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General Tabletop Discussion
*TTRPGs General
Why the lack of 3rd party adventures
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<blockquote data-quote="RodneyThompson" data-source="post: 2885088" data-attributes="member: 3594"><p>I'm actually not so sure that a lack of new OGL material is necessarily hurting the production of adventures. I would think a lot of publishers would want to keep things as simple as possible, and using too much OGL material can be somewhat troublesome. When you use material that comes from any source other than the three core books, most times you must be sure to reprint that material from the OGL since no product assumes that the reader has anything other than the three core books. </p><p></p><p>So let's say, for example, that I wanted the arch-villain of my new adventure to be a warlock. Not only would I have to include that character's statistics in the adventure, I would also have to reprint enough of the warlock class feature descriptions (plus any warlock-related feats) in the adventure, eating up valuable word space.</p><p></p><p>For example, a couple of months ago I finished up an adventure for Green Ronin's new Bleeding Edge adventure line. I was given a strict word count that I couldn't go over, and also expected to include a small amount of 100% new material (monsters or magic itmes and so on) to give the adventure its own unique flavor. If I'd had to waste any of my word count re-explaining the warlock's class features and such it would have cut into the adventure's length, which I was having a hard enough time hitting word count.</p><p></p><p>I don't claim to speak for every publisher by any means, but any time you start trying to pick up OGL material that is not in the three core books you start running into word count issues that result from reprinting other peoples' mechanics. In the context of a larger sourcebook this might not be so bad (what's 1,000 words out of 120,000?) but when you're doing a 20,000 word adventure it becomes quite a bit more significant.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 2885088, member: 3594"] I'm actually not so sure that a lack of new OGL material is necessarily hurting the production of adventures. I would think a lot of publishers would want to keep things as simple as possible, and using too much OGL material can be somewhat troublesome. When you use material that comes from any source other than the three core books, most times you must be sure to reprint that material from the OGL since no product assumes that the reader has anything other than the three core books. So let's say, for example, that I wanted the arch-villain of my new adventure to be a warlock. Not only would I have to include that character's statistics in the adventure, I would also have to reprint enough of the warlock class feature descriptions (plus any warlock-related feats) in the adventure, eating up valuable word space. For example, a couple of months ago I finished up an adventure for Green Ronin's new Bleeding Edge adventure line. I was given a strict word count that I couldn't go over, and also expected to include a small amount of 100% new material (monsters or magic itmes and so on) to give the adventure its own unique flavor. If I'd had to waste any of my word count re-explaining the warlock's class features and such it would have cut into the adventure's length, which I was having a hard enough time hitting word count. I don't claim to speak for every publisher by any means, but any time you start trying to pick up OGL material that is not in the three core books you start running into word count issues that result from reprinting other peoples' mechanics. In the context of a larger sourcebook this might not be so bad (what's 1,000 words out of 120,000?) but when you're doing a 20,000 word adventure it becomes quite a bit more significant. [/QUOTE]
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Why the lack of 3rd party adventures
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