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Why D&D is slowly cutting its own throat.
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 2261400" data-attributes="member: 2810"><p>Perfectly stated.  The trademark and subsequent licensing value allows WotC to generate non-pnp-gaming revenue and interest that can keep the franchise alive through slow periods and the gradual decline of traditional-PnP gaming.  </p><p></p><p>As I recall, Fallout was going to use the GURPS rules.  When a dispute arose, they dropped that and substituted there own, to no apparent detriment to sales.  If tomorrow Turbine announces they've lost the D&D license, their new MMORPG will most likely bite the dust.</p><p></p><p>GURPS never generated the IP that D&D did because that was never the intent -- the first letter in the acronym is a dead give-away.  Anecdotally, all but one of the people I have ever known that bought GURPS material bought it specifically to be adapted to other gaming systems, and this was during GURPS supposed heyday.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 2261400, member: 2810"] Perfectly stated. The trademark and subsequent licensing value allows WotC to generate non-pnp-gaming revenue and interest that can keep the franchise alive through slow periods and the gradual decline of traditional-PnP gaming. As I recall, Fallout was going to use the GURPS rules. When a dispute arose, they dropped that and substituted there own, to no apparent detriment to sales. If tomorrow Turbine announces they've lost the D&D license, their new MMORPG will most likely bite the dust. GURPS never generated the IP that D&D did because that was never the intent -- the first letter in the acronym is a dead give-away. Anecdotally, all but one of the people I have ever known that bought GURPS material bought it specifically to be adapted to other gaming systems, and this was during GURPS supposed heyday. [/QUOTE]
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Why D&D is slowly cutting its own throat.
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