summary, 2024 solidified a hybrid model: physical books for collectability and local play, digital content for convenience and remote play, with consumers freely mixing both.

Role of Actual-Play Content: Actual-play shows and podcasts (recordings of people playing RPGs) continued to exert a huge influence on consumer behavior and trends.

The phenomenon is often credited with bringing tens of thousands of new players into the hobby over the past few years, and 2024 was no exception. In fact, actual play is “exploding” in popularity as a form of entertainment in its own right.

Flagship series like Critical Role and Dimension 20 maintained massive viewerships and fan communities, which in turn kept interest high in the games they feature (primarily D&D, but also indie games showcased in special episodes). These shows have made RPGs more accessible – would-be players can now learn the flow and rules by watching, lowering the barrier to entry.

The cultural impact is evident: references to dice rolls, nat 20s, and D&D tropes have entered mainstream pop culture, meaning even non-players are more RPG-aware. In 2024 we also saw actual-play content diversifying. More liveplay shows are focusing on other systems (for example, Vampire: The Masquerade streams, or Pathfinder campaigns on Twitch), expanding the spotlight beyond D&D.

Additionally, some actual-play groups launched their own RPG products – a notable case being Critical Role’s publishing arm releasing the horror RPG Candela Obscura alongside a streamed campaign of it, blurring the line between media and game product.

While actual play has overwhelmingly been a positive driver of growth, some retailers noted an interesting side effect: new customers who come from actual-play fandom sometimes seek only the specific content from the show (e.g. an adventure or sourcebook used in the series) rather than exploring more broadly. Overall, though, the “Critical Role effect” and its peers remained a major boon to the industry’s visibility and recruitment of new players.

Business Insights

Major Releases & Product Developments: 2024 was a milestone year in terms of flagship product releases. Most notably, Wizards of the Coast launched new core rulebooks for Dungeons & Dragons in celebration of the game’s 50th anniversary.

The updated 2024 Player’s Handbook (an evolution of D&D 5E rules) had a record-smashing debut, becoming the fastest-selling D&D product ever according to WotC (ICv2: '2024 Player's Handbook' Becomes Fastest-Selling 'Dungeons & Dragons' Product Ever).

It even surpassed the sales of 2020’s Tasha’s Cauldron of Everything in its first weeks, prompting Wizards to print three times as many copies as the original 2014 edition to meet demand. This successful launch indicates that anticipation for new D&D content was extremely high despite an overall lull earlier in the year.

Other publishers also rolled out major titles: Paizo released a remastered edition of Pathfinder 2nd Edition rulebooks (with updated mechanics and scrubbed of the D&D OGL) to solid reception, and Chaosium saw continued strong sales of Call of Cthulhu 7th Ed supplements, riding the wave of horror RPG popularity. New games based on popular IPs gained traction as well – 2024 saw the official release of the Marvel Multiverse RPG (Marvel’s foray into a self-published RPG) following its playtest, bringing superhero gaming back into the spotlight.

Likewise, Free League Publishing expanded its licensed portfolio, with titles like The Walking Dead Universe RPG and new Lord of the Rings RPG modules (for both its One Ring and 5E lines) keeping those franchises active in the market. A trend in product strategy was clear: well-known brands and transmedia IPs are being leveraged to attract gamers, whether it’s literary fantasy worlds, comic book universes, or video game tie-ins.

Licensing Deals & Partnerships: The year featured several high-profile licensing agreements. Perhaps the biggest headline was Brandon Sanderson’s Cosmere RPG, which isn’t just a product but a licensed adaptation of the bestselling fantasy author’s universe into tabletop form.

Brotherwise Games licensed the Cosmere IP and launched a Kickstarter in 2024, which became a historic success (more on the financial results below). This deal exemplifies how major fantasy authors and game publishers are teaming up to tap new audiences – literature-to-RPG crossovers are on the rise (another example being the Discworld RPG licensed by Modiphius, also hugely successful via crowdfunding).

