OGL: Faserip?

bento said:
So Phil, if you read this thread again, what's the appeal of using FASERIP for any other kind of game besides supers?

For me? I want it for supers and related game ideas. (For example, we used a modified FASERIP back around 1987 for a GI Joe game.)

As I mentioned somewhere else, it's not anyone's place to tell someone what they can or cannot use the game for. I figure that if someone wants to run FASERIP Star Wars then they can. Who are we to judge or set rules on how any game can be used?
 

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Ranger REG said:
So, you're doing this out of charity.

I can't afford to turn my day job into a charity (just as I'm sure you can't). This is a project I think will be a lot of fun but I couldn't figure out a way to make money off of the idea, short of creating it and releasing it for sale. Which I didn't want to do since I think its real value is as an open, free system and toolkit.

The idea came up to attempt a ransom. If the money is raised then the work is done.

And so far, in less than 48-hours, we've raised 58% 65% of the needed funds to make this happen.

I'm shocked at the primarily favorable response to the idea.
 
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I'd buy this, especially in a slim perfect bound form with an attached cardstock table/screen.

Didn't the Pacesetter games have a similar kind of system?
 

Vigilance said:
Random character generation in MSH was not good.

Random character generation in MSH was fantastic. No, it wasn't balanced, but it was the single best source for inspiration for new heroes, bar none.
 

Umbran said:
Random character generation in MSH was fantastic. No, it wasn't balanced, but it was the single best source for inspiration for new heroes, bar none.

I agree with that.

The trick was to use the random rolls to get a spark of inspiration, then go to modelling :)
 

philreed said:
I can't afford to turn my day job into a charity (just as I'm sure you can't). This is a project I think will be a lot of fun but I couldn't figure out a way to make money off of the idea, short of creating it and releasing it for sale. Which I didn't want to do since I see its real value is as an open, free system and toolkit.

Of course, you could release it as a open system and create optional supplements and adventures that you could sell. Folks could play the free game on its' own or purchase the "extras" if they like, assuming they where something folks would want to buy. That idea sounds familiar... ;)
 

Bretbo said:
Of course, you could release it as a open system and create optional supplements and adventures that you could sell. Folks could play the free game on its' own or purchase the "extras" if they like, assuming they where something folks would want to buy. That idea sounds familiar... ;)

True, but that idea is pretty risky. I mean, there's a good chance it would take months of effort to recover the investment in time.

What's exciting to me about this idea is it both measures interest in the project and gives me a chance to determine -- ahead of time -- whether or not the dea is worth working on.
 


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