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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="MerricB" data-source="post: 5450680" data-attributes="member: 3586"><p>If you look at the history of 3E and the OGL, you'll find a number of d20/OGL-based products that were very well received that basically took their design precepts straight from D&D: Iron Heroes, Mutants and Masterminds (although that one was more innovative), World of Warcraft RPG, Spycraft, Arcana Unearthed, etc.</p><p></p><p>A few of these games were very much in the same design space as 3E. Then too, you also have products such as the Mongoose Quintessential books which were in the space of Wizards' most successful supplements and thus (obviously) reducing Wizards sales (whether that was true or not).</p><p></p><p>I have little doubt that people like Ryan Dancey see this as a great success on the part of the OGL. For other people, it's a failure: the OGL is there to allow other companies to make less successful products (i.e. Adventures) and not compete with Wizards directly! </p><p></p><p>When that faction won, you got the GSL out of it: something Wizards could control more strongly, and that made it pretty much impossible to create games that competed with D&D directly. (The GSL works best when you create a lot of original material, rather than the bare minimum some OGL products did, which might be seen as a point in its favour.)</p><p></p><p>Or, at least, that's how I see it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5450680, member: 3586"] If you look at the history of 3E and the OGL, you'll find a number of d20/OGL-based products that were very well received that basically took their design precepts straight from D&D: Iron Heroes, Mutants and Masterminds (although that one was more innovative), World of Warcraft RPG, Spycraft, Arcana Unearthed, etc. A few of these games were very much in the same design space as 3E. Then too, you also have products such as the Mongoose Quintessential books which were in the space of Wizards' most successful supplements and thus (obviously) reducing Wizards sales (whether that was true or not). I have little doubt that people like Ryan Dancey see this as a great success on the part of the OGL. For other people, it's a failure: the OGL is there to allow other companies to make less successful products (i.e. Adventures) and not compete with Wizards directly! When that faction won, you got the GSL out of it: something Wizards could control more strongly, and that made it pretty much impossible to create games that competed with D&D directly. (The GSL works best when you create a lot of original material, rather than the bare minimum some OGL products did, which might be seen as a point in its favour.) Or, at least, that's how I see it. :) Cheers! [/QUOTE]
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A reason why 4E is not as popular as it could have been
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