In other licensing news, Critical Role continued its partnership with Amazon Studios: after the success of The Legend of Vox Machina animated series, a new live-action CR series was reportedly in development, reflecting the value of RPG-origin IP in the entertainment industry.

Additionally, several partnerships between game publishers and tech platforms progressed. Roll20’s merger with OneBookShelf (DriveThruRPG), initiated in late 2022, bore fruit in 2024 as the combined entity integrated DriveThru’s PDF library with Roll20’s VTT—making it easier for publishers to sell content that is immediately usable online.

Demiplane partnered with Paizo to support official digital toolsets for Pathfinder, while smaller VTTs formed content deals to host indie games. We also saw Hasbro license out more of its brands for RPGs through Renegade Game Studios (who already produce Hasbro-licensed RPGs for GI Joe, Transformers, and others). In 2024 Renegade announced expansions and new supplements for these IP-based games, reflecting a strategy of extending classic toy and media brands into the RPG space.

Mergers & Acquisitions: There was relatively limited M&A activity specific to TTRPG publishers in 2024, especially compared to the consolidation seen in the board game industry. The most notable developments were continuations of earlier acquisitions: for instance, Embracer Group (which had acquired Asmodee in 2022) continued to own a number of RPG publishers under that umbrella (Edge Studio, Fantasy Flight’s legacy RPG catalog, etc.), but Embracer’s mid-2023 financial troubles put some future RPG projects in question.

One shake-up involved the Star Wars RPG license. After Fantasy Flight/Edge’s run with the Star Wars roleplaying game, rumors in 2024 suggested a new license owner might take up the mantle (as Edge’s published output slowed). By the end of the year, however, no public announcement had been made, leaving industry-watchers eager to see if Star Wars would move to a new RPG publisher in 2025.

On the digital side, virtual tabletop companies saw some consolidation: OneBookShelf’s absorption of Astral VTT (a smaller competitor) led to Astral’s closure, funneling more users to the dominant platforms. In terms of internal changes, some mid-tier publishers underwent reorganizations – for example, Evil Hat Productions (makers of FATE and other games) restructured some projects and staffing to adapt to market shifts, though no outright merger took place.

Overall, 2024’s business landscape was marked less by corporate takeovers and more by strategic alliances and licensing plays. The collaborations between IP holders and RPG studios (as with Sanderson, Marvel, Pratchett’s estate, etc.) arguably had a bigger impact on the product landscape this year than mergers did.

Major Industry Events: Beyond products and deals, a few key events defined the industry narrative in 2024. The aftermath of the OGL controversy from 2023 continued to shape publisher behavior – notably, the new Open RPG Creative (ORC) License spearheaded by Paizo was finalized and made available mid-2023 (Paizo Releases Final ORC License - Bell of Lost Souls), and by 2024 many publishers had started releasing products under the ORC license.

This created a more diversified open gaming ecosystem, reducing reliance on WotC’s licenses and encouraging a flurry of creative, system-agnostic content. Conventions in 2024 were the biggest ever in terms of attendance, underlining the strong community growth. Gen Con’s record turnout (71K+ unique attendees) (Gen Con, The largest and longest running tabletop gaming ...) was accompanied by packed schedules of RPG events, seminars, and product launches – Gen Con even sold out its 4-day badges for the first time in memory.

Essen Spiel (while more board-game focused) also featured a dedicated RPG area that was bustling. Another major event was the ENnie Awards 2024 (the annual RPG awards at Gen Con), which saw a mix of winners from indie hits to big publishers, reflecting the broadening tastes.

For example, Free League Publishing took home multiple awards for games like Blade Runner RPG, while Chaosium and Kobold Press also snagged accolades, indicating high-quality content across the spectrum. Lastly, the industry as a whole grappled with broader issues such as the role of AI in RPG content – 2024 saw debate and some backlash over the rise of AI-generated art and text in RPG products.

