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*Dungeons & Dragons
D&D Historian Ben Riggs says the OGL fiasco was Chris Cocks idea.
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<blockquote data-quote="Hussar" data-source="post: 9412713" data-attributes="member: 22779"><p>This is kinda something that came up with the criticisms about 4e. (I'm REALLY SORRY I am bringing this up, but bear with me.)</p><p></p><p>A lot of people saw the changes in 4e as a sort of WoWifying the game. The thing is, those criticisms aren't completely off base. They were, in a way. The reason was, the idea behind 4e is that you were going to be playing with strangers - a lot. Particularly if they had gotten their VTT off the ground back then. That was how they were going to grow the hobby - you boot up your PC, or your X-box, hunt around a bit and join a game. Kind of an ongoing organized play convention that never ends.</p><p></p><p>Which meant you needed mechanics that serviced that kind of play - very clear, concise, transparent mechanics because, well, "trust your DM" doesn't work as well when you are playing with a new DM every week.</p><p></p><p>So, we got much more rigid mechanics.</p><p></p><p>I suppose if WotC were to try to do that again, I could kinda see them building mechanics, not so much to force people to play VTT, but, to make VTT play with strangers work easier. As it stands right now, that's very much not happening with D&D24. The changes that we've seen have zero to do with this sort of play. 4e was very much the Organized Play edition and the mechanics reflect that. 5e is very much not that. There are FAR too many vague mechanics in 5e for it to work like that.</p><p></p><p>But, if one were inclined to want to see WotC as trying to force gamers onto the VTT platform, then that would be the direction I would expect the mechanics to go. Granted, this has ZERO impact on creativity, but, <img class="smilie smilie--emoji" alt="🤷" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937.png" title="Person shrugging :person_shrugging:" data-shortname=":person_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 9412713, member: 22779"] This is kinda something that came up with the criticisms about 4e. (I'm REALLY SORRY I am bringing this up, but bear with me.) A lot of people saw the changes in 4e as a sort of WoWifying the game. The thing is, those criticisms aren't completely off base. They were, in a way. The reason was, the idea behind 4e is that you were going to be playing with strangers - a lot. Particularly if they had gotten their VTT off the ground back then. That was how they were going to grow the hobby - you boot up your PC, or your X-box, hunt around a bit and join a game. Kind of an ongoing organized play convention that never ends. Which meant you needed mechanics that serviced that kind of play - very clear, concise, transparent mechanics because, well, "trust your DM" doesn't work as well when you are playing with a new DM every week. So, we got much more rigid mechanics. I suppose if WotC were to try to do that again, I could kinda see them building mechanics, not so much to force people to play VTT, but, to make VTT play with strangers work easier. As it stands right now, that's very much not happening with D&D24. The changes that we've seen have zero to do with this sort of play. 4e was very much the Organized Play edition and the mechanics reflect that. 5e is very much not that. There are FAR too many vague mechanics in 5e for it to work like that. But, if one were inclined to want to see WotC as trying to force gamers onto the VTT platform, then that would be the direction I would expect the mechanics to go. Granted, this has ZERO impact on creativity, but, 🤷 [/QUOTE]
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D&D Historian Ben Riggs says the OGL fiasco was Chris Cocks idea.
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