Andrew Bay wrote:
I hope that the publishers will agree that indexing their books and reposting systematically their content in a way that makes the books unnecessary is fair use of their materials.
Read the full newson the Privateer Press forums in the Status Of The Ik Rpg Line thread or read it in the spoilerized bit below.
Spoiler: Doug Seacat wrote:
There has been considerable speculation and expectations about the RPG line so I wanted to clarify the situation before GenCon. As our fans know the RPG line has won a number of awards over the last several years and has earned a dedicated following. We have great appreciation and fondness for the readers who have stuck by us despite the occasional long wait between these books. It has been gratifying to have the support of people who have eagerly devoured every scrap of setting information and RPG rules we could produce. As you are aware, we put future book publications for the RPG line on-hold after we determined that 4th Edition was a reality. With the future status of 3.5 edition uncertain and not knowing the shape of 4th Edition we decided it would be a mistake to invest further time and resources on upcoming products. After evaluating our options we have decided not to adopt 4th Edition for the Iron Kingdoms. We will not be converting our material for the Full-Metal Fantasy line to that system. We will continue to provide periodic RPG articles in No Quarter Magazine for the foreseeable future. This will be the best place to find information pertinent to your Iron Kingdoms campaigns in the months ahead. As we have additional news or information related to the RPG line or pertinent to our existing books, including those which are currently out of print, we will let you know either here or in No Quarter Magazine. We are definitely aware of the difficulties being faced by those seeking the out of print books in particular.
vance wrote:
Cheers!
Snorter wrote: Maybe, but since the contract allows them to change the licence at any time, and retroactively declare you to be in breach, it amounts to 'anything WotC feels like suing over'. You can be in breach only if you have agreed to the modified license, by continuing to sell the products after the modification. That's not retroactive.
vance wrote: I think the big problem with d20, particularly d20 Modern, was that the answer was 'no'. After all, no one reinvents the wheel if it's already round enough. d20 had many gaps, and d20M was... embarassing, in a lot of respects. Each BEGGED for third parties to flesh it out. Apologies for hijacking the thread, but what do you see as the biggest holes in D20 Modern?
Jason Buhlman" wrote:
Drool...
Read about it at Decision made. Full post spoilerized below. Spoiler: I don't normally cross-post announcements from GreenRonin.com to my blog, but since I have written a lot about D&D and third party publishers this year I thought readers would be interested in the final decision.
Green Ronin and 4E I know a lot of fans have been waiting to find out if Green Ronin is going to support 4th Edition Dungeons & Dragons and it's a fair question. Green Ronin's second product ever was Death in Freeport, an adventure for 3rd Edition that debuted the same day as the Player's Handbook almost eight years ago. We went on to do quite a lot of 3E support, ending only a couple of months back with the d20 Freeport Companion. Now Wizards of the Coast is terminating the d20 license and offering a different way to support the new edition of D&D. It's called the Game System License and we waited from August of last year until June of this year to see it. We've spent the last few weeks reviewing the license and discussing it internally and we have come to a consensus. Green Ronin will not be signing the Game System License (GSL) at this time. We plan to do one product in support of 4E: the Green Ronin Character Record Folio. This will be an update of the d20 System Character Record Folio and we'll be publishing it under the Open Game License (OGL). Other than that we'll be giving our full attention to our own game lines: Mutants & Masterminds, A Song of Ice and Fire Roleplaying, True20 Adventure Roleplaying, and Freeport: The City of Adventure. We had hoped to include 4E support in our plans, but the terms of the GSL are too one-sided as they stand. We certainly do not blame Wizards of the Coast for wanting to defend their intellectual property and take more control over the type of support products D&D receives. We do not, however, feel that this license treats third party publishers as valued partners. Under its terms WotC could frivolously sue a signatory for supposed violations of the GSL, lose the actual court case, and still ruin the winning company because the license specifies that the signatory has to pay WotC's legal fees. Also, the GSL can be changed at any time and WotC is not legally required to so much as inform its licensees. Let me be clear in stating that I don't think that the people in charge of WotC currently are just waiting to attack companies with frivolous lawsuits. Once you sign the GSL though, you open yourself up to that at any point in the future. Who knows when new people will take over the D&D brand and who can say what their vision will be? Who knows when the political winds at WotC will change again and things will get even more restrictive? We do not want to operate under such a cloud moving ahead so that's why we won't be signing the GSL. This means the Green Ronin Character Record Folio is the only 4E compatible product you'll be seeing from us this year and likely for 2009 as well. Perhaps WotC will revise the GSL in the positive way, but we cannot build our business on maybes. We know this will disappoint those of our fans who have embraced 4E and we're sorry about that. We have to make the best business decision for Green Ronin's future and right now this is it. Thank you for your continued support.
