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Reaper Published adventures for RPG's


Chaoswolf
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This makes me wonder if the 5e SRD/OGL would prohibit this from being done now, insofar as recommending certain minis to be used for certain creatures in the adventure. I've been toying with the idea of writing an adventure inspired by the graveyard expansion and it would be neat to refer to the actual minis that inspired the adventure.

 

Of course if not, nothing would prevent me from writing it anyway. And since I wouldn't be selling it, then it may all be moot anyway.

I am no IP laywer, but maybe if you stated" This character inspired by (This mini by this company). 

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One reason why Paizo has the Stirge in books but it's called a Blood Bug in their prepaint line.

 

Actually played this adventure at Rcon one year. Heck 2006 to be exact & ReaperBryan as the DM!!!!

I *think* that was Opus of the Dead, the sequel to Eldest Son.

 

Yes, we had other modules and adventures planned. Part of our marketing and interest was to promote miniatures sales (gasp! a company with an agenda!) and to further that goal, we included a page that listed which models we made that were suitable for use with the module. Which miniature stood for which NPC, which monster, and the pre-gen PCs. After the publication of Eldest Son, the license was changed to include wording that specifically prevented us from using product published under that license to sell product NOT published under the license. So we could have an "advertisement" in Opus of the Dead for Eldest Son, as both would have been published under the license, but not for miniatures, which are not licensed.

 

It would be hubris to think this change was targeted at us, although I have heard it said precisely thus, as WotC was about to launch their miniatures and didn't want us stepping on that market with licensed products.

 

It was decided after the license change that we should focus our core resources on miniature production, and turn the resources which were going into the production of RPG materials towards our own Warlord universe.

 

A manuscript of OotD and the third of the trilogy (Requiem ... something. I honestly can't remember.) exist somewhere on our dusty fileserver, with no art, and pre-layout. If I ever decide that it's realistic for me to find 4 hours all at once to run a game again (unlikely) I may trot one out in the future.

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This makes me wonder if the 5e SRD/OGL would prohibit this from being done now, insofar as recommending certain minis to be used for certain creatures in the adventure. I've been toying with the idea of writing an adventure inspired by the graveyard expansion and it would be neat to refer to the actual minis that inspired the adventure.

 

Of course if not, nothing would prevent me from writing it anyway. And since I wouldn't be selling it, then it may all be moot anyway.

I am no IP laywer, but maybe if you stated" This character inspired by (This mini by this company). 

 

as above, my understanding was that that would constitute using the licensed product to promote product not sold under license.

 

I am not a lawyer, but we've had many many many meetings since I became an owner about trying to teach the basics of IP law. I might have as much knowledge as a high-school student who dropped pre-law on day 2...

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This makes me wonder if the 5e SRD/OGL would prohibit this from being done now, insofar as recommending certain minis to be used for certain creatures in the adventure. I've been toying with the idea of writing an adventure inspired by the graveyard expansion and it would be neat to refer to the actual minis that inspired the adventure.

 

Of course if not, nothing would prevent me from writing it anyway. And since I wouldn't be selling it, then it may all be moot anyway.

I am no IP laywer, but maybe if you stated" This character inspired by (This mini by this company). 

 

as above, my understanding was that that would constitute using the licensed product to promote product not sold under license.

 

I am not a lawyer, but we've had many many many meetings since I became an owner about trying to teach the basics of IP law. I might have as much knowledge as a high-school student who dropped pre-law on day 2...

 

I have tried to read the license, my eyes glaze on after the third or fourth sentence and my understanding of what they are saying stops after about the third or fourth word. I have written a few things for fanzines, so I 'hold' the copy write on a few things, but what I can and can not do with them is beyond my understanding. 

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One reason why Paizo has the Stirge in books but it's called a Blood Bug in their prepaint line.

 

Actually played this adventure at Rcon one year. Heck 2006 to be exact & ReaperBryan as the DM!!!!

I *think* that was Opus of the Dead, the sequel to Eldest Son.

 

Yes, we had other modules and adventures planned. Part of our marketing and interest was to promote miniatures sales (gasp! a company with an agenda!) and to further that goal, we included a page that listed which models we made that were suitable for use with the module. Which miniature stood for which NPC, which monster, and the pre-gen PCs. After the publication of Eldest Son, the license was changed to include wording that specifically prevented us from using product published under that license to sell product NOT published under the license. So we could have an "advertisement" in Opus of the Dead for Eldest Son, as both would have been published under the license, but not for miniatures, which are not licensed.

