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Hypothetical question for 3pp: 5e goes OGL what would you publish?
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<blockquote data-quote="Alphastream" data-source="post: 6214556" data-attributes="member: 11365"><p>With 4E there has been a wealth of content, both official and unofficial. While the unofficial material has mostly been fan-generated, it has at times been incredibly useful and influential. I've met tons of DMs that transformed their campaigns or adventures based on free material online, all while still buying official content. The best example of this may be Fourthcore, significant enough to be called a 'movement' by many. While what it brought forth wasn't always for everyone, it influenced most 4E gamers in some way. For me, a reminder of the classic feel of older adventures (absent too often in published 3E and 4E adventures) where adventuring held a palpable sense of mystery, discovery, and danger. I could go on, but suffice to say that non-WotC material was/is widely available online and significant in nature. Sure, there weren't many officially published for-sale third-party products. Most of us didn't need them with all of the very good official content. </p><p></p><p>Something interesting to note is how 4E measurably improved over time. Though others have claimed we needed outside influences to achieve change (and thus an OGL), Wizards made tremendous improvements and innovations to the line over time. Compare the far superior Mordenkainen's Magnificent Emporium to the previous Adventurer's Vault, the superior Monster Vaults to the earlier Monster Manuals, and the Gardmore Abbey adventure to previous adventures. </p><p></p><p>The idea behind not having an OGL isn't to make life for gamers worse. It is simply that, look, life was just fine without one, the benefits of one are minor, and the downsides to the company and even the hobby are considerable. Those downsides to the hobby include having third parties overly focused on a single game, rather than out creating their own cool RPGs or system neutral material. With Paizo, for example, the number of monsters is staggering. It's really okay for third parties to stop making new monsters and create system neutral material with how we could use existing monsters in better ways, or just go create their own games. That's how we end up with Dungeon World and 13th Age and other innovations instead of a "d20 complete guide to (insert name of obscure monster here)".</p></blockquote><p></p>
[QUOTE="Alphastream, post: 6214556, member: 11365"] With 4E there has been a wealth of content, both official and unofficial. While the unofficial material has mostly been fan-generated, it has at times been incredibly useful and influential. I've met tons of DMs that transformed their campaigns or adventures based on free material online, all while still buying official content. The best example of this may be Fourthcore, significant enough to be called a 'movement' by many. While what it brought forth wasn't always for everyone, it influenced most 4E gamers in some way. For me, a reminder of the classic feel of older adventures (absent too often in published 3E and 4E adventures) where adventuring held a palpable sense of mystery, discovery, and danger. I could go on, but suffice to say that non-WotC material was/is widely available online and significant in nature. Sure, there weren't many officially published for-sale third-party products. Most of us didn't need them with all of the very good official content. Something interesting to note is how 4E measurably improved over time. Though others have claimed we needed outside influences to achieve change (and thus an OGL), Wizards made tremendous improvements and innovations to the line over time. Compare the far superior Mordenkainen's Magnificent Emporium to the previous Adventurer's Vault, the superior Monster Vaults to the earlier Monster Manuals, and the Gardmore Abbey adventure to previous adventures. The idea behind not having an OGL isn't to make life for gamers worse. It is simply that, look, life was just fine without one, the benefits of one are minor, and the downsides to the company and even the hobby are considerable. Those downsides to the hobby include having third parties overly focused on a single game, rather than out creating their own cool RPGs or system neutral material. With Paizo, for example, the number of monsters is staggering. It's really okay for third parties to stop making new monsters and create system neutral material with how we could use existing monsters in better ways, or just go create their own games. That's how we end up with Dungeon World and 13th Age and other innovations instead of a "d20 complete guide to (insert name of obscure monster here)". [/QUOTE]
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