Pete Apple wrote: Also, the Powers are completely and utterly all over the place, and - get this - they're not listed in the Index!!!!. FFS people, what’s so wrong with putting all of the Powers in a chapter together in alphabetical order then using page references and lists when needed. That’s how Skills and Feats works, after all! The number of times my players have played Hunt The Power in the PHB already is beyond a joke. If you can’t even get this right, give us a f~~!ing index. It’s not too much to ask.. <tongue-in-cheek>Picture the 5th Edition commercial...:-) </tongue-in-cheek> Grapple, grapple...
SRD
If you don't have that weapon, you have the judo option, i.e. you use your natural attack to trip the opponent. That draws an AoO. The Alpha 3 text looks like it could use some clarifications.
Jadeite wrote:
Quite astounding consequence of the GSL. Would it be that WotC, by releasing a much stricter license, opened up the gates for third party publishers producing 4th Ed.-compatible products without any overview or framework (such the one provided earlier under the OGL) and without the possibility for WotC to reuse the game mechanics created by these publishers?
RangerWickett wrote:
Because that breaks the basic link between an ability score and the attributes that depend on it.
Kaisoku wrote:
Fun? I can't find any reference to fun in my post. These are not "complications". The cascading effect is a logical application of the rules. Your STR goes down, your STR modifier goes down, the secondary values powered by STR go down. Suggesting that an effect (enfeeblement) doesn't affect STR or the STR modifier, but affects secondary abilities powered by STR introduces an illogical and counter-intuitive situation in the game. "I'm not weaker, but I don't hit hard." Taking the suggestion to the extreme, should we rewrite all ability influencing spells, items and effects so that each of them lists the secondary values affected by the spell?
Retrieved from http://www.enworld.org/showthread.php?t=171129 (posted in 2006) ----
---- So far, some of the predictions have a chance of becoming a reality:
Questions:
Note: Has anyone access to the Open Gaming Foundation listservers or to copies of the messages? I tried to subscribe but they seem to be MIA.
I'm not sure of the benefits of eliminating half of the bonus/penalty types and introducing subtypes based on duration. Their interplay can become more complicated at higher levels, but playing at lower levels is a great learning opportunity and prepares for the complexity of higher-level play. For complex encounters, I and probably many GMs make notes and stat out the monsters depending on the monster's tactics and gear. Combat trackers and initiative cards let you write down or erase the various bonuses and penalties.
RangerWickett wrote:
Two notes on the ability scores: 1. The suggestion breaks the relation between an ability score and the derived values. Currently, if the ability score receives a penalty, that penalty propagates to the ability modifier and then on to the relevant skills and actions. The cascading effect is the normal application of the core rules and I find it easier to implement than listing the effects of a penalty on the ability-derived effects. Your proposal, (granting a penalties to all ability-based effects without modifying the ability itself), leads to odd results: Example 1
a. Ray of enfeeblement affecting STR for 10 pips
b. Ray of enfeeblement giving -5 penalty to all Strength-based effects
Example 2
Ray of enfeeblement affecting STR for 10 pips
Ray of enfeeblement giving -5 penalty to all Strength-based effects
Now what happens when Joe and Bill are given a potion of Bull's Strength?
2. Recalculating the effects of the STR modifier going down by 5 points is a very simple calculations. I also don't see anyone calculating at the same time the -5 to one-hand melee damage, -2 or -3 to off-hand melee damage, and a -7 or -8 to two-handed melee damage. The characters use one weapon set and usually don't swap it out every round. If the player has problems applying modifiers to his character's powers, that may not be the system's fault.
