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Ryan Dancey Answers to OGL questions
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<blockquote data-quote="RyanD" data-source="post: 3643036" data-attributes="member: 3312"><p>The first Swords & Sorcery/Necromancer monster book that came out before the 3E Monster Manual I carried around the halls of Wizards of the Coast like a proud father. I did not hand out cigars, but I was sorely tempted.</p><p></p><p>The signed copy of <em>3 Days to Kill</em> from Atlas Games, which was one of two OGL licensed 3rd party products on sale at GenCon when 3E released (the other was from Green Ronin).</p><p></p><p>AEG's <em>D20 Toolbox</em> was for years the only 3rd party book I carried to my regular D&D game.</p><p></p><p>I think that AEG's <em>Spycraft 2.0</em> is about the most complete "contemporary world" roleplaying resource in one book imaginable, d20 or no d20.</p><p></p><p><em>Ptolus</em> from Monte Cook is the last D20 fantasy RPG product I purchased, and it was very worth the price. (I just bought the <em>Star Wars Saga</em> book a week or two ago, so that would be my most recent D20 purchase outright).</p><p></p><p><em>Testament</em>, from Green Ronin is one of the most interesting sourcebooks I own, and I have a real interest in running a bronze age campaign eventually, for which I think it will be critical.</p><p></p><p><em>A Game of Thrones</em> from Guardians of Order both perfectly captures the world of George Martin's "Song of Ice & Fire", and that world is pitch-perfect for high fantasy roleplaying, making a killer 1-2 combination.</p><p></p><p>I'm not home as I write this, so I can't look over at my game shelves and remind myself of the other several dozen books I should probably put on this list.</p><p></p><p>I'll finish by saying that the outpouring of adventure content from so many publishers, in so many form-factors, has really been its own reward. If the OGL had accomplished nothing but enabling that material to be commercially published, I would consider it a success. When I was 12, I dreamed of someday publishing my own "D&D adventures". The adventure is, to me, the real "art form" of roleplaying games. It is the place where all the parts have to come together to work as a whole, and where the entertainment locked up in the rulebooks is unleashed. Done right, it can be a life-changing experience. So to all those people who wrote, edited, illustrated, playtested, published, bought & played the wonderful OGC adventures, you all have my deepest gratitude for realizing the vision of Open Gaming.</p><p></p><p>Ryan</p></blockquote><p></p>
[QUOTE="RyanD, post: 3643036, member: 3312"] The first Swords & Sorcery/Necromancer monster book that came out before the 3E Monster Manual I carried around the halls of Wizards of the Coast like a proud father. I did not hand out cigars, but I was sorely tempted. The signed copy of [i]3 Days to Kill[/i] from Atlas Games, which was one of two OGL licensed 3rd party products on sale at GenCon when 3E released (the other was from Green Ronin). AEG's [i]D20 Toolbox[/i] was for years the only 3rd party book I carried to my regular D&D game. I think that AEG's [i]Spycraft 2.0[/i] is about the most complete "contemporary world" roleplaying resource in one book imaginable, d20 or no d20. [i]Ptolus[/i] from Monte Cook is the last D20 fantasy RPG product I purchased, and it was very worth the price. (I just bought the [i]Star Wars Saga[/i] book a week or two ago, so that would be my most recent D20 purchase outright). [i]Testament[/i], from Green Ronin is one of the most interesting sourcebooks I own, and I have a real interest in running a bronze age campaign eventually, for which I think it will be critical. [i]A Game of Thrones[/i] from Guardians of Order both perfectly captures the world of George Martin's "Song of Ice & Fire", and that world is pitch-perfect for high fantasy roleplaying, making a killer 1-2 combination. I'm not home as I write this, so I can't look over at my game shelves and remind myself of the other several dozen books I should probably put on this list. I'll finish by saying that the outpouring of adventure content from so many publishers, in so many form-factors, has really been its own reward. If the OGL had accomplished nothing but enabling that material to be commercially published, I would consider it a success. When I was 12, I dreamed of someday publishing my own "D&D adventures". The adventure is, to me, the real "art form" of roleplaying games. It is the place where all the parts have to come together to work as a whole, and where the entertainment locked up in the rulebooks is unleashed. Done right, it can be a life-changing experience. So to all those people who wrote, edited, illustrated, playtested, published, bought & played the wonderful OGC adventures, you all have my deepest gratitude for realizing the vision of Open Gaming. Ryan [/QUOTE]
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