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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7691604" data-attributes="member: 12388"><p>This is good advice. </p><p></p><p>I'm sure you can imagine the frustration, however, when the marketplace is billed as a place where all of the Realms is open to play with, only to see that it aint so.</p><p></p><p>It's not so much pulling the rug out from underneath, as pulling the whole planet out, minus one slice of one continent.</p><p></p><p>Complaining for the sake of complaining is always bad, in my book.</p><p></p><p>But complaining that not enough Realms material is open for use, well to me that's a good thing. I hope people raise hell, constructively. </p><p></p><p>How? By demanding (if that's not too strong a word) that Wizards of the Coast make it as simple as possible for Guild Member to figure out what is open to use and what isn't.</p><p></p><p>Consider the Sword Coast Adventurer's Guide. It's open for use, per the podcast, and Baldur's Gate is certainly on the Sword Coast. The SCAG gives it about a page and a half of treatment.</p><p></p><p>Yet in that same podcast Mearls corrects (Christopher) Lindsay by saying that content from a novel set in Baldur's Gate <em>isn't</em> open for use, right after Lindsay waxed enthusiastic about gamers deciding to share something on the Guild website that they were originally inspired to create because they read a Realms novel set in Baldur's Gate. </p><p></p><p>What? </p><p></p><p>Are content creators really supposed to zero in on all the lore, to differentiate between an idea they had ten years ago and one they had the other day? This doesn't jive with WotC's selling point about people being able to convert their best campaign material into salable content. And how are WotC's staff, who review the content and look for the cream of the crop, supposed to tell? Not everyone has encyclopedic Realmslore knowledge.</p><p></p><p>Presumably, <em>Murder in Baldur's Gate</em> isn't allowed to be used, but I imagine a lot of new-to-D&D gamers only know Baldur's Gate through that adventure. But, if it inspired you to add on to the adventure or send your campaign in a new direction, tough luck.</p><p></p><p>Giving a list of allowed books isn't sufficient for content creators.</p><p></p><p>And on a different note: one side effect of the Guild program seems to be that people are purchasing the core rulebooks that might not otherwise. I don't own them, so the head of a game company I write for is sending me a set, as the SRD has some big holes in it and we want a full grasp of the rules.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7691604, member: 12388"] This is good advice. I'm sure you can imagine the frustration, however, when the marketplace is billed as a place where all of the Realms is open to play with, only to see that it aint so. It's not so much pulling the rug out from underneath, as pulling the whole planet out, minus one slice of one continent. Complaining for the sake of complaining is always bad, in my book. But complaining that not enough Realms material is open for use, well to me that's a good thing. I hope people raise hell, constructively. How? By demanding (if that's not too strong a word) that Wizards of the Coast make it as simple as possible for Guild Member to figure out what is open to use and what isn't. Consider the Sword Coast Adventurer's Guide. It's open for use, per the podcast, and Baldur's Gate is certainly on the Sword Coast. The SCAG gives it about a page and a half of treatment. Yet in that same podcast Mearls corrects (Christopher) Lindsay by saying that content from a novel set in Baldur's Gate [i]isn't[/i] open for use, right after Lindsay waxed enthusiastic about gamers deciding to share something on the Guild website that they were originally inspired to create because they read a Realms novel set in Baldur's Gate. What? Are content creators really supposed to zero in on all the lore, to differentiate between an idea they had ten years ago and one they had the other day? This doesn't jive with WotC's selling point about people being able to convert their best campaign material into salable content. And how are WotC's staff, who review the content and look for the cream of the crop, supposed to tell? Not everyone has encyclopedic Realmslore knowledge. Presumably, [i]Murder in Baldur's Gate[/i] isn't allowed to be used, but I imagine a lot of new-to-D&D gamers only know Baldur's Gate through that adventure. But, if it inspired you to add on to the adventure or send your campaign in a new direction, tough luck. Giving a list of allowed books isn't sufficient for content creators. And on a different note: one side effect of the Guild program seems to be that people are purchasing the core rulebooks that might not otherwise. I don't own them, so the head of a game company I write for is sending me a set, as the SRD has some big holes in it and we want a full grasp of the rules. [/QUOTE]
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