This much I agree with. But let's face it, the OGL already exists. They no longer necessarily need a creative business mind to strike out in a new direction by co-opting the Open Licensing business model and grafting onto the RPG industry. What they might need is someone who can recognize that they had a load of success by introducing the OGL and that success crumbled, at least in part, when they moved away from the OGL while someone else who was using the OGL gained a large portion of a market that was long considered in D&D's pocket.
Of course, the fear now must be that WotC has trained most of the talent that now sits in the chairs at Paizo and even going back to the OGL is no guaranteed remedy.
Nothing short of a fully open license will get the reception needed to give it a real chance at success, as I think the 4E GSL proved. While I think it is quite possible they have already scuttled their boat by not using the OGL while designing the new system (availing themselves of tons of OGC and OGC solutions to the problems that came up during playtesting) and not coming right out of the gate with as many industry oars as possible pulling in the direction they chose, they are quickly losing their chance to right the ship.
Plus, they're being coy by picking and choosing a partner here and there and not whipping up the market into a frenzy. I hope WotC and anyone putting out a 5E supplement has great success but my guess is that we'll see too little of it to stem the tide away from definitive D&D dominance.
I'm back from
Pathfinder giving the new edition a try because
Pathfinder has reached the point of excessive complexity and power creep. Seems to happen with all editions.
But one thing I'm skeptical that WotC can do is match Paizo's adventures. I'll probably still convert APs to 5E because they seem far superior to what WotC has produced. You can read a Paizo AP for fun and enjoy it. They usually provide a nice framework with maps for a great adventure.
If 5E is to succeed, it needs great adventures people want to play. A rule set is nothing without amazing adventures.
Kingmaker,
Rise of the Runelords, and
Carrion Crown were a blast. I can't remember the last time WotC didn't put out some standard, boring mixed creature dungeon crawl lacking a cohesive theme and a strong story. Back in The Golden Era of D&D, the adventures were memorable. I bet any old school D&D player could recite their favorite modules off the top of their head.
White Plume Mountain,
Slavelords Series,
Against the Giants, and Descent. There were so many great adventures in the early years that kept you wanting to play the game. That is the model Paizo used to get people going. Tons and tons of options for adventures. Usually well designed with great stories that stoked a DM's imagination.
That's what I want to see with 5E. I'd love to see WotC/D&D return to producing highly memorable adventures that make you want to play the game. That was one thing the OGL did allow for. Some of the most memorable adventures from the D&D 3E era were produced by outside companies such as Necromancer Games'
Rappan Athuk. The only memorable WotC Module from 3E for my group was
City of the Spider Queen. I don't even remember the others. I think we mostly made up our own stuff or converted older module material from 2 and 1E.
I hope they do a much better job of providing adventuring material this time around. Or I'll be getting modules from Paizo and converting them to 5E.