OGC and what a RPG should be?

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herald said:
Well from blathering idiot to the next, we will agree do disagree. :D

<laughs> Fair enough... and wouldn't have it any other way! :)

I don't know if saw the write ups, but classes flat out based on a base attribute. The Strong Hero, The Smart Hero, ecetera. So while you do have "Classes", they aren't as quite iconic like D&D "Classes".

Ok, thanks... to me, thats a huge difference over straight d20 from D&D.

Don't ask me why, but when I asked them why they lost interest in it they would mention that the characters didn't seem "focused". It took me a while to understand, but it seemed to me that they were more interested in using a mostly closed system and using expantions to broaden thier character, than use a broad character creation system and define who they were.

Yes, I can actually understand that. And I will say that my players felt the same way. However, because WEG d6 had templates, which are in some ways similiar to classes, but not as restrictive IMO... I had them each "focus" on those templates. When creating the character, if they didn't like the standard templates, there could come up with their own but I found that by enforcing the base concepts of the templates they found focus,but also flexibility.

I do know that in my present D&D campaign [although we have rotating DMs], that the players often come up with great, and focused, character concepts that simply don't fit within the iconic classes and take a lot of work to let exist and evolve. But eh, oh well.

So it becomes an arguement of Flexability vs. Focus. My players wanted focus, yours wanted Flexability, and as gamemasters we choose a road that would accomidate our players and make us happy.

Yes, I agree and its nice we have such choices. However, to get somewhat back on topic, I don't agree that the use of the d20 system as the core OGS for many, possibly, cool campaign worlds is a good choice. It does not allow the gamemaster to choice Flexability vs. Focus or some combination of the two to best suit himself and his players. It just simply lays down the "Focus" concept with a minute amount of flexibility.
 

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Hollywood said:

Well I consider myself a moderate, as I've ha played many variety of role-playing games from D&D to Amber to StoryTeller, et al. But since I mentioned that D&D's core rule-system, ala what Wizards calls d20, is ill-suited for anything but D&D, I'll take offense at your statement. Not much, but at least enough to respond. Personally I either DMd or played D&D for the last 16 years on and since 88 I also did a fair share of GMing or playing WEG StarWars [plus all sorts of other stuff in between]. Being a StarWars afficanado and owning most of the core stuff for the 2 editions from WEG, I of course checked out StarWars from WotC. And since many of the players were also looking at D&D at the time, I changed my WEG:SW campign to WotC:SW to see how it would go. Guess what? Everyone of my players, even the ones that love 3rd Ed. D&D, and myself absolutely hated WotC:SW because of the rules mechanics. Suddenly we saw our cool Bounty Hunters, Smugglers, Pilots, Technicans, et al. going from being able to do and grow as they pleased based on experience [I only let them upgrade skills they either used in play or sought out training for] and character growth. They were stifled, they were irratated, they were enraged at the slowness of fast blaster combat and general plodding mechanisms of WotC:SW. d20 just fails there. Dragonstar is ShadowRun in the more distant future and seems to be a good setting. And maybe the fantasy part allows d20 to sorta work there, but not enough to me to offset the lead weight of a level and class based system. Spycraft and d20 Modern suffer from the same.
Granted, I do acknowledged that not everyone is going to take Wizards' Star Wars immediately, but then there are those who are so glad to have moved away from the "bucket o dice" system (like me) that there is an option that is more enjoyable and playable (by my own preference and style) that re-ignite my interest in another sci-fi series (my fave will always be Star Trek). I also enjoy Spycraft for taking the rules mechanics and use it to create a superspy RPG product.

As for class-level system being a lead weight, I don't feel it. Granted there were restriction in past products (I do acknowledge the ridiculous demihuman multiclass combination allowed list and the even more ridiculous dual-class for human rules). Removing the restriction, even moreso for modern and sci-fi genre games makes it easier to diversify your character.

Besides, if class-level is the worst problem, Palladium Book would have shut down a long time ago, and FASA would be selling their MechWarrior: Third Edition RPG off the shelf.

