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Hack Or Heartbreaker?
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<blockquote data-quote="SMHWorlds" data-source="post: 7718343" data-attributes="member: 6853809"><p>I think I would disagree with the notion that D20 discouraged creativity. What it did do, IMHO is two fold:</p><p></p><p>It allows folks with strong settings to wrap their amazing story around a generic engine that, despite its faults, was accessible to most gamers. Which means the plethora of D20 games overshadowed the very real creativity that coming around on the fringes.</p><p></p><p>It cemented to a degree a determination in indie--style gamers to actually build the games they wanted play and wanted others to play. D20 created or encouraged a counter culture that to some degree rejected setting, but mostly rejected the old notions of system in favor of stuff that would work for you. </p><p></p><p>Of course it also gave WoTC a leg up on other companies. Some of them weathered that storm and others did not. Now of course we have FATE and Savage Worlds with their own versions of an OGL. We have a d100 OGL via RQII. Chaosium is bringing RQ and Glorantha back together. I think the industry is what it is today, full color $50 hard backs, because the D20 OGL showed people that game design was not solely the creation of an elite class of game designers (it never was that, but that is a topic for another day...). </p><p></p><p>I think 5e is better than 3e for this kind of thing, but 3.x was still a good system. You might note though, that many companies that used it for a 1st edition, moved onto new things with the 2nd ed. of that game.</p></blockquote><p></p>
[QUOTE="SMHWorlds, post: 7718343, member: 6853809"] I think I would disagree with the notion that D20 discouraged creativity. What it did do, IMHO is two fold: It allows folks with strong settings to wrap their amazing story around a generic engine that, despite its faults, was accessible to most gamers. Which means the plethora of D20 games overshadowed the very real creativity that coming around on the fringes. It cemented to a degree a determination in indie--style gamers to actually build the games they wanted play and wanted others to play. D20 created or encouraged a counter culture that to some degree rejected setting, but mostly rejected the old notions of system in favor of stuff that would work for you. Of course it also gave WoTC a leg up on other companies. Some of them weathered that storm and others did not. Now of course we have FATE and Savage Worlds with their own versions of an OGL. We have a d100 OGL via RQII. Chaosium is bringing RQ and Glorantha back together. I think the industry is what it is today, full color $50 hard backs, because the D20 OGL showed people that game design was not solely the creation of an elite class of game designers (it never was that, but that is a topic for another day...). I think 5e is better than 3e for this kind of thing, but 3.x was still a good system. You might note though, that many companies that used it for a 1st edition, moved onto new things with the 2nd ed. of that game. [/QUOTE]
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