DriveThruRPG instituted policies about AI content, and many creators in the community pushed for transparency or avoidance of AI use. While not a single “event,” this was a major discussion thread throughout the year, and it ties into the business side as publishers determine how to incorporate new tech ethically.

In sum, 2024’s events showcased an industry simultaneously celebrating its legacy (50 years of Gen Con and D&D) and forging new paths through community-driven initiatives and adaptation to cultural/technological currents.

Financial Data

Revenue and Sales Figures: Financial performance in the TTRPG market during 2024 was mixed but generally positive. Hasbro’s Wizards of the Coast division (which includes D&D) reported a 4% revenue increase for the full year 2024, despite some bumps mid-year (Hasbro Reports Fourth Quarter and Full Year 2024 Financial Results - Licensing International).

This growth was “driven by strength in licensed and digital gaming” according to Hasbro, highlighting how video game tie-ins (like the Baldur’s Gate 3 PC game) and licensing deals boosted the bottom line (Hasbro’s Q3 Report Shows Decline in D&D Revenue Despite 2024 Launch - TGN - Tabletop Gaming News).

In fact, WotC’s Q3 2024 revenue dipped 5% year-over-year largely due to the absence of Baldur’s Gate 3 licensing income that had benefited 2023 (Hasbro’s Q3 Report Shows Decline in D&D Revenue Despite 2024 Launch - TGN - Tabletop Gaming News). Even so, by year’s end D&D’s new product sales helped recover momentum.

WotC’s operating profit was up sharply (20%+) thanks to cost-cutting and the high margins on digital content. Outside of WotC, most TTRPG publishers are private and do not release detailed earnings, but Kickstarter data provides a window into the revenue being generated in the independent segment.

As mentioned, Kickstarter RPG projects raised about $64 million in 2024. To put this in context, that figure is higher than the entire estimated size of the RPG hobby game store market in the early 2010s, and today it likely rivals or exceeds the RPG revenue through traditional distribution for all but the very largest company. Table 1 below summarizes Kickstarter funding trends over recent years, illustrating the crowdfunding influx:

TTRPG Kickstarter Projects – Annual Funding (Global)

Year Number of RPG Projects (Kickstarter) Total Funding Pledged (USD)
2020 ~1,000 (est.) ~$27 million (est.)
2021 1,396 $84 million (record) (RPG related projects on Kickstarter in 2024 - a report : r/rpg)
2022 ~1,300 (est.) ~$51 million
2023 1,754 ~$59 million
2024 1,892 $64 million (2nd highest) (RPG related projects on Kickstarter in 2024 - a report : r/rpg)

Sources: Community analysis of Kickstarter data. 2020–2022 figures are approximate; 2021 was a peak year with extraordinary projects, and 2024 saw a new high in project count.

The Kickstarter data highlights a peak-and-correction pattern. 2021’s funding total of ~$84M remains unmatched (fueled by a few blockbuster campaigns and pandemic dynamics). 2022 and 2023 saw a pullback in dollars, but the number of projects kept climbing, indicating many smaller creators entering the field.

By 2024, funding rebounded to $64M (helped immensely by one mega-project), and nearly 1,900 campaigns ran – a sign of a crowded but vibrant marketplace. It’s worth noting that one project (the Cosmere RPG) accounted for 23% of 2024’s total.

Excluding that outlier, crowdfunding for RPGs would have been slightly down year-over-year. This reveals a polarization: a handful of big titles attract the lion’s share of money, while a long tail of micro-projects make up the rest. In fact, the number of very small campaigns (many with goals under $500) exploded, especially for 5E-compatible content – half of all 5E Kickstarter projects in 2024 had a funding goal of $500 or less.

These “dollar store” PDF adventures and AI-assisted content packs collectively raised significant sums, even as big-budget productions grabbed headlines.

