Unearthed Arcana - the Rationale behind the OGC

MerricB

Eternal Optimist
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Just found this on Andy Collins' boards (here), though it was originally posted on ENworld (apparently). Does anyone know the thread it was in?

I hadn't seen it before, so I'm reposting it now.

Querent: I don't understand... why OGC on variant rules should suggest other publishers to write material which use them? I can understand when the rules are general and large expansions, such as psionics, epic, planar travel, but why should a company invest into a setting or an adventure or a classbook which uses WP/VP when the majority of the RPGers are using core rules and not variants?

Andy Collins: Good question. Here's our thinking on the matter.

There are a lot of companies out there publishing d20 products. While many (maybe even most) are intended to be used by D&D players in their D&D games, and thus tend to hew pretty closely to the existing D&D rules (as published in the SRD), that's not always the case.

I'm sure that anyone here could, without even trying hard, name a half-dozen game systems and supplements that introduce significant variations of the d20 SRD rules. Some of these closely mimic non-SRD content (such as the VP/WP system from Star Wars), while others create entirely new subsystems to handle things in a different manner than D&D does (such as Call of Cthulhu's Sanity system, which effectively expands the concept of Will saves vs. fear effects into an entire rule system). In both cases, the games rely on most of the core concepts of the d20 system, but vary or expand on certain key elements relevant to the setting.

The problem is that these subsystems are either not very widely distributed (even the most successful products in the d20 industry only hit a fraction of the readers that a typical D&D book does), or they're off-limits to other publishers (if published in non-open products).

In either case, it means that these new rule variants aren't seen and tried out by a wide range of players. That in turn prevents them from getting a fair chance to shine--without the shared base of players, it's hard for a new rule system or variant to gain footing. By publishing a collection of these rule variants and options in one place, by putting the official D&D logo on it, and by making the book Open Content, we're hoping to overcome some of these obstacles.

Now, if Green Ronin or Sword & Sorcery or Big Joe's Garage Publishing Studio wants to use SW's cinematic Defense system, or Oriental Adventure's Taint rules, or a spell point system, or a variant item creation system, the company doesn't have to start from scratch (or, perhaps even worse, write a system that's a lot like an existing D&D ruleset but just different enough that people don't accuse them of plagiarism)--they can just pick up the ruleset they want from Unearthed Arcana, knowing that tens of thousands of players (aka potential customers) have already seen the ruleset in question (and are thus more disposed to accept it when they see it again).

As the lead designer on Unearthed Arcana, I was a big proponent of the concept of making the book entirely open. Only time will tell whether it was worth the effort--and make no mistake, it added a significant amount of effort for me, for D&D Design Manager Ed Stark, and for Andy "Hardest Working Man in the Industry" Smith, among others--but regardless of success, I think it's a great experiment.

The best-case scenario is that the player base latches on to a few of the new or adapted variants in a big way, which pushes publishers (including even WotC) to support them, and in turn leads eventually to them being integrated into the core game experience at some point down the line. No one's foolish enough to believe that every option in this book will receive such a reaction, but that's OK--I think there's something in there for everybody.

On the other hand, what's the worst-case scenario? People use the book like they would any other, taking what they like and ignoring the rest. In that case, we've put in some extra work for little or no payoff, but the average gamer isn't impacted by this in the least. Oh well, back to the drawing board.

In case you can't tell, I'm pretty stoked about Unearthed Arcana. I'm already planning on using several of the variants in my next campaign, and have ideas for a half-dozen other campaigns just from reading what the other designers came up with. My belief is that other DMs and players will be similarly inspired.


Cheers!
 
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Actually, paying more attention to the original post, this was originally posted on ENworld... I only have to find out where now...

Cheers!
 



Indeed, I'm hoping that a lot of the rules will catch on. Spell points, VP/WP, armor as DR or damage conversion, weapon groups, racial paragon classes, variant classes or class abilities, regional race variations -- the entire book is absolutely chock to the brim, and should be one of the first places a new publisher goes when they say "I need something different, here."

This allows someone using the OGL to basically take what they like from D&D, supplant their own rules, or just UA's rules, and know exactly what kind of impact it has on the system as a whole, and thus what they should design their product to enhance or avoid.

The only 'bad' thing is the fagmentation of the market, perhaps....you'll have d20 players who use the injury system, d20 players that use armor as DR, and d20 players that use VP/WP, and potentially a product needs to give advice for them all.

More likely, IMHO, is that a product 'encourages' certain rules, and provides stats for the default.

*shrug* I love UA. To itty bitty pieces. With sugar on top. :)
 

Kamikaze Midget said:
The only 'bad' thing is the fagmentation of the market, perhaps....you'll have d20 players who use the injury system, d20 players that use armor as DR, and d20 players that use VP/WP, and potentially a product needs to give advice for them all.
Yeah, but that's appropriate given all the controversy in San Francisco right now... :o
 

As I expected, we've become the permanent playtesting pool for future iterations of D&D through the mechanism of the OGL and the d20 STL. Not that I think that this is a bad thing, mind you...
 

Personally, I'm hoping that publishers...

1. Will finally be able to use VP/WP which was a closed content with only one other third-party publisher have been able to use ... up until now.

2. Take the OGC from UA and finish what Wizards started but not completed it. Although I based my opinion on the UA excerpts on Wizards' web site, I felt it has been confirmed by many other gamers (also owners of the new UA) that not all of the new variant rules (as written) have been tried and tested for the D&D game.

For D&D gamers, especially those who swore to buy only D&D products and/or d20 product solely published by WotC, I hope they finally open their eyes to third-party d20 products.
 

I also think it's helpful for those third party designers who totalling botch new rules systems to have some sort of baseline from which to build. Of course, some of them already seem to have gestalt prestige classes down pat... coughunderdarkadventureguidecoughbygoodmangamescough.... ;)
 

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