Dungeons and Dragons’ new license tightens its grip on competition
gizmodo.com
gizmodo.com
The other shoe to drop is the actual play community. Critical Role is all but in-house already and probably won't be affected, but smaller creators trying to monetize their 5E content are going to start feeling the noose tighten.
> The original OGL granted “perpetual, worldwide, non-exclusive license” to the Open Game Content (commonly called the System Resource Document) and directed that licensees “may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.” But the updated OGL says that “this agreement is…an update to the previously available OGL 1.0(a), which is no longer an authorized license agreement.”
> The new document clarifies further in the “Warranties” section that “this agreement governs Your use of the Licensed Content and, unless otherwise stated in this agreement, any prior agreements between Us and You are no longer in force.”
The hinge of the trap in OGL 1.0a is the "any authorized version" part, here in its more full context:[1]
> 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
Hasbro has the money to make legal challenges to that prohibitive, and no other company in the space has remotely similar resources. Good luck, suckers!
Their "this is not specific personalised advice, consult your own lawyer" thoughts were:
1. The license does not specify revocable or irrevocable, but it would be likely a court would find it to be irrevocable because:
- other lanaguage in the license such as the perpetual term and the option to use later versions appears to anticipate it being non-revocable
- the zection on termination only provides for breach of contract and protects sublicenses of the terminated work from being terminated unless the sub licenses were also infringing. The fact that it provides some grounds for terminatioj but "we have a new license" isn't among them hurts their argument.
- There is mutual consideration and this is even spelled out in the contract as being consideration in terms of the derivative content being reciprocally licensed, plus the unspecified benefit to Wizards of having more complements to their product increasing its appeal. The licensee obviously gets the rights to use the covered content.
- The 23 year usage of OGL 1.0a may constitute reliance especially when combined with past clarifying public statements where Wizards official documents and then-active employees indicated it was intended to be non-revocable.
- Clauses in US law for copyright owners to terminate licenses require 35 yeara and do not affect sublicenses, so unlikely a court would assume a stricter unwritten standard of revocability than this
However, they also point out you can waive your rights to use content under 1.0a if you were to agree to 1.1, e.g. to get access to 6e content.
They also touch on the idea of if Wizards could use others OGL 1.