It seems so unlikely that it feels like hubris to even discuss it. It has to be the objective though (after the prime directive: Have Fun). Given that we're doing this in such a public, inclusive way, even if someone does 90% of the work or has the big brainstorm that leads us all forward they're just not going to have a justified claim to the IP. If people are worried about it, maybe put a disclaimer to that effect right at the top of every thread. If we manage to nail down a product identity and successful project formula, we can move forward with working out a fair way to pay creators who wish to work under the imprint. That first project though, I strongly advocate pumping any profits back into this site and Bryce' crippling indy-module addiction. If he wants to kick us out of his basement or get involved at that (or any) point, we can work out something new...I don't really think we are going to make the big money here ... yet if money is involved it can become ugly quite quickly ... better plan ahead on this one and have a plan ready.
This is something that I was going to bring up in this thread, but there are some key differences in approach between what 5E suggests by its rules, and what old-school games do. Gold-for-XP and the lack of balanced encounters to name two. You can make a 5E game play like an old-school game, but you have to work against some base assumptions that most players* of that edition seem to have, which is why the others in this thread want to ween 5E players into it in a way that isn't too jarring. I can't explain it (or likely anything) better than Gus, so I'll let him explain it in these two blog posts.I just don't get what people could include that would make a module into something that "transitions" 5e players into an old-school style of play.
I'm glad you asked, I've been thinking about it for a while. We probably want to suck them in without knowing it is happening. Some elements we might want to use are:I understand what you're talking about, but I don't quite understand how that translates into a module that "teaches" the difference between the two, or how the preferred style of writing done specifically by WotC has somehow become the de facto blanket style that "defines" all modern modules.
I just don't get what people could include that would make a module into something that "transitions" 5e players into an old-school style of play.
I'm a bit worried about getting so much input into the project... could very end up like this: