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Alternate History: Magic The Gathering Never Exists. What Changes for D&D?
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<blockquote data-quote="fusangite" data-source="post: 3277716" data-attributes="member: 7240"><p>I think that the market would be smaller, first of all. Its demographic base would have aged even more than it has anyway. </p><p></p><p>What we have to askis : what other sources of energy were there in the market in 2000 and what forces that exist now would have naturally arisen independent of the D20/OGL WOTC business model?</p><p></p><p>I see two independent areas of innovation, production and gaming culture generation: White Wolf and the Indie Narrativist movement. I think that both of these loci of gamer culture would likely have more adherents today and greater influence on what gaming meant. As a result, I think we would have gaming that was very focused on questions of story and of genre with simple mechanics more likely to act directly on story unmediated by character.</p><p></p><p>People who were interested in "crunch," would all be much more like diaglo and other old-school adherents but I imagine this would be a shrinking part of the market rather than the ascendant one.</p><p></p><p>So, I would predict a smaller number of RPG stores full of setting books very focused on mood and genre, adventures very focused on major NPCs and game systems that were compact and devoid of cross-game compatibility.</p><p></p><p>Now, this narrative really dises GURPS. But, in part, that's because I don't have much contact with the GURPS community.</p></blockquote><p></p>
[QUOTE="fusangite, post: 3277716, member: 7240"] I think that the market would be smaller, first of all. Its demographic base would have aged even more than it has anyway. What we have to askis : what other sources of energy were there in the market in 2000 and what forces that exist now would have naturally arisen independent of the D20/OGL WOTC business model? I see two independent areas of innovation, production and gaming culture generation: White Wolf and the Indie Narrativist movement. I think that both of these loci of gamer culture would likely have more adherents today and greater influence on what gaming meant. As a result, I think we would have gaming that was very focused on questions of story and of genre with simple mechanics more likely to act directly on story unmediated by character. People who were interested in "crunch," would all be much more like diaglo and other old-school adherents but I imagine this would be a shrinking part of the market rather than the ascendant one. So, I would predict a smaller number of RPG stores full of setting books very focused on mood and genre, adventures very focused on major NPCs and game systems that were compact and devoid of cross-game compatibility. Now, this narrative really dises GURPS. But, in part, that's because I don't have much contact with the GURPS community. [/QUOTE]
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