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Publishing models of rpg lines: tools to design monsters vs new monsters
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<blockquote data-quote="xechnao" data-source="post: 5156039" data-attributes="member: 58105"><p>Current thread problematics about a design conflict on the unfortunate mixture of some traditional and new paradigms (back to the dungeon, numbers going up), make me want to ask you to think that one does not necessarily need to shift to the old methods to solve the problems of the conflict. </p><p> </p><p>What if, instead of levels and monsters, the game provided universal power mechanics for players within a functional and clear way for DMs to build up interesting encounters without any more guesswork than the traditional level&monster method provided for DMs to run the game. </p><p> </p><p>Eventually, I think what we are talking about here is about the two sides of the same coin. But in which way are these sides different? Are they necessarily different gameplay wise or are they mostly different commercially wise? I deem it is mostly the second than the first. </p><p> </p><p>Providing universal tools beats the purpose of publishing dedicated game expansions, be it new dungeons or new monster and power mechanics due to their decreased appeal to the market. What the market mostly needs are guides with a universal appeal, guides beyond any artificial gimmicks put in place to force the market follow dedicated publishing lines. </p><p> </p><p>The OGL and the D20 system kind of tried to explore this direction but was this effort successful to create any positive impressions in the long run? I would rather say no. But is the failure because of the OGL or because of the D20 system?</p><p> </p><p>Your thoughts. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="xechnao, post: 5156039, member: 58105"] Current thread problematics about a design conflict on the unfortunate mixture of some traditional and new paradigms (back to the dungeon, numbers going up), make me want to ask you to think that one does not necessarily need to shift to the old methods to solve the problems of the conflict. What if, instead of levels and monsters, the game provided universal power mechanics for players within a functional and clear way for DMs to build up interesting encounters without any more guesswork than the traditional level&monster method provided for DMs to run the game. Eventually, I think what we are talking about here is about the two sides of the same coin. But in which way are these sides different? Are they necessarily different gameplay wise or are they mostly different commercially wise? I deem it is mostly the second than the first. Providing universal tools beats the purpose of publishing dedicated game expansions, be it new dungeons or new monster and power mechanics due to their decreased appeal to the market. What the market mostly needs are guides with a universal appeal, guides beyond any artificial gimmicks put in place to force the market follow dedicated publishing lines. The OGL and the D20 system kind of tried to explore this direction but was this effort successful to create any positive impressions in the long run? I would rather say no. But is the failure because of the OGL or because of the D20 system? Your thoughts. :) [/QUOTE]
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