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OGL; Is it working?
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<blockquote data-quote="MerricB" data-source="post: 2777361" data-attributes="member: 3586"><p>There were many different purposes for the OGL. I do not believe the "One System to Rule Them All" theory. It makes the assumption that the guys behind the OGL were really dumb, and believed that everyone would be satisfied with one system. That is insupportable, in my opinion. That it was designed to reduce the number of D&D "knock-offs" in the marketplace, definitely. (I'm looking at Palladium, here).</p><p></p><p>Strangely enough, the latest iteration of OGL products is in d20-like games (True 20, Arcana Unearthed, etc.) However, the mechanics are more unified than before, and easier to learn. This fulfils one of the goals of the OGL: to make transitioning between games easier, and thus reducing the number of gamers who can't speak to each other.</p><p></p><p>It is certain that one of the chief purposes of the OGL was to release Wizards from the burden of producing adventures. In this, it failed. Why it failed is a fascinating study. That Dungeon Magazine (much unloved by Wizards at times) has had a role in it is quite likely.</p><p></p><p>Have there been unanticipated effects of the OGL? Undoubtedly. Not all of these have been in the direct interests of Wizards.</p><p></p><p>One of the fascinating things is that Wizards has now twice produced a Boom/Bust phenonomen. Maybe three times. The first was caused by Magic: the Gathering and caused the great CCG Boom of 1994-5. The d20 System Boom of 2001 was another. Does the Pokemon CCG count? Possibly - and the aftereffects of that hurt Wizards terribly.</p><p></p><p>The Boom effect of introducing 3.5e, and also of the d20 System License concealed for some time the actual sustainable level of the RPG Industry. I don't know if we really know now, either: the distributors and retailers got badly spooked from the Bust. Add to that a greater reliance of distribution outside the FLGS system, and the picture is muddy.</p><p></p><p>Cheerse!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2777361, member: 3586"] There were many different purposes for the OGL. I do not believe the "One System to Rule Them All" theory. It makes the assumption that the guys behind the OGL were really dumb, and believed that everyone would be satisfied with one system. That is insupportable, in my opinion. That it was designed to reduce the number of D&D "knock-offs" in the marketplace, definitely. (I'm looking at Palladium, here). Strangely enough, the latest iteration of OGL products is in d20-like games (True 20, Arcana Unearthed, etc.) However, the mechanics are more unified than before, and easier to learn. This fulfils one of the goals of the OGL: to make transitioning between games easier, and thus reducing the number of gamers who can't speak to each other. It is certain that one of the chief purposes of the OGL was to release Wizards from the burden of producing adventures. In this, it failed. Why it failed is a fascinating study. That Dungeon Magazine (much unloved by Wizards at times) has had a role in it is quite likely. Have there been unanticipated effects of the OGL? Undoubtedly. Not all of these have been in the direct interests of Wizards. One of the fascinating things is that Wizards has now twice produced a Boom/Bust phenonomen. Maybe three times. The first was caused by Magic: the Gathering and caused the great CCG Boom of 1994-5. The d20 System Boom of 2001 was another. Does the Pokemon CCG count? Possibly - and the aftereffects of that hurt Wizards terribly. The Boom effect of introducing 3.5e, and also of the d20 System License concealed for some time the actual sustainable level of the RPG Industry. I don't know if we really know now, either: the distributors and retailers got badly spooked from the Bust. Add to that a greater reliance of distribution outside the FLGS system, and the picture is muddy. Cheerse! [/QUOTE]
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