 

It would be hubris to think this change was targeted at us, although I have heard it said precisely thus, as WotC was about to launch their miniatures and didn't want us stepping on that market with licensed products.

 

It was decided after the license change that we should focus our core resources on miniature production, and turn the resources which were going into the production of RPG materials towards our own Warlord universe.

 

A manuscript of OotD and the third of the trilogy (Requiem ... something. I honestly can't remember.) exist somewhere on our dusty fileserver, with no art, and pre-layout. If I ever decide that it's realistic for me to find 4 hours all at once to run a game again (unlikely) I may trot one out in the future.

 

*Blink, blink* You mean I was right?

 

I knew about the changes to the D20 license... and I know that the no miniatures clause was why Privateer Press went OGL for The Iron Kingdoms books (before they developed their own RPG).

 

The Auld Grump

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4th edition was pushed through in a panic, as the folks at WotC did not want the D&D line to be marginalized by Hasbro.

 

Then, halfway through the allotted development time, they scrapped what they had, and started over.

 

Add to this a desire to prevent third party publishers from creating OGL material that would be compatible with the new system, and you have the beginning of a clusterelf. (Sad truth - I am far more likely to use the word clusterelf than the word that it represents....)

 

You can imagine how it felt when they discovered that not having a license did not prevent publishers from creating compatible material - it just gave WotC even less control over that material. (The same way that Midas can create mufflers for Subaru vehicles.... WotC just did not have a firm grasp on IP law.)

 

And the whole mess relied on the online tools being a runaway success - with WoC discovering that building and maintaining the needed software and databases was much more labor intensive and expensive than they had realized.

 

So, 4e has become the biggest orphaned game system, since Pathfinder has more than picked up the 3.X community.

 

I would still like to see more of the Eldest Son series, but *Shakes Magic 8 Ball* 'Signs Point To No'.

 

The Auld Grump

 

The real question is how do you know all this stuff?!  Fascinating!

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Mostly by just reading what has been published by WotC, their older members, and by the folks at Paizo (who are often those same older WotC folks.)

 

The scrapped version of 4e was called ORCUS, and was mentioned in the Races & Classes preview book for 4e. (I blame those preview books for much of 4e's failure - charging $20 for the kind of preview that used to be free in Dragon... but then part of the lead up to 4e was to scrap both Dragon and Dungeon magazines.)

 

 

Design Work, Orcus I:June through September 2005
Team: James Wyatt, Andy Collins, and Rob Heinsoo.
Mission: Our instructions were to push the mechanicsdown interesting avenues, not to stick too close to the safehome base of D&D v.3.5. As an R&D department, we under-stood 3.5; our mission was to experiment with something new.
Outcome: We delivered a document that included eightclasses we thought might appear in the first Player’s Handbook or other early supplements, powers for all the classes, monsters,and rules.

First Development Team:October 2005 through February 2006
Team: Robert Gutschera (lead), Mike Donais, Rich Baker,Mike Mearls, and Rob Heinsoo.
Mission: Determine whether the Orcus I design (as wenamed it) was headed in the right direction. Make recommen-dations for the next step.
Outcome:The first development team tore everythingdown and then rebuilt it. In the end, it recommended that wecontinue in the new direction Orcus I had established.This recommendation accompanied a rather difficult stuntaccomplished in the middle of the development process: Baker,Donais, and Mearls translated current versions of the Orcus Imechanics into a last-minute revision of Tome of Battle: Book of Nine Swords. It was a natural fit, since Rich Baker had already been treating the Book of Nine Swords as a “powers for fightersâ€project. The effort required to splice the mechanics into 3rdEdition were a bit extreme, but the experiment was worth it.

Second Orcus (Orcus II) Design Phase:February to March 2006
Team:Rob Heinsoo (lead), Bruce Cordell, James Wyatt.
Mission: Finish monsters and other areas that were weakin the first draft. Follow some new design directions suggestedby the development team.
Outcome: After the design phase ended, several weeks of playtesting left most of us unconvinced with where we weregoing. The system wasn’t working the way we wanted it to work.

One Development Week: Mid-April 2006
Team: Robert Gutschera, Mike Donais, Rich Baker, MikeMearls, and Rob Heinsoo.
Mission:Recommend a way forward.
Outcome: In what I’d judge as the most productive weekof the process to date, not that anyone would have guessed that beforehand, Mearls and Baker figured out what was going wrong with the design. We’d concentrated too much on the new approach without properly accounting for what 3.5handled well. We’d provided player characters with constantlyrenewing powers, but hadn’t successfully parsed the necessarydistinctions between powers that were always available andpowers that had limited uses.