Top Crowdfunding Projects 2024: The financial might of fan-backed projects is evident from the year’s top earners. The single largest TTRPG crowdfunding in 2024 – and indeed the highest-funded tabletop game project in Kickstarter’s history – was Brandon Sanderson’s Cosmere RPG, which raised over $15.1 million from 55,000+ backers. This astronomical figure makes the Cosmere RPG one of the top three funded Kickstarters of any category ever, demonstrating how a popular fantasy IP can translate into RPG gold.

The second-highest RPG crowdfund of the year was the Discworld RPG: “Adventures in Ankh-Morpork”, based on Terry Pratchett’s beloved novels, which pulled in around $3.0 million. Close behind was “DC20” (a 5E-based dungeon crawler toolkit by a prominent YouTube creator), with roughly $2.2 million raised .

These projects underscore the power of established fanbases – be it literary franchises or influencer communities – in driving RPG funding. It wasn’t only huge IPs succeeding, though; many mid-tier campaigns in 2024 raised in the hundreds of thousands of dollars range (e.g. new editions of indie games, deluxe reprints, etc.), contributing to the overall sector growth.

Publisher Revenues & Comparisons: Wizards of the Coast remains the clear financial heavyweight of the TTRPG industry. While Hasbro doesn’t break out D&D’s exact revenue, analysts often estimate D&D’s share.

Some retail data suggests D&D products still make up roughly 50% or more of all RPG sales by dollar value in a given year. Even after the OGL fallout and increased competition, D&D’s dominance is evident: ICv2’s hobby store rankings for 2024 (based on late 2023 data) show D&D far outselling the next biggest RPG lines, which were Pathfinder, Cyberpunk RED, World of Darkness, and Starfinder in descending order.

None of those individually come close to D&D’s volume – together they occupy a niche relative to D&D’s “big dog” status. However, outside the hobby store channel, if we account for direct sales and Kickstarter, the pie is a bit more distributed. For instance, Free League (a rapidly growing Swedish publisher) reportedly had a strong financial year thanks to multiple successful Kickstarter campaigns and retail releases, likely putting their annual revenue in the multi-millions (USD) – significant for an indie. Similarly, Paizo (publisher of Pathfinder) enjoyed a bump from its ORC-license goodwill and the Pathfinder player influx; Paizo’s crowdfunding projects (like the Pathfinder remaster special editions) and ongoing subscription model give it stable cash flow.

On the smaller end, many indie publishers are effectively side businesses or full-time for just 1-2 creators, making tens of thousands via Kickstarters and digital sales – enough to sustain the indie scene but not challenging the larger companies in raw earnings.

To visualize growth, one can look at market size comparisons: a global market estimate of ~$1.9 billion in 2024 (Tabletop Role-Playing Game (TTRPG) Market Size, Trend, 2033) versus perhaps ~$1.5 billion just a few years prior. The hobby has expanded significantly. Yet, within that growth, money is concentrating around key channels – for example, a huge portion flows through WotC (via book sales and D&D Beyond subscriptions) and through Kickstarter/BackerKit for the rest. Traditional distributors reported that RPG product sales were down a bit, whereas online and direct sales were up, indicating a shift in who gets the revenue even if the total grows.

The financial outlook is cautiously optimistic: the TTRPG market is still growing, but at a slower, more sustainable rate, and with more diversification in revenue streams than ever before. Publishers that adapt to this new multi-channel, community-driven finance model are likely to thrive.

As 2024’s results show, even a “flat” year by some measures can hide dynamic underlying growth in new areas – setting the stage for what could be a very interesting 2025.

Overall, the numbers from 2024 portray a resilient industry: one that weathered the cooling of a pandemic-fueled boom, saw new records in fan engagement (crowdfunding, convention attendance), and managed to deliver profitable results for its biggest players while also supporting a flourishing long tail of creators.

The balance of power is still tilted toward D&D and a few large companies, but the financial ecosystem supporting all tiers of TTRPG production is arguably healthier and more robust than it has ever been in the hobby’s half-century history.

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