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Mearls on OGL

Started by Warthur, May 29, 2014, 03:53:35 AM

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hexgrid

Quote from: mcbobbo;753753"Fans"?  Is that an interesting word to use?

What if, for example, they upcoming license is non-commercial only?

It's a molehill to nitpick a word, admittedly.   But still, worries me a bit.

Good point- that article doesn't say anything at all about publishing content. I wonder if that was intentional.
 

Sacrosanct

I've made it no secret that I'm very interested in the OGL.  And I don't have a problem with waiting until a while after the DMG is out because there are going to be tweaks and things needing to change because I don't have early access to that info now.

But I'm very interested in the OGL because of this.  Ideally I'd like to use most of the 5e ruleset (minus the tactical grid stuff, but including things like the sorcerer class, etc) for this megadungeon.  As you can see, I've already made a significant investment into it (roughly $2000 just in art) because unlike some of the other one-nighter stuff I've done, I don't want to settle for stock art and basic linear dungeon crawls.  Those adventures were designed to be quick pick up and play stuff (I mean, they're a buck each, so that tells you they weren't meant to compete directly with Dungeon Crawl Classics line), while this one is a lot more extensive and sandboxy.  Because this one is much larger and an entire campaign, I'm putting forth the effort to do it right (custom professional art, extensive playtesting, etc).  And while it's for 5e, it's designed to emulate many of the old school elements and feel. (as you can tell by the art, for example).  I'm sure there will be tons of "modern" style adventures for 5e when it comes out, and I'd like to have an option out there that shows you can easily do "old school" adventures using the newest version of D&D.

So obviously I have an interest to see how the OGL works out.  I'm also not betting on it, and expecting restrictions.  I am prepared for either of the following:

1. The OGL only covers the 5e basic rules, so everything in Felk Mor will need to reference only those rules along with any custom created things (like new monsters, magic items, etc)

2. There won't be an OGL at all, and I'll just have to go through and change all the stat blocks to 1e, essentially converting the adventure to OSRIC compatible and releasing it that way.

I'm holding out hope that I won't have to resort to either of those options. ;)
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