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<blockquote data-quote="(un)reason" data-source="post: 5999432" data-attributes="member: 27780"><p><strong><u>Dragon annual 2001 </u></strong></p><p></p><p></p><p>part 1/7</p><p></p><p></p><p>93 pages. (92, plus an answer repeated, turned the right way up and magnified )Yay! They're opening up to covering d20! This means that while the systems may be more limited than in past years, at least we're getting some coverage of 3rd party products again. Shame it's just a one-off special, and unusually small too. Still, it does mean the usual columns are completely lacking, which I appreciate, given how tiresome and repetitive they often were in the previous annuals. I guess the best thing to hope for is that they've kept the editing tight, gone for quality over quantity, and tried to strike that fine balance between being faithful to the properties and balanced within the d20 system. </p><p></p><p></p><p>Scan Quality: Excellent, unindexed.</p><p></p><p></p><p>In this issue:</p><p></p><p></p><p>Wyrms turn: Erik Mona isn't just getting to be lead guy on the Greyhawk journal, he's also the main editor of this special as well. Like Ed Greenwood, it's a good example of how you can work your way from being just a fan to having an official position in the company by regular communication and being generally helpful. And since his livelihood is still dependent on the OGL, over a decade later, I think we can safely say it was a good idea for him, whether it was or not for gaming in general. Since the adventures we remember most from the 3e era were mostly third party ones like Rappan Athuk, it's pretty likely 3e wouldn't have been nearly as popular without the OGL. There are tremendous benefits to making creativity a more collaborative process, putting different perspectives on an idea, repurposing principles for other areas, sampling them, chopping them up, taking one small part and building something unrecognisable out of it. Trying to hold on too tightly will both make you unpopular, and cause things to slip through your fingers anyway, especially now copying and worldwide distribution is so effortless. So looking back on things, it really is fairly amazing that this happened after WotC was swallowed by a big corporation like Hasbro, and the overall results were far more positive than negative, especially for us, the consumers. Just think how much we wouldn't have without it.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5999432, member: 27780"] [B][U]Dragon annual 2001 [/U][/B] part 1/7 93 pages. (92, plus an answer repeated, turned the right way up and magnified )Yay! They're opening up to covering d20! This means that while the systems may be more limited than in past years, at least we're getting some coverage of 3rd party products again. Shame it's just a one-off special, and unusually small too. Still, it does mean the usual columns are completely lacking, which I appreciate, given how tiresome and repetitive they often were in the previous annuals. I guess the best thing to hope for is that they've kept the editing tight, gone for quality over quantity, and tried to strike that fine balance between being faithful to the properties and balanced within the d20 system. Scan Quality: Excellent, unindexed. In this issue: Wyrms turn: Erik Mona isn't just getting to be lead guy on the Greyhawk journal, he's also the main editor of this special as well. Like Ed Greenwood, it's a good example of how you can work your way from being just a fan to having an official position in the company by regular communication and being generally helpful. And since his livelihood is still dependent on the OGL, over a decade later, I think we can safely say it was a good idea for him, whether it was or not for gaming in general. Since the adventures we remember most from the 3e era were mostly third party ones like Rappan Athuk, it's pretty likely 3e wouldn't have been nearly as popular without the OGL. There are tremendous benefits to making creativity a more collaborative process, putting different perspectives on an idea, repurposing principles for other areas, sampling them, chopping them up, taking one small part and building something unrecognisable out of it. Trying to hold on too tightly will both make you unpopular, and cause things to slip through your fingers anyway, especially now copying and worldwide distribution is so effortless. So looking back on things, it really is fairly amazing that this happened after WotC was swallowed by a big corporation like Hasbro, and the overall results were far more positive than negative, especially for us, the consumers. Just think how much we wouldn't have without it. [/QUOTE]
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