(From another thread)
It's really, really, hard not to keep coming round to "WOTC felt somehow obliged to produce a license, but really doesn't know what they want from third parties". Dancey's vision was clear: He wanted D20 Uber Alles. He wanted to encourage every company to buy into the D20 system and spread it throughout gaming. One die to rule them all. The OGC/PI split was there to encourage companies to produce valuable IP (settings, backgrounds, fluff) without fear of it being "stolen", while keeping all mechanics open so that they system could grow. It might not have worked out perfectly, but the "vision" was clear. I don't know what WOTCs "vision" is for the GSL.
So I'm asking: What does WOTC want/expect from the GSL? We had a lot of essays from Ryan Dancey about what he expected, what he believed, what motivated him, what his philosophy was, what his influences were, and so on. We haven't seen anything like that from WOTC this time around. We have the license itself, and, on the surface, the "vision" we get from the actual text is "We're not really comfortable with this whole concept". However, if they were really the case, there wouldn't BE a license, so, I have to assume that the license isn't the entirety of the "vision". I'd like to know what the purpose, goals, etc of the license is.
("Sell more PHBs" doesn't cut it. With the license as written, it's hard to imagine any produce for it which wouldn't sell only to people already active in D&D. Under the OGL, a cool setting (such as Freeport) or a cool variant (such as Spycraft 1.0, a D20 STL -- not OGL -- game) could bring in non-D&D players and encourage them to 'buy in'. But the GSL is so tightly written that I don't see much being produced that isn't of interest solely to currently active players. I could be wrong, of course, and we'll see what surprises come about...)
It's really, really, hard not to keep coming round to "WOTC felt somehow obliged to produce a license, but really doesn't know what they want from third parties". Dancey's vision was clear: He wanted D20 Uber Alles. He wanted to encourage every company to buy into the D20 system and spread it throughout gaming. One die to rule them all. The OGC/PI split was there to encourage companies to produce valuable IP (settings, backgrounds, fluff) without fear of it being "stolen", while keeping all mechanics open so that they system could grow. It might not have worked out perfectly, but the "vision" was clear. I don't know what WOTCs "vision" is for the GSL.
So I'm asking: What does WOTC want/expect from the GSL? We had a lot of essays from Ryan Dancey about what he expected, what he believed, what motivated him, what his philosophy was, what his influences were, and so on. We haven't seen anything like that from WOTC this time around. We have the license itself, and, on the surface, the "vision" we get from the actual text is "We're not really comfortable with this whole concept". However, if they were really the case, there wouldn't BE a license, so, I have to assume that the license isn't the entirety of the "vision". I'd like to know what the purpose, goals, etc of the license is.
("Sell more PHBs" doesn't cut it. With the license as written, it's hard to imagine any produce for it which wouldn't sell only to people already active in D&D. Under the OGL, a cool setting (such as Freeport) or a cool variant (such as Spycraft 1.0, a D20 STL -- not OGL -- game) could bring in non-D&D players and encourage them to 'buy in'. But the GSL is so tightly written that I don't see much being produced that isn't of interest solely to currently active players. I could be wrong, of course, and we'll see what surprises come about...)