...is apparently the first company to have mailed the Statement of Acceptance to WotC or at least the first to announce it on the interweb. Spotted on the D&d Gsl (new Ogl) Is Live... thread on the Privateer Press forums. The press release is also viewable on the Earth Dawn home page. The company home page is http://www.redbrick.co.nz/
Matthew Morris wrote: I've often wondered when the sea change happened at WotC. Was it when 3/5 came out or after? Unless we get to probe (gently) the brains of those involved, I don't expect we'll find out anytime soon. Following on some remarks made above, I actually don't think that WotC abandoning the open content movement is a negative thing. It's a challenge and a unique opportunity for the companies who grew using the OGL/D20 licenses to do their own thing and tweak the SRD engine to suit their needs.
pres man wrote:
Can you point to the source of these goals?
pres man wrote: I might ask again. If six different companies make six different system for how to use magic, where is the justification that any of those are an improvement and should be included (possibly replacing the existing system) in the core rules resource? The OGL and the SRD don't create "one" open content project to be improved. They set up the conditions for the creation of many different projects. These projects created alternative campaign settings and tweaked and completed the game mechanics to support these campaign settings. I fail to see where it is specified that the tweaks and redesigns are meant to be reinserted back to the core.
steelwhisper wrote: This gives an insight in the requirements definition within WOTC. They are obviously using FGII as a template for their Virtual Tabletop. I mean the whole 3d dungeon thing is essentially a presentation layer and most likely wholy new whilst the rules/dice roller system is already well established in FGII and prime for lifting. Hasbro should have done the honest thing and bought Smiteworks or at least partnered with them. I guess that some people will be looking very closely at the underlying code when/if that part of DDI is released. Interesting times ahead, I say.
Spotted on EnWorld. Blog post: Has Open Gaming Been a Success? Spoiler: Has Open Gaming Been a Success?
With the posting of the GSL, I think it's time to look back at the past eight years and assess the impact of the OGL on gaming. I think the OGL had some successes and some failures. In the end, it failed to achieve the same type of success as open source software. In table top gaming, "open source" became a value neutral entry fee to gain access to the D&D mechanics. We never saw the iterative design process embraced by software developers primarily because RPGs lack easily defined metrics for quality, success, and useful features, a big shortcoming compared to software. In essence, it's pretty easy to tell if a coder improved an FTP client. It runs faster, it has more useful features, it crashes less often (if at all). The same can't be said about table top RPGs. In the end, the results were something like you'd expect if Lucas somehow open sourced Star Wars: 5,000 permutations and modifications of the foundational material, none of which achieved wide acceptance compared to the original but all of which were embraced by someone. Successes
Sharing: Even if designers didn't improve each other's design, as I talk about below, they did swap stuff back and forth. Admittedly, this sells short the true potential of open source (iterative improvements driven by end users), but it was at least a start. It's possible that sharing is the best that open gaming can offer designers. Training: This is likely the most underrated aspect of the OGL: it allowed freelancers to better migrate skills from one company to the next. Good freelance RPG writers and designers are in critically short supply. Anyone telling you otherwise has low standards. The OGL made it more likely for writers to build and sustain a skill set useful to a number of companies. By extension, gamers saw better designed stuff come from designers who could spend a few years working on the same game. Failures
In essence, open source finds problems faster, fixes problems faster, and spreads those fixes faster. A "problem" could be anything from a bug (your FTP client crashes when you try to upload a file) to spotting a gap in the features offered by a program (your FTP client can't upload multiple files at once, and your users would love to add that feature). The crippling problem for open gaming is that no one can agree on what problems need to be fixed, no one can agree how to fix the problems that have been agreed on, and publishers want to profit from offering those changes. In essence, gaming ran counter to three of the biggest benefits offered by using open source. There was a time when I pictured an active community of designers, all grinding away on D&D to make it better. I think that happened, but only in a fragmentary manner. Some people wanted levels gone, others wanted hit points fixed (with "fixed" defined differently for each group). At the end of the day, most people wanted books of monsters, character options, and adventures. Products either stuck with the baseline or created a new baseline for a fragment of the original audience to then stick to. And So?
I think that, in the future, we'll look back at this decade as the time that a broad community of RPG players formally took on the mantle of designers. Open gaming, the indie movement, and PDF sales have made it more possible now than ever for a good GM with a knack for writing to put together a book and get it out there for others to see. The one advantage of open source that we did leverage was in recruiting a far, far larger pool of talent. We might never have agreed on what needed improvement, and we never did put that OGC wiki together, but there are more people today designing and publishing RPG material than ever before. That alone makes it a success. Tabletop RPGs continue to survive (dare I say thrive without kicking off a 4e flamewar?) precisely because of their DIY nature. Open gaming made more people into designers and publishers, and that's a good thing for this hobby, because that's the key, defining trait of what makes RPGs what they are. So, that's my take on it.
