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GSL: Am I wrong to be concerned?
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<blockquote data-quote="Tao" data-source="post: 4309505" data-attributes="member: 62326"><p>A lot of the problems being discussed here, really aren't as bad as people are making them out to be.</p><p></p><p>I'm really going to bother to address two concerns here, since they seem to be the most prominent and seem somewhat legitimate. Kamikaze, I mean no disrespect in quoting you... yours is simply the most concise statement, which makes it an easy target. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> If you want to use Kobolds and have the stats in the adventure, you simply need to design a new Kobold variant. You cannot simply copy/paste the Kobold Slinger into your adventure (though you could, of course cross reference if you wanted to), but you could certainly make a Kobold Archer (Artillery 1) to fill the same role but in a slightly more unique way. My guess is, the better game designers are going to want to redesign monsters tailor made for their encounters anyways, so this really isn't any loss and may actually push designers away from the "Oh no! Another room full of monsters that you already know all of the abilities for!" that tended to make things like prefab dungeon delves a bit *yawn* boring for the last few years. </p><p></p><p>Yes... players may have to face unique opponents and challenges. Yes... it may be the end of D&D as we know it.</p><p></p><p>So call them Brelani. Or High Elves. Or The Fair-folk. If they <em>have</em> to be Eladrin, then their stats are predefined. Sorry, name's taken. It's inconvenient at most. Hardly the end of the world. </p><p></p><p>The truth is, WotC owns the license and spent large amounts of money in the research and development of a new game system. They deserve the first stab at it. In most other industries all of this would be a foregone conclusion. I don't know why the tabletop gaming industry is supposed to be any different.</p><p></p><p>As for digital issues... I can't really speak on that. I'm a graphic designer, so I do all of my own maps in Photoshop, when needed, and have done PbP gaming without any special utilities, so I can't speak on this aspect with any amount of certainty. Who knows... maybe DDI is going to be really spectacular and make the others unnecessary... Regardless, however, its their product and they can do with it as they please. That includes not releasing their "engine" to competitors.</p><p></p><p>In the end, I think it comes down to this: "Good game designers still have all the tools they need and will simply be forced to find more creative solutions to make better products. Lazy game designers can still publish lazy products... just now they will have more references back to the origin where reprinted text once was".</p></blockquote><p></p>
[QUOTE="Tao, post: 4309505, member: 62326"] A lot of the problems being discussed here, really aren't as bad as people are making them out to be. I'm really going to bother to address two concerns here, since they seem to be the most prominent and seem somewhat legitimate. Kamikaze, I mean no disrespect in quoting you... yours is simply the most concise statement, which makes it an easy target. ;) If you want to use Kobolds and have the stats in the adventure, you simply need to design a new Kobold variant. You cannot simply copy/paste the Kobold Slinger into your adventure (though you could, of course cross reference if you wanted to), but you could certainly make a Kobold Archer (Artillery 1) to fill the same role but in a slightly more unique way. My guess is, the better game designers are going to want to redesign monsters tailor made for their encounters anyways, so this really isn't any loss and may actually push designers away from the "Oh no! Another room full of monsters that you already know all of the abilities for!" that tended to make things like prefab dungeon delves a bit *yawn* boring for the last few years. Yes... players may have to face unique opponents and challenges. Yes... it may be the end of D&D as we know it. So call them Brelani. Or High Elves. Or The Fair-folk. If they [i]have[/i] to be Eladrin, then their stats are predefined. Sorry, name's taken. It's inconvenient at most. Hardly the end of the world. The truth is, WotC owns the license and spent large amounts of money in the research and development of a new game system. They deserve the first stab at it. In most other industries all of this would be a foregone conclusion. I don't know why the tabletop gaming industry is supposed to be any different. As for digital issues... I can't really speak on that. I'm a graphic designer, so I do all of my own maps in Photoshop, when needed, and have done PbP gaming without any special utilities, so I can't speak on this aspect with any amount of certainty. Who knows... maybe DDI is going to be really spectacular and make the others unnecessary... Regardless, however, its their product and they can do with it as they please. That includes not releasing their "engine" to competitors. In the end, I think it comes down to this: "Good game designers still have all the tools they need and will simply be forced to find more creative solutions to make better products. Lazy game designers can still publish lazy products... just now they will have more references back to the origin where reprinted text once was". [/QUOTE]
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