So that can't be a problem.


Suffice to say, I do think the OGS was a good idea. I do think that creating the D&D SRD and making it OGS was a good idea as it allows non-WotC and fans to add to the D&D game without legal ramifications [well as long as you follow the OGL and/or d20 licenses]. However, making the SRD into d20 and having pushed it as the core system to be used as the rules system for other OGS settings was a mistake. No one rules system fits every game (Ryan and company never stated d20 should be used by every product anyways) and while sure its nice to have a common rules system for a variety of products, d20 was the wrong one due to its inherient inflexibility.
You have to make SRD into d20; it is the foundation to build a d20- compatible product.

It's a good thing that the SRD is more of a designer's toolkit and that 100% of that content is Open Game Content, which means you have the option of reprinting (or not) or modifying the game content that is more suitable for your game. If you don't like Alchemy skill in your sci-fi RPG, don't use it. Or modify the Alchemy skill into something more modern like Chemistry skill.


Saying all that, I do think I am open-minded to have given the core system out of D&D 3rd Ed. a shot at use in other systems; but having seen it in action, I prefer to only use [with house rules of course! :)] with the D&D game and thats it. Which is why I'm glad to see some games, such as Cthulu, producing material thats useable in their own format and d20... that way I can have a choice and not be sucked into having to use d20.
For such well-established, long-running products like CoC or Deadland, making the game available in other rules system such as GURP allow that publisher to attract more gamers that are more familiar with that set of rules. More gamers means people will buy your wares, increasing your business revenue.

BTW, I have yet to see Chaosium start putting up supplement for CoC d20. They have made promise but no result on the shelves. Wizards can't do anything about it since they agreed to the core rulebook deal.


Actually the OGL license does not say anything about "interactive software" at all. It simply gives you the ability to create derivative works and translations of the SRD in any format desired, including source code. If you go with the OGL you can express your own character creation and advancement system as that is not covered by the SRD. However, while no one can copyright a set of rules, only the expression of them, you have to express the rules with completely different language than used in the copyrighted D&D expression.
Actually, I have heard the debate of whether the OGL itself can be as good as other open source license like the GPL. It ranges from how does one "clearly indicate what is OGL in the program's codes" (from a "reasonable person" standard, whether it be a programmer or an average user of said program) to allowing OGL to work with GPL or other open source code license.

<scratches his head> Ok I'm confused. I haven't seen d20 Modern in print yet or read through it so can't say my knowledge extends to more than what is on WotC's site and such. But I really don't see that the core mechanics of d20 Modern are any different than the core d20 system residing in D&D. It still has levels, hitpoints, saving throws, base attack bonuses, skills, feats [or are those talents?] and last of all, CLASSES!! How is it different [yes, I realize this is completely off topic too!! And so will keep the comments about it in this block as follows:
With d20 modern you are still tied to being forced into classes... argh, such limited flexibility.
Why do you always see "classes" as such a bane? I mean, if you decided on a military career, then one should take the path that would make him a better soldier. If you want to learn to knit then that's your choice of an outside hobby but it will prove to be an obstacle to becoming better soldier, if you are distracted from your goal.


Its, as in D&D, an all or nothing affair... either you gain everything that class has to offer at the level, or you simply don't take that class. There isn't a freedom to evolve your character [and hopefully you do this from a roleplaying and character development standpoint and not simply as a min/max exercise! :)] in the manner you see your character elvoving in. And lets not even start with hitpoints and how it works in a modern-esque world. Bleah. :)]
Sorry, the "all-or-nothing" excuse may apply toward the predecessors of the d20 system (i.e, AD&D strict multiclassing/dual-classing rules) but not so with the current incarnation. For d20 Modern you are encouraged to multiclass from an ability-based Hero Class (e.g., Strong Hero that focus on character's Strength) to an Advanced Class (Strong Hero becomes a Soldier) to a Prestige Class (Strong Soldier become an Army Ranger).
 

