Because people, in spite of abundant evidence to the contrary (see the avatar above this post), do tend to have good taste.Sure, there's a demographic that just likes the same old thing. I just can't figure out why that demographic is so large.
As much as you are willing to pay.Mouthwash said:How much money are they expecting to make on it?
Anyone have advice as to how to get out of panic attacks? And how not to dwell on mistakes and dumb things you said/did/thought in the past?
Hasbro is highly unlikely to sell the rights and I would imagine that any licence agreement would be based on what you plan to do with the intellectual property.
Why wouldn't they sell the rights to a dead property? I doubt that the old Planescape merchandise is selling like hotcakes these days.
And you don't think I understand how market value works?
You wanting to purchase the rights clearly indicates that they do have a value and if Hasbro sold them to you, they'd get cash out of them once, as opposed to potentially licensing them more than once. Moreover, as Takhisis says, they expect to get as much as (if not more than) what you are willing to pay. That's simply how soulless, IP-hogging companies work.
...And how not to dwell on mistakes and dumb things you said/did/thought in the past?
why is Planescape so overlooked? You have one of the most unique settings in all of fiction, but no, D&D has to be ultrageneric dwarves n' elves.
Would it be possible for someone to buy it from WotC?
Planescape, like almost all Dungeons & Dragons settings, is an amalgamation of other works. It stands out mostly because the genre its channeling, weirdo '70s psychedelic fantasy, doesn't have a lot of traction in the broader culture. Similarly, Dark Sun appears pretty original if you aren't as familiar with baroque future-past and dying earth subgenres that were popular in the '70s and '80s.Let's do a real question now: why is Planescape so overlooked? You have one of the most unique settings in all of fiction, but no, D&D has to be ultrageneric dwarves n' elves.
And you don't think I understand how market value works?
You wanting to purchase the rights clearly indicates that they do have a value and if Hasbro sold them to you, they'd get cash out of them once, as opposed to potentially licensing them more than once.
I think many companies see IP like powerful one-use items in video games.
I could drink that mega elixir now, but I think I'll just hold on to it in case I need it for another tough boss in ten hours.
They're aren't selling or licensing it now because of imagined opportunity cost. What if someone makes them a better offer in ten years ?
What if you actually do something good with it and your efforts make the IP far more valuable than it is now but the company doesn't own it any more and misses out on huge profits because they didn't charge you enough ?
They simply can't take that risk.
I don't think the alternative of sitting on it forever and making nothing is a better strategy. Besides, the buyer would be the one assuming the risk of their investment falling through.
Well, depends...
If you get nothing and lose nothing you're even.
If the nerd who licensed your IP for 10.000 € makes 100.000€ you have just lost 90.000€.
Sounds objectively idiotic, but that's just how the world works my young Padawan
WotC doesn't make those decisions, Hasbro does, and Hasbro has already shown decidedly unwilling to do much beyond keep 5th Edition on life support. Magic cards are their big earner from the WotC stable, after all. Given that even today they're selling the classic 2nd Edition PDFs on DriveThruRPG and the like, what makes you think they care whether someone else is making legal Planescape products or not? They're certainly not in need of the cash if the glacial production of 5th Edition books is anything to go by.
The word you're looking for is "license," not "buy." License just gives you the right to use someone else's material.
Years ago, a friend of mine talked the copyright holder of "Swamp Thing" into giving him the movie rights.
He made Swamp Thing I & Swamp Thing II.
I think many companies see IP like powerful one-use items in video games.
I could drink that mega elixir now, but I think I'll just hold on to it in case I need it for another tough boss in ten hours.
They're aren't selling or licensing it now because of imagined opportunity cost. What if someone makes them a better offer in ten years ?
What if you actually do something good with it and your efforts make the IP far more valuable than it is now but the company doesn't own it any more and misses out on huge profits because they didn't charge you enough ?
They simply can't take that risk.