----- Original Message -----
From: "Chad Stevens" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, June 18, 2002 10:50 AM
Subject: RE: [Ogf-l] Economics of Open Content


> The real problem with trying to apply this to core books and modules is
that
> modules simply are not commodities.  It's a square peg/round hole kind of
> problem.
>
> A commodity is something where you get pretty much the same thing,
> regardless of who you get it from.  For the most part, oil is oil, corn is
> corn, beef is beef, etc.  It doesn't really matter if I buy a gallon of
gas
> from Shell or Amoco, it's still a gallon of gas.
>
> Also, a commodity needs to be pretty much the same as all other items of
its
> type.  The first gallon of gas out of the pump is pretty much the same as
> the next.  One ear of corn is pretty much the same as the next.  One bar
of
> gold is pretty much the same as the next.
>
> Modules don't work that way.  First, the producer really does matter.
> WotC's modules differ in quality from those of S&SS, which are different
> from both AEG and Troll Lord (just examples--not saying anything good or
bad
> about any of these companies).  They are not all the same between
> manufacturers.  Also, they are not even all the same within manufacturers.
> Every module is a different type of adventure (mystery, combat,
exploration)
> and set for a different party level.  "Sunless Citadel" is not just the
same
> as Lord of the "Iron Fortress".  Therefore, not only does it matter who
you
> buy from, but which specific one you buy.
>
> Modules just don't follow the rules of commodities.  Interesting
discussion,
> but it just doesn't fit.
>

This seems right to me. I do make a distinction between modules, even the
tiny 8 page ones though it's typically more difficult for me to find out
which of those are decent. I don't make a distinction regarding brands of
butter; for those I just pick whatever happens to be on sale.

Steven Palmer Peterson
www.Second-World-Simulations.com

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