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Gygax's views on OGL
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<blockquote data-quote="Dannyalcatraz" data-source="post: 1597423" data-attributes="member: 19675"><p>I haven't seen a real difference in the ratio of good products to bad over the 2Ed to 3.5Ed years, even with OGL.</p><p></p><p>What I HAVE noticed is a change in the fundamental structure of the industry. Whereas during the pre-OGL years, anyone who wanted to make a new game had to come up with a "new" system, that is no longer the case. Now, if you meet the requirements, you just use OGL and design your campaign/world features.</p><p></p><p>IMHO, this is both good and bad.</p><p></p><p>It is good in the sense that you're seeing more people trying out different games- with OGL, like HERO and GURPS before it, you only have to worry about 1 system (generally speaking). Any kind of game setting can be described within the OGL system. This means that game designers don't have to reinvent the wheel, just their backstory.</p><p></p><p>However, I think you're seeing less creativity in general. That is, pre-OGL, you really had to work to get something sellable. Game designers came up with a slew of systems, some of which were quite good if not excellent-and that pushed game design forward in general. If D&D had been OGL, you might not have seen the innovations that came with Traveller, Runequest, Melee, etc. that in turn drove improvements in D&D, ad infinitum.</p><p></p><p>The slippery slope formulation of this: If all you have to do is use OGL to get your game out, soon all you'll have to game with is OGL.</p><p></p><p>I don't think that that will actually happen- no system pleases everyone- so there will always be alternatives. But there are trends in that direction- more and more games are showing up in D20 versions- Traveller, Call of Cthulhu, Deadlands, Silver Age Sentinels (and the list goes on)- while more <strong>good</strong> non-D20 games are showing up in the discount bins, even ones with D20 versions.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 1597423, member: 19675"] I haven't seen a real difference in the ratio of good products to bad over the 2Ed to 3.5Ed years, even with OGL. What I HAVE noticed is a change in the fundamental structure of the industry. Whereas during the pre-OGL years, anyone who wanted to make a new game had to come up with a "new" system, that is no longer the case. Now, if you meet the requirements, you just use OGL and design your campaign/world features. IMHO, this is both good and bad. It is good in the sense that you're seeing more people trying out different games- with OGL, like HERO and GURPS before it, you only have to worry about 1 system (generally speaking). Any kind of game setting can be described within the OGL system. This means that game designers don't have to reinvent the wheel, just their backstory. However, I think you're seeing less creativity in general. That is, pre-OGL, you really had to work to get something sellable. Game designers came up with a slew of systems, some of which were quite good if not excellent-and that pushed game design forward in general. If D&D had been OGL, you might not have seen the innovations that came with Traveller, Runequest, Melee, etc. that in turn drove improvements in D&D, ad infinitum. The slippery slope formulation of this: If all you have to do is use OGL to get your game out, soon all you'll have to game with is OGL. I don't think that that will actually happen- no system pleases everyone- so there will always be alternatives. But there are trends in that direction- more and more games are showing up in D20 versions- Traveller, Call of Cthulhu, Deadlands, Silver Age Sentinels (and the list goes on)- while more [B]good[/B] non-D20 games are showing up in the discount bins, even ones with D20 versions. [/QUOTE]
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