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Still one make-or-break issue for me...
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<blockquote data-quote="GSHamster" data-source="post: 5931337" data-attributes="member: 20187"><p>I would argue that the brilliance of the OGL/d20 licence is that it speaks to the <em>soul</em> of D&D.</p><p></p><p>D&D has always been a creative game, especially for DMs. We make adventures, villains, dungeons, house rules, stories, worlds, cities, pantheons. And we have a natural inclination to want to share our stuff, our creative endeavors, with our fellow gamers.</p><p></p><p>The OGL allowed that natural creativity and drive to share to flower in full force. It was even bolder than most of us expected, as it said that if we thought our work was good enough, we could even sell it, and see if anyone would buy it. How many of us have thought about working for TSR, being the ones to make the adventures? The OGL offered a path to live out that dream.</p><p></p><p>The OGL uncovered the hidden soul of D&D. 1E and 2E were less than they could have been, because the OGL had not been thought of yet. 4E--for all that it is a good game--chose to try and go back, to wall people off from that essence of D&D. And a lot of people strongly disliked 4E for that reason.</p><p></p><p>Our eyes have been opened by the OGL, and we can't go back. We cannot be satisfied by the industry as it used to be.</p></blockquote><p></p>
[QUOTE="GSHamster, post: 5931337, member: 20187"] I would argue that the brilliance of the OGL/d20 licence is that it speaks to the [i]soul[/i] of D&D. D&D has always been a creative game, especially for DMs. We make adventures, villains, dungeons, house rules, stories, worlds, cities, pantheons. And we have a natural inclination to want to share our stuff, our creative endeavors, with our fellow gamers. The OGL allowed that natural creativity and drive to share to flower in full force. It was even bolder than most of us expected, as it said that if we thought our work was good enough, we could even sell it, and see if anyone would buy it. How many of us have thought about working for TSR, being the ones to make the adventures? The OGL offered a path to live out that dream. The OGL uncovered the hidden soul of D&D. 1E and 2E were less than they could have been, because the OGL had not been thought of yet. 4E--for all that it is a good game--chose to try and go back, to wall people off from that essence of D&D. And a lot of people strongly disliked 4E for that reason. Our eyes have been opened by the OGL, and we can't go back. We cannot be satisfied by the industry as it used to be. [/QUOTE]
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Still one make-or-break issue for me...
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