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4e D&D GSL Live
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<blockquote data-quote="ruemere" data-source="post: 4317913" data-attributes="member: 5515"><p>I'd like to argue two paraphs here, hence the cuts.</p><p></p><p></p><p>Competition keeps the market from stagnating. And volume of sales is irrelevant to competition of ideas.</p><p></p><p>4E mechanics contain certain similiarities to other games previously published - one could argue that the experiences of various OGL games may have allowed 4E designers to introduce or avoid certain developments.</p><p></p><p></p><p>Two possible causes:</p><p></p><p><strong>Lack of third party support for long term campaigns. </strong></p><p>It's highly unlikely that third party publishers will stake their precious, well developed worlds on GSL. And, as history proves, adventures and standalone add-ons offer smallest profits.</p><p></p><p><strong>Lack of inventive derivatives.</strong></p><p>There is a reason that M&M, Arcana Evolved, Spycraft and other games became classics - they offered stuff people found to be lacking in base game. I doubt there will be any such game released under GSL.</p><p></p><p>Actually, official game expansions from WotC can be summarized as:</p><p>- basic manuals adding to core books (Manual of the Planes, Open Grave, PHB II)</p><p>- basic campaign setting revivals (1-3 books per setting)</p><p>- adventure series (one)</p><p></p><p>Anyone looking for well supported setting (with several books released each year) is unlilkely to find such. At the same time, 3.xE brought us Iron Kingdoms, Midnight, Scarred Lands, Freeport.</p><p></p><p>That's why, while I loved Black Company by Green Ronin (their whole line of Mystic Vistas is heartily recommended), I was not surprised that it became merely a part of collection. It's a great book, but without support, well, it was not as appealing as it could have been.</p><p></p><p>4E may endure the trial of time, but as long as it's future is dominated by a single vision, it is unlikely to maintain its audience for more than 3-4 years.</p><p></p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 4317913, member: 5515"] I'd like to argue two paraphs here, hence the cuts. Competition keeps the market from stagnating. And volume of sales is irrelevant to competition of ideas. 4E mechanics contain certain similiarities to other games previously published - one could argue that the experiences of various OGL games may have allowed 4E designers to introduce or avoid certain developments. Two possible causes: [B]Lack of third party support for long term campaigns. [/B] It's highly unlikely that third party publishers will stake their precious, well developed worlds on GSL. And, as history proves, adventures and standalone add-ons offer smallest profits. [B]Lack of inventive derivatives.[/B] There is a reason that M&M, Arcana Evolved, Spycraft and other games became classics - they offered stuff people found to be lacking in base game. I doubt there will be any such game released under GSL. Actually, official game expansions from WotC can be summarized as: - basic manuals adding to core books (Manual of the Planes, Open Grave, PHB II) - basic campaign setting revivals (1-3 books per setting) - adventure series (one) Anyone looking for well supported setting (with several books released each year) is unlilkely to find such. At the same time, 3.xE brought us Iron Kingdoms, Midnight, Scarred Lands, Freeport. That's why, while I loved Black Company by Green Ronin (their whole line of Mystic Vistas is heartily recommended), I was not surprised that it became merely a part of collection. It's a great book, but without support, well, it was not as appealing as it could have been. 4E may endure the trial of time, but as long as it's future is dominated by a single vision, it is unlikely to maintain its audience for more than 3-4 years. Regards, Ruemere [/QUOTE]
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