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Why D&D is slowly cutting its own throat.
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<blockquote data-quote="Celebrim" data-source="post: 2261834" data-attributes="member: 4937"><p>I think you have this backwards. The farmed the crunch of the game via the SRD and the OGL. The SRD does not contain fluff - or at least it contains as little fluff as WotC can manage. They retained to themselves the fluff, which they either license (in the case of fluff with percieved low margins of return) to someone else or develop themselves precisely because they recognize at some level that the fluff is more valuable. Meanwhile, they allow massive amounts of crunch to be released - even though it directly competes with any crunch they might want to print - because they no that there fluff is mainly where the money is in the long term. But the current product line - sans Eberron which is still waiting for a great module IMO - seems to be emphasising crunch over fluff, which in my opinion is maximizing your short term profit while neglecting your long term investment.</p><p></p><p>I think the OGL is a great idea, but it will look like the height of folly if some other company out there ends up creating intellectual property (not covered under the OGL) which has move value than WotC's intellectual property and people ultimately leave the game because they find someone elses setting to be more compelling that WotC's properties. One way to defend against this would be to continue to get near universal penetration of the market the way modules like S1, I6, X2 and so forth have near universal penetration of the market. Settings are great, but I still think that they need great adventures as hooks. It maybe that the best way to do that now is with electronic modules like Neverwinter Nights or MMORPG's, but if that is true then it makes me a little bit sad.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2261834, member: 4937"] I think you have this backwards. The farmed the crunch of the game via the SRD and the OGL. The SRD does not contain fluff - or at least it contains as little fluff as WotC can manage. They retained to themselves the fluff, which they either license (in the case of fluff with percieved low margins of return) to someone else or develop themselves precisely because they recognize at some level that the fluff is more valuable. Meanwhile, they allow massive amounts of crunch to be released - even though it directly competes with any crunch they might want to print - because they no that there fluff is mainly where the money is in the long term. But the current product line - sans Eberron which is still waiting for a great module IMO - seems to be emphasising crunch over fluff, which in my opinion is maximizing your short term profit while neglecting your long term investment. I think the OGL is a great idea, but it will look like the height of folly if some other company out there ends up creating intellectual property (not covered under the OGL) which has move value than WotC's intellectual property and people ultimately leave the game because they find someone elses setting to be more compelling that WotC's properties. One way to defend against this would be to continue to get near universal penetration of the market the way modules like S1, I6, X2 and so forth have near universal penetration of the market. Settings are great, but I still think that they need great adventures as hooks. It maybe that the best way to do that now is with electronic modules like Neverwinter Nights or MMORPG's, but if that is true then it makes me a little bit sad. [/QUOTE]
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