Originally posted by Ranger REG but then there are those who are so glad to have moved away from the "bucket o dice" system (like me) that there is an option that is more enjoyable and playable (by my own preference and style)

Well, of course there is that choice. :) Although, I will agree, that the worst thing about the WEG SW and d6 was the bucket of dice.

my fave will always be Star Trek

I despise it actually... even if I have been watching Enterprise as of late. :) So you know there will be differences in our thought patterns. Then again, I always preferred the writtings of Jerry Pournelly and David Drake. Hard-core military sci-fi. :)

As for class-level system being a lead weight, I don't feel it. Granted there were restriction in past products (I do acknowledge the ridiculous demihuman multiclass combination allowed list and the even more ridiculous dual-class for human rules). Removing the restriction, even moreso for modern and sci-fi genre games makes it easier to diversify your character.

D&D has tons of it. Can you be a rogue thats not a thief? Sure, but instead of being able to get rid of abilities that don't fit your character, you are stuck with them. Not so in a more flexible system. And no, while the Giskard's Zeroth law, oops wait... wrong genre :)... the Zeroth law is nice; its a lazy solution to the problem.

Besides, if class-level is the worst problem, Palladium Book would have shut down a long time ago, and FASA would be selling their MechWarrior: Third Edition RPG off the shelf.

I disagree. Palladium is Palladium, think I've played one game of Rifts; didn't care for the world concept. And MW, well, right or wrong that was designed with the genre and the boardgame in mind. Would hate to see a d20 version of MW.

You have to make SRD into d20; it is the foundation to build a d20- compatible product.

The SRD is NOT a d20 licensed product, its an OGL product. You don't have to use the d20 license at all to produce a SRD based product. All that you need the d20 license for is to put the d20 logo on your product, which more tightly affiliates your product with d20 and D&D.

It's a good thing that the SRD is more of a designer's toolkit and that 100% of that content is Open Game Content, which means you have the option of reprinting (or not) or modifying the game content that is more suitable for your game. If you don't like Alchemy skill in your sci-fi RPG, don't use it. Or modify the Alchemy skill into something more modern like Chemistry skill.

SRD is literally VB as compared to C/C++ before .NET came around and they all compile into one bytecode that is run within the same virtual machine.

However, when you use as an example the Alchemy skill, you are automatically talking about "fluff". I am talking about the very base mechanics in the SRD, stripped of all fluff, i.e. the feats, skills, weapons, armor, spells, monsters, etc. Rather how the various mechanics suchs levels, classes, hitpoints, attacks, armor class, etc. interact with each other.


For such well-established, long-running products like CoC or Deadland, making the game available in other rules system such as GURP allow that publisher to attract more gamers that are more familiar with that set of rules. More gamers means people will buy your wares, increasing your business revenue.

Yes, by giving the gamers a choice that allows them to choose a mechanic that best fits their gaming styles and preference.

BTW, I have yet to see Chaosium start putting up supplement for CoC d20. They have made promise but no result on the shelves. Wizards can't do anything about it since they agreed to the core rulebook deal.

If I was Chaosium, I wouldn't either. Not until I saw sells of the d20 CoC making gains on the normal CoC sells. However, if producing CoC supplements, I'd go to the trouble of including OGL'd d20 information so that CoC d20 players don't feel left out.


Actually, I have heard the debate of whether the OGL itself can be as good as other open source license like the GPL. It ranges from how does one "clearly indicate what is OGL in the program's codes" (from a "reasonable person" standard, whether it be a programmer or an average user of said program) to allowing OGL to work with GPL or other open source code license.

Well, not everyone likes the GPL license either.. ;) But as someone else pointed out, OGL is not compatible with even other open-source licenses. GPL is probably a bad one as an example, but while I forget the name of it, there is another GNU based license that concerns open-source documentation.