Zuxius wrote: The GSL has shown everyone that WotC is no longer friendly to the hobby. It has also shown that whoever controls the soul of the game is no longer considered friendly to WotC. My only wish for the future is to see this GSL destroyed and all who defend it (with a straight face). No need to wish for the metaphorical destruction. There is a much worse fate for a licensing scheme: irrelevance. Have we been spoiled by the freedom that many publishers took advantage of to release 3.0/3.5 compatible products? Yup.Are we ready to return to a closed system, where the reduced output will mean that there will be fewer gems and fewer duds? I'm not and the next 2 years will show how many gamers are. As noted above in the thread, the provisions of the GSL make perfect sense in preparation for a sale of the D&D brand. I can easily imagine an investor looking at the OGL and going "wait a minute, do you mean that the core mechanics WotC developed can be used by anyone for free and for ever? Sorry, I think I left the oven on. Don't call me, I'll call you."
Now, when the dust settles (probably by the end of 2009, we'll need to ask Lore to update his Geek Hierarchy chart with the state of the RPG hobby and expand the "Roleplaying gamers" box on the chart.
Saurstalk wrote: Yours is probably the most manageable. Moreover, each of these could be broken down into Race/Class/Skill/Feat/Combat/Equipment/Magic/Monsters/NPCs/etc. The current one-level structure is not very usable as it is. Are you suggesting a nested structure for the forums such as:Beta forum > Proofreading and Corrections subforum > Races Beta forum > Theoretical Discussions > Races Beta forum > Playtest Feedback > Races ?
Mosaic wrote: Great idea to start talking about this now. I appreciate your systematic approach but doubt that most folks will be that consistent. Your [tags] though are pretty straight forward and just those alone would help a lot I think. Tags and explicit topic titles would make very happy already. Mosaic wrote:
Where would you put tweaks (small changes) and redesign suggestions? These are not quite corrections of errors and often offer quite practical value. I'd rather discuss a rewritten rule and argue about the the author's stated objectives rather than simply throw ideas around. Mosaic wrote: On the subject of playtesting, I've read a lot of people say they've been playtesting with this house rule or that house rule. That's fine, but it's not really playtesting then. In this next phase, I think it's going to be really important for people to use the Beta rules as written, otherwise it will be hard for Paizo to evaluate their effectiveness. Maybe after six months or so you can say, "At first I ran the rules as written and didn't like X so the I tried Y for a few months and liked it better," but at least at first we all need to stick to the pure Beta rules as written (RAW I think it's nicknamed). Excellent point.
I'm sure that the good folk at Paizo will ship playtest feedback forms and guidelines, but I'd like to submit for your consideration a couple of guidelines for the upcoming PF Beta feedback on these forums. Apart from [Think tank], few other tags are currently used. I'd venture that a clear tagging of the threads would make the feedback easier to find for Jason and the team. I'd also love to see clearer descriptions of suggested rules' modifications. Finally, I wouldn't mind not reading again the words "nerf", "sucks", "lame" and "stupid" in the context of the playtest. :-) So here goes nothing: 1. Reporting usability issues 1.1 Recommended tags for threads' subjects/titles [Typo]: spelling/grammar mistake, incorrect page reference, missing words, sentences, paragraphs, tables, etc. 1.2 Other info to provide in the thread's subjects/titles
1.3 Info to provide in the post
1.4 Example
(Post)
Text
Correction
1.5 Template
Text Correction
2. Logging change requests 2.1 Recommended tags for threads' subjects/titles [Clarification]: The text is ambiguous or inconsistent. A rewording may be necessary to avoid divergent interpretations and eliminate contradictions. [Tweak]: Limited modification of an existing rule. [Redesign]: Extensive modification of an existing rule. [Addition]: New rule which deals with an area not covered by existing rules. [Variant]: Alternate rule for an area covered by existing rules. 2.2 Other info to provide in the thread's subject/title
2.3 Info to provide in the post
2.4 Example
(Post)
Current rule
New rule
*You may choose to use your Intelligence modifier instead of your Strength modifier on attack rolls made against mindless creatures. If you carry a helmet or a big hat, its armor check penalty applies to your attack rolls. 2.5 Template
Current rule New rule
ledgabriel wrote:
Not strange, as far as I am concerned. Armour doesn't make you harder to hit. It doesn't protect against touch attacks. Armour makes you harder to hit effectively (and injure). If you want to make things more random, don't use the base AC 10 and have the defender roll for defence instead.Applying minimal/reduced damage on an attack that matches the AC (minimum to hit) on a high natural roll means that not only the high AC critters are hard to hit, but that they have some sort of damage reduction going on. Challenging fights become epic very quickly. :-)
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