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by BerislavLopac
1259 days ago
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While I understand the desire to define things legally - both by those who want the games to be open and by those who want to control them - game mechanics and rules are NOT copyrightable. We never needed OGL to publish material compatible with D&D (or any other system) in the first place [0]. [0] https://www.eff.org/deeplinks/2023/01/beware-gifts-dragons-h... |
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And we never needed Apple's permission to have overlapping windows. Alas…
There was a long history of C&D letters and outright lawsuits. Heck, up until recently one of the head honchos of WotC was working at one of the companies being targeted by TSR in the 90s for their "Role Aids". A detente where you didn't have to worry about that as a small time publisher or hobbyist was rather appreciated.
Never mind that "mechanics" isn't as clearly described as we engineer type of nerds would like. So I'm writing my third party D&D-ish adventure. The players encounter a bunch of Orcs lead by an Evil Wizard. "Wizard" and "orc" existing way before D&D, so we're good here. But now I need to provide stat blocks, with abilities, hit points, "magic missile" spells etc. How far can I go where we move beyond "mechanics" and into "trade dress" or whatever lies beyond that legal dimension door?
Never mind that from a usability POV, there's a big benefit of having your stats exactly as WotC did them.
I often get the feeling that people citing the "rules can't be copyrighted!" adage don't game or are one of those people with three binders full of house rules.