Why do you always see "classes" as such a bane? I mean, if you decided on a military career, then one should take the path that would make him a better soldier. If you want to learn to knit then that's your choice of an outside hobby but it will prove to be an obstacle to becoming better soldier, if you are distracted from your goal.

A hobby is just that, a hobby. Anyone, by virtue of it being a hobbby, can do it if its something they are interested in. Your profession has absolutely no bearing on how good or how talented you may be at a hobby. Now, you may spend less time at your hobby than someone with a different profession, but if you have the talent it matters not. Nor is it an obstacle to becoming a better solider, in this example. Different people excel at different things. One solider may just be more adept at the skills necessary for a solider and therefore spends less time at it. Another solider may need to spend a lot more time prefecting the "art" of being a solider. Whereas, a third solider spends more times with his hobbies than either of the first two, and while he may be a good solider, hasn't spent his time or effort as wisely. With the class system, as represented in the SRD, you are limited to basically one of those three choices, choice one. With your DM, and rule Zero, you *may* be able to get around those... but NOT by any set rules laid down by the game system; rather by judgement calls that will vary from DM to DM.


Sorry, the "all-or-nothing" excuse may apply toward the predecessors of the d20 system (i.e, AD&D strict multiclassing/dual-classing rules) but not so with the current incarnation.

No, the "all-or-nothing" argument applies to the current version of D&D just as it did in the original D&D, 1st Ed and 2nd Ed. I've played them all, so have a good ground to based my opinion on. With 3rd Edition, there are more built in rules that integrate together [skills being one; they integrate better than they did when first presented in the Wilderness Guide for 1st Ed. and of course in 2nd Ed] in a more seamless matter. However, without applying the all encompassing Zeroth rule, you are still fairly limited in differences between one character and the next in ability.

And frankly, the limitations of the 3rd Ed. system are quite evident in the discussion of base classes such as the Ranger where folks argue with other folks about them creating a new Ranger that has some abilities of the Druid and no spell casting, etc. Why would people do that? To get around the limitations, even with multi-classing, that are present in the base D&D system [which is defined currently in the SRD and forms the basis of the d20 system]. In essense they are arguing about the Zeroth rule and whose interpretation of it is correct. A more flexible system, say GURPS or Hero [although am not a huge fan of either persay] built the system and mechanics to basically handle situations such as these.

For d20 Modern you are encouraged to multiclass from an ability-based Hero Class (e.g., Strong Hero that focus on character's Strength) to an Advanced Class (Strong Hero becomes a Soldier) to a Prestige Class (Strong Soldier become an Army Ranger).

At this point, d20 Modern is hardly out and its not part of the SRD or OGS, so is really irrelavent to the conversation. But nonetheless, they have tried to open up the d20 Modern so that the class system is not as stifling to the modern personaes which may not fit as nicely into archtypes. In effect they are saying, ok... we don't see that the SRD and d20 worked well in this setting, so we're going to change it so it hopefully works better.

That being said, I haven't had the opportunity yet to sit down
and read through it, though probably will. Nonetheless, I must ask... why bother with classes at all in this case? [note, I don't mention levels] Why not, rather than force players to define their characters as a collection of skills and feats that the player feels best represents the characters abilities and experience at any given level? This is a more fine-grained approach than the coarse-grained "bucket" system approach of the class system. Classes can still be useful, especially in modern and sci-fi systems as they can represent packages of skills that are learned through some type of educational scheme, not necessarily through use and experience. In essesnse, more of a Prestige Class effect.
 
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And frankly, the limitations of the 3rd Ed. system are quite evident in the discussion of base classes such as the Ranger where folks argue with other folks about them creating a new Ranger that has some abilities of the Druid and no spell casting, etc. Why would people do that? To get around the limitations, even with multi-classing, that are present in the base D&D system [which is defined currently in the SRD and forms the basis of the d20 system]. In essense they are arguing about the Zeroth rule and whose interpretation of it is correct. A more flexible system, say GURPS or Hero [although am not a huge fan of either persay] built the system and mechanics to basically handle situations such as these.

