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Licensing, OGL and Getting D&D Compatible Publishers Involved
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<blockquote data-quote="DEFCON 1" data-source="post: 6195469" data-attributes="member: 7006"><p>Creative contributors for what purpose? To make money off your creativity?</p><p></p><p>I was always a creative contributor to Dungeons & Dragons. I bought it, I played it, I invented stuff for it, I created monsters and characters and adventures and worlds. 3E did not change that. I didn't become "more creative" just because other companies sold their own D&D material. All it changed was that I could theoretically sell my stuff to other people too if they wanted to buy it.</p><p></p><p>But yeah, in that one regard... if you had aspirations to have a career in game design, I can see why you'd feel more "ownership" towards the game (since you needed the game's ubiquitousness and advertising to actually get people to see your stuff and maybe possibly buy it in the first place.) You were part of the Dungeons & Dragon sales force now, and its success drove your success. But the number of people who actually had those designs? We obviously have no official data to back it up... but in my own opinion based upon just seeing how many game companies / LLCs came into existence during those years... I suspect the number of 3E players who actually became merchandisers of their OGL material was an exceedingly small proportion of the total player base.</p><p></p><p>Which means for the rest of us... the game didn't really change. We "owned" it just as much as we always did. By buying it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6195469, member: 7006"] Creative contributors for what purpose? To make money off your creativity? I was always a creative contributor to Dungeons & Dragons. I bought it, I played it, I invented stuff for it, I created monsters and characters and adventures and worlds. 3E did not change that. I didn't become "more creative" just because other companies sold their own D&D material. All it changed was that I could theoretically sell my stuff to other people too if they wanted to buy it. But yeah, in that one regard... if you had aspirations to have a career in game design, I can see why you'd feel more "ownership" towards the game (since you needed the game's ubiquitousness and advertising to actually get people to see your stuff and maybe possibly buy it in the first place.) You were part of the Dungeons & Dragon sales force now, and its success drove your success. But the number of people who actually had those designs? We obviously have no official data to back it up... but in my own opinion based upon just seeing how many game companies / LLCs came into existence during those years... I suspect the number of 3E players who actually became merchandisers of their OGL material was an exceedingly small proportion of the total player base. Which means for the rest of us... the game didn't really change. We "owned" it just as much as we always did. By buying it. [/QUOTE]
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