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OGL? SUccess or failure?
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<blockquote data-quote="Turjan" data-source="post: 2504576" data-attributes="member: 3477"><p>Just in order to contribute something completely positive <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />:</p><p></p><p>I think that the OGL is a great success in two ways that haven't been stressed that much so far.</p><p></p><ul> <li data-xf-list-type="ul">The publication of the core D&D rules in form of the SRD brought many more people into game design than ever before. Alone the possibility to discuss mechanical details of the most common RPG on internet fora without fear of retribution was an unprecedented step. I think that we owe this fact a fast-paced development of better and better rules modules that can be plugged on the base mechanics of d20 as we want it.<br /> </li> <li data-xf-list-type="ul">Even though I had my criticisms with Ryan Dancey's review of WFRP2, I agree that this big pool of game design discussions can also be tapped by games outside of the d20 family. This can go both ways, either as good mechanics that can serve as an example how to change the mechanic of the own non-d20 game, or as something to set a contrast against. As the d20 rules pool contains lots of mechanics from many popular non-d20 games, it's a top collection to choose from.<br /> </li> <li data-xf-list-type="ul">With the rules themselves (being distributed for free) having lost their commercial value, the product for sale came with top production values. Hardback full-color rule books became standard now. Other companies, like White Wolf or Steve Jackson Games, followed suit and succeeded. Those that didn't did less well. The result are generally pricier, but high quality books available for gaming. That's also a nice thing to have. Whether the OGL is directly responsible for this or this or not, it's a necessity now.</li> </ul><p>I think these three points are good results of the OGL that not many people will dispute.</p></blockquote><p></p>
[QUOTE="Turjan, post: 2504576, member: 3477"] Just in order to contribute something completely positive :): I think that the OGL is a great success in two ways that haven't been stressed that much so far. [list] [*]The publication of the core D&D rules in form of the SRD brought many more people into game design than ever before. Alone the possibility to discuss mechanical details of the most common RPG on internet fora without fear of retribution was an unprecedented step. I think that we owe this fact a fast-paced development of better and better rules modules that can be plugged on the base mechanics of d20 as we want it. [*]Even though I had my criticisms with Ryan Dancey's review of WFRP2, I agree that this big pool of game design discussions can also be tapped by games outside of the d20 family. This can go both ways, either as good mechanics that can serve as an example how to change the mechanic of the own non-d20 game, or as something to set a contrast against. As the d20 rules pool contains lots of mechanics from many popular non-d20 games, it's a top collection to choose from. [*]With the rules themselves (being distributed for free) having lost their commercial value, the product for sale came with top production values. Hardback full-color rule books became standard now. Other companies, like White Wolf or Steve Jackson Games, followed suit and succeeded. Those that didn't did less well. The result are generally pricier, but high quality books available for gaming. That's also a nice thing to have. Whether the OGL is directly responsible for this or this or not, it's a necessity now. [/list] I think these three points are good results of the OGL that not many people will dispute. [/QUOTE]
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