But what you see as a liability some see as boon.

In my opinion, the most powerful OS out there is UNIX. It's a very powerful, flexable system. It can emulate other operating systems very well and is very stable.

But it has a HUGE learning curve for alot of people. UNIX is so intimidating, any people don't know a single thing about it, even though much of what is in UNIX is in other OS's. They just shrug thier shoulders and walk away from it. But then again, ther are plenty of people who embrace it, love it and insist upon it. Those are your open ended system players. White Wolf, (Especially Mage), d6 Starwars, ect...

Then there are others who want simplicty. The Microsoft users, they want a system that does alot of things and well, and they will live with a few bugs in the sytem, as long as it will do just about everything else fairly well. Those are the D&D players, especially those that haven't even came up from 1e or 2e.

Then you have those that Linux, it has alot of the power of Unix, and alot of the interface of Microsoft. It's so robust that it doesn't seem like a hybrid of Microsoft and Unix, it is its own thing.

Linux is all about owners/users being able to strip down and rebuilding thier systems just the way they like. From hardware, OS and Software anything can be tinkered with.

And that is closer to what I feel the D20 players are. They can use the system straight out of the box, or they can modify it as they see fit.

(I'm not going to bring in Apple, I can't figure how to fit them into this analogy since they switched to a Unix based OS. :( )
 


herald said:
Oh, by the way Hollywood. Here is the srd for D20 modern.

Hey thanks... I missed that. :)

Mmms, so can I be a 5th level Strong Hero and a 4th level Smart Hero? And does that make any sense whatsoever? :) Dunno, my question is... who says that a Fast Hero should get more skill points than a Strong Hero? And why should an Smart Hero get even more skill points than a Strong Hero? Smart Hero by definition will, hopefully, have a high intelligence so he gets a bonus to skills anyways so why should they get even more base skills?

Dunno, would have to really read the full rules to make a judgement call. But just for the SRD, I'd have a hard time using it.
 
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herald said:
And that is closer to what I feel the D20 players are. They can use the system straight out of the box, or they can modify it as they see fit.

Well technically thats true for any gaming system, aka house rules. :) However, you just can't mass distribute them unless allowed by a some sort of agreement or license for use of the product. Thats what the OGL or Dominion L, etc. bring to the table.

And while I do understand your analogy, and understand what you are trying to say, I'll stick to my guns and disagree. :)
 

I'm not talking just about house rules, I'm talking about 3rd party rules. But then again, I think that you get my drift.

And I do see your side, having the dissent in this way is good. It makes designers want to work harder to improve from all sides.
 

Not quite a war, just a boycott

Hello again herald.

It IS a customer service issue. It has very little or nothing at all to do with IP protection. If WOTC wanted to do well by it's customer base it would sign an agreement with PCGen and redblade et all which covered them and allowed use of the material as well. If there were an agreement for PCGen (or others) to use this material (on a case by case basis. Redblade separate from PCGen, separate from .....) even if wotc allowed free use of their material they would then have defended their IP and trademark. The would have a written agreement with each group (I'd like to say company, but that's probably not right). What would be a better word........producer. Anyway, This is about shutting down the competition (because they can) for their product etools. That's pretty much it. If it were about defending their IP it would have happend last before etools was published, and or it would be a done issue by now and there would be nothing to discuss or argue about.

It's been implied that my viewpoint is extreme. I disagree. If you're upset about what wotc did to PCGen or Redblade or any other software 'producer' then continuing to purchase their material is like saying what they did is ok with you. Is what they did OK with you or not. Everyone has to decide that.

But I think we're going to have to agree to disagree, Herald.

Personally I like Champion's game system a little better, but there's tons of D6 involved in that too. Typical damage rolls were 12-15d6. But there were no classes and nothing random about character design. You probably wouldn't like it.
 

Hey, AustEvergreen:

We get your point. Got it. Constant repetition of it isn't making it more valid in anyone's eyes.

Really.
 

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