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Monte Cook - Pros
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<blockquote data-quote="Consonant Dude" data-source="post: 5809002" data-attributes="member: 6688791"><p>This is a fair point. </p><p></p><p>One of the most interesting thing about the OGL is that it really highlighted a phenomenon that's been going on forever in this hobby:</p><p></p><p>There are lots of smart fans with brilliant ideas and loads of talent who will, given the opportunity and motivation "graduate" to professionals. And I think a lot of very talented folks doing awesome maps and adventures and systems simply aren't interested because they have jobs they love, families they can't move and so on.</p><p></p><p>I do think however that full-time professionals work under optimal conditions to create roleplaying content. If you work full-time for WotC, then your work day is about roleplaying. Your coworkers are the ultimate playtest group, you can run ideas by people and you also have access to tons of pertinent data only WotC is privy to. </p><p></p><p>It doesn't guarantee you'll build an awesome game but it's something. </p><p></p><p>Myself, I've always been the kind of person who judges the food on my plate and not what's the chef's resume. I couldn't care less if a game is designed in a basement part time or the labor of thousand of hours of work by an army of professionals. I'll go by what the game has to offer.</p></blockquote><p></p>
[QUOTE="Consonant Dude, post: 5809002, member: 6688791"] This is a fair point. One of the most interesting thing about the OGL is that it really highlighted a phenomenon that's been going on forever in this hobby: There are lots of smart fans with brilliant ideas and loads of talent who will, given the opportunity and motivation "graduate" to professionals. And I think a lot of very talented folks doing awesome maps and adventures and systems simply aren't interested because they have jobs they love, families they can't move and so on. I do think however that full-time professionals work under optimal conditions to create roleplaying content. If you work full-time for WotC, then your work day is about roleplaying. Your coworkers are the ultimate playtest group, you can run ideas by people and you also have access to tons of pertinent data only WotC is privy to. It doesn't guarantee you'll build an awesome game but it's something. Myself, I've always been the kind of person who judges the food on my plate and not what's the chef's resume. I couldn't care less if a game is designed in a basement part time or the labor of thousand of hours of work by an army of professionals. I'll go by what the game has to offer. [/QUOTE]
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