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*TTRPGs General
OGL? SUccess or failure?
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<blockquote data-quote="akchf" data-source="post: 2495133" data-attributes="member: 18362"><p><strong>It's been mentioned, kinda</strong></p><p></p><p>Some of the people above have pointed out that the D20 system was at least one consistent ruleset that could be used to cover several genres, and introduce gamers to roleplaying. That is one of the greater strengths I see of at least 3.0 and 3.5, they were simpler IMHO than RIFTS, AD&D and many other systems, it's consistent with most of the die rolls, just roll the d20 and your there. But I think the OGL helped them determine how successful they were.</p><p> I think the OGL encourages creations of different base systems, and gives an avenue for playtesting to tweak and better them. It helps publishers/creators find out if something they're doing works.</p><p> As an avid roleplayer/GM I may enjoy browsing new books, but if I can't give my players easy access to the rules to start a new game, it's gonna be a lot harder to give them the depth and choices I like to offer. Having even just the core rules OGL gives me a place to send players who want to look at the system before they agree to play, and gives them a place to start thinking about their characters and how to make them work.</p><p></p><p>To put my 2 cents in what I'd like to see OGL and worked on is a system that's not class based. While I've seen a few games that seem to have interesting ideas where they used advancements that let you buy what attributes you want to improve, I think opening them could let the roleplaying community find and tweak systems that feel more natural, and find systems that work better for each genre or style of play.</p></blockquote><p></p>
[QUOTE="akchf, post: 2495133, member: 18362"] [b]It's been mentioned, kinda[/b] Some of the people above have pointed out that the D20 system was at least one consistent ruleset that could be used to cover several genres, and introduce gamers to roleplaying. That is one of the greater strengths I see of at least 3.0 and 3.5, they were simpler IMHO than RIFTS, AD&D and many other systems, it's consistent with most of the die rolls, just roll the d20 and your there. But I think the OGL helped them determine how successful they were. I think the OGL encourages creations of different base systems, and gives an avenue for playtesting to tweak and better them. It helps publishers/creators find out if something they're doing works. As an avid roleplayer/GM I may enjoy browsing new books, but if I can't give my players easy access to the rules to start a new game, it's gonna be a lot harder to give them the depth and choices I like to offer. Having even just the core rules OGL gives me a place to send players who want to look at the system before they agree to play, and gives them a place to start thinking about their characters and how to make them work. To put my 2 cents in what I'd like to see OGL and worked on is a system that's not class based. While I've seen a few games that seem to have interesting ideas where they used advancements that let you buy what attributes you want to improve, I think opening them could let the roleplaying community find and tweak systems that feel more natural, and find systems that work better for each genre or style of play. [/QUOTE]
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