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WOTC undecided over OGL/GSL. Why you should care
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<blockquote data-quote="Henry" data-source="post: 4135086" data-attributes="member: 158"><p>I'm unsure how to state it more simply, but the theory is that all roads lead back to D&D. The shorter those roads, are, the more frequent the pilgrims make the return trip. The OGL is a way to make those roads shorter.</p><p></p><p>Personally, I don't think that having a market full of systems with hit points, hits to kill, persistence points, toughness points, strength points, etc. all to mean the same thing is beneficial, nor 40 systems that have 30 different dice mechanics to create the same effect, and the OGL has been one way that cut down on some of those. Heck, just looking at the Warhammer RPG, designed by Chris Pramas and company, incorporated some d20 rules intentionally or unintentionally, and it turned out to be for the better for that game (Half Actions and full actions are the first that come to mind, as are cyclic initiative.)</p><p></p><p>I also think there's enough evidence among independent games over the years from 1980 to 2000 that building games from the ground up creates unnecessary reinventions, often for the poorer. There's probably scores, maybe hundreds, of different ways to figure initiative in a combat alone, and most of them really create lots of extra work for the end result of "who goes first." I'm all for innovation, but innovation should also allow for people finding a rule mechanic among someone else's game that works REALLY well, and then being able to pull it whole cloth into their own game without having to figure out how to avoid copyright violations, because having to stop just so you can reenvision the wheel to avoid lawsuit can be counterproductive.</p><p></p><p></p><p>Regarding the original post by Ydars: I'm not ready to boycott just because the official word is "no new info." I'm not worried, because if WotC did dump open gaming completely, it would be bad press no matter when they did it. Remember, the first three books aren't the core game any more: they're the first of MANY installments of the core game, and fan support is important to keep the avid hobbyists recruiting new players, because when all is said and done, WotC really doesn't create new players, not in a meaningful amount: <em>Old Players</em> create new players, whether they're introducing them, talking to them, or birthing them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Henry, post: 4135086, member: 158"] I'm unsure how to state it more simply, but the theory is that all roads lead back to D&D. The shorter those roads, are, the more frequent the pilgrims make the return trip. The OGL is a way to make those roads shorter. Personally, I don't think that having a market full of systems with hit points, hits to kill, persistence points, toughness points, strength points, etc. all to mean the same thing is beneficial, nor 40 systems that have 30 different dice mechanics to create the same effect, and the OGL has been one way that cut down on some of those. Heck, just looking at the Warhammer RPG, designed by Chris Pramas and company, incorporated some d20 rules intentionally or unintentionally, and it turned out to be for the better for that game (Half Actions and full actions are the first that come to mind, as are cyclic initiative.) I also think there's enough evidence among independent games over the years from 1980 to 2000 that building games from the ground up creates unnecessary reinventions, often for the poorer. There's probably scores, maybe hundreds, of different ways to figure initiative in a combat alone, and most of them really create lots of extra work for the end result of "who goes first." I'm all for innovation, but innovation should also allow for people finding a rule mechanic among someone else's game that works REALLY well, and then being able to pull it whole cloth into their own game without having to figure out how to avoid copyright violations, because having to stop just so you can reenvision the wheel to avoid lawsuit can be counterproductive. Regarding the original post by Ydars: I'm not ready to boycott just because the official word is "no new info." I'm not worried, because if WotC did dump open gaming completely, it would be bad press no matter when they did it. Remember, the first three books aren't the core game any more: they're the first of MANY installments of the core game, and fan support is important to keep the avid hobbyists recruiting new players, because when all is said and done, WotC really doesn't create new players, not in a meaningful amount: [I]Old Players[/I] create new players, whether they're introducing them, talking to them, or birthing them. :D [/QUOTE]
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WOTC undecided over OGL/GSL. Why you should care
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