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In contrast to the GSL, Ryan Dancey on OGL/D20 in WotC archives
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<blockquote data-quote="WhatGravitas" data-source="post: 4323582" data-attributes="member: 33132"><p>That's an interesting link - thanks for posting. And I think that's one of the things OGL needs - a sharp designer understanding these things behind the rules. Currently, even if you are a rules tinkerer, it is hard to get such knowledge - the only way is by trying to get to the things, by trying to understand it - but there's no reference.</p><p></p><p>One part of the Open Source movement is the open source code. I don't really think that open rules are akin to open source - a lot of the OGL is closer to an ecletic mix between freeware and open source.</p><p></p><p>Open source allows you to get insight into the underlying principles, however, RPG rules do not. Such in-depth discussions of rules (as in the link) or the designer's though behind it are the equivalent of "open source".</p><p></p><p>That's, however, something that's preciously hard to get to. Some tinkerers don't think about it and use their gut, other do, but do not post it, and some *do* post it. And that's the pool we are working with - the community. Because we don't have a lot of designers producing such design documents.</p><p></p><p>Of course, that's a problem with "traditional" gaming - we have no Forge, where such design is discussed.</p><p></p><p>This means that open gaming needs more of such hubs, simply on the grounds of getting "source code", i.e. design notes and principles together - a base for attracting more people who then learn more about RPG design from that.</p><p></p><p>Cheers, LT.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 4323582, member: 33132"] That's an interesting link - thanks for posting. And I think that's one of the things OGL needs - a sharp designer understanding these things behind the rules. Currently, even if you are a rules tinkerer, it is hard to get such knowledge - the only way is by trying to get to the things, by trying to understand it - but there's no reference. One part of the Open Source movement is the open source code. I don't really think that open rules are akin to open source - a lot of the OGL is closer to an ecletic mix between freeware and open source. Open source allows you to get insight into the underlying principles, however, RPG rules do not. Such in-depth discussions of rules (as in the link) or the designer's though behind it are the equivalent of "open source". That's, however, something that's preciously hard to get to. Some tinkerers don't think about it and use their gut, other do, but do not post it, and some *do* post it. And that's the pool we are working with - the community. Because we don't have a lot of designers producing such design documents. Of course, that's a problem with "traditional" gaming - we have no Forge, where such design is discussed. This means that open gaming needs more of such hubs, simply on the grounds of getting "source code", i.e. design notes and principles together - a base for attracting more people who then learn more about RPG design from that. Cheers, LT. [/QUOTE]
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In contrast to the GSL, Ryan Dancey on OGL/D20 in WotC archives
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