A game cannot be too short for organisation. This is what makes a one-page game seem complete instead of just someone's random notes prior to actually writing the game. Look at some of the earliest versions of D&D. What organisation? I have seen some early Blackmoor and Arduin stuff lately that looks like a given chart was placed wherever there was still empty space on a typed page. Compare this to some of the more polished efforts on this site. Granted, contemporary designers have the advantage of nearly four decades of roleplaying--models that those early products of course lacked. But it is still quite apparent how much of a difference good organisation can make.
My game was recently added to the list of free rpgs here; for which I am very grateful. Saw this thread and I wondered if you'd like to review it for your blog.
Would love to! I must admit having something of a backlog. The 24 hour contest has provided me with tonnes of games to review. Yours is now definitely on the list.
This is exactly why pretty much anything goes for remixing Midian, and I even took the time to re-write a Public Domain variant (not a copy/paste job) for absolutely unrestricted modification.
Even in OGL creations that offer new content to be re-released as open, it often isn't clear exactly what that is.
The problem with OGL is that (and I hate to utter this horrid truth) it is almost impossible to control the quality of add-ons. If I see the Icar logo on something, I want to know that it is of a very high quality with exactly the same production values as I have. I can't imagine that too many amateur writers would be interested in creating something to that high quality. Free RPG writers tend to be high-speed fire and forget (with some exceptions) that get the idea down on paper as soon as possible.