Flywheel Team: May 2006 to September 2006
Team: Rob Heinsoo (lead), Andy Collins, Mike Mearls,David Noonan, and Jesse Decker.
Mission: Move closer to 3.5 by dealing properly withpowers and resources that could be used at-will, once perencounter, or once per day.
Outcome: A playable draft that went over to the teams that would actually write the Player’s Handbook and the Monster Manual.

Scramjet Team; Same Timing as Flywheel
Team: Rich Baker (lead), James Wyatt, Matt Sernett, EdStark, Michele Carter, Stacy Longstreet, and Chris Perkins.
Mission: Draft a new vision for the world and the storybehind the D&D game.
Outcome: A first draft of the story bible, notable for its new understanding of civilized portions of the D&D world as points of light threatened by enveloping darkness filled with monstersand other threats.

Player’s Handbook Creation:October 2006 to April 2007
Designers:Rich Baker (lead), Logan Bonner, and DavidNoonan.
Developers: Andy Collins (lead), Mike Mearls, SteveSchubert, and Jesse Decker.
Mission: Achieve design and development consensus onthe direction each role and class should take; make good onthe goals with playable mechanics.
Outcome: Oodles of powers. Semisolid rules set

Writing Phase: April 2 to May 11, 2007
Story Team: James Wyatt (lead), Rich Baker, BruceCordell, and Chris Sims (with advice and general nosinessfrom Bill Slavicsek).
Mission: Write prose manuscripts in the style we want touse for the finished products.
Outcome: The team turned over a 600-plus-page workingrules set on deadline and to specifications.

Magic Item Revision: May 2007
Mechanics Design: Rob Heinsoo, Mike Mearls, DavidNoonan, and Matt Sernett.
Mission: Re-create the vision for what magic items accom-plish in the new design, carve separate space for each type of item, and design them all.
Outcome: More magic items than our initial publicationscan use!
Full-On Playtesting: June 2007
Mission: With Dave Noonan handling the reins, all designers and developers and many other WotC employees donothing but playtest D&D 4E for three solid weeks. This led to ongoing playtesting using in-house groups and the personal game groups of most of the R&D staff that continues to the endof the year.

 

The Auld Grump - when you reinvent the wheel, remember, it still needs to be round....

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One reason why Paizo has the Stirge in books but it's called a Blood Bug in their prepaint line.

 

Actually played this adventure at Rcon one year. Heck 2006 to be exact & ReaperBryan as the DM!!!!

I *think* that was Opus of the Dead, the sequel to Eldest Son.

 

Yes, we had other modules and adventures planned. Part of our marketing and interest was to promote miniatures sales (gasp! a company with an agenda!) and to further that goal, we included a page that listed which models we made that were suitable for use with the module. Which miniature stood for which NPC, which monster, and the pre-gen PCs. After the publication of Eldest Son, the license was changed to include wording that specifically prevented us from using product published under that license to sell product NOT published under the license. So we could have an "advertisement" in Opus of the Dead for Eldest Son, as both would have been published under the license, but not for miniatures, which are not licensed.

 

It would be hubris to think this change was targeted at us, although I have heard it said precisely thus, as WotC was about to launch their miniatures and didn't want us stepping on that market with licensed products.

 

It was decided after the license change that we should focus our core resources on miniature production, and turn the resources which were going into the production of RPG materials towards our own Warlord universe.

 

A manuscript of OotD and the third of the trilogy (Requiem ... something. I honestly can't remember.) exist somewhere on our dusty fileserver, with no art, and pre-layout. If I ever decide that it's realistic for me to find 4 hours all at once to run a game again (unlikely) I may trot one out in the future.

 

 

You're right. I totally spaced off that it was OotD. I do recall Froggy did the whole "I stick my hand in the hole in the wall thing........"  :blink:

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For me, the biggest loss to come from Reaper not being able to continue their RPG line is that there is less artwork available by Tim "Talin" Collier out there.  It was his art (much like Matt Wilson's art for the original Iron Kingdoms) that made me pick up that module and wait for the next one that didn't ever materialize.

 

His art is some of my favorite fantasy art out there.  I like how he does faces, especially.

 

Would personally love to see a published art book of work he's done for Reaper someday (hint, hint).   :blush:

 

My 2 yen,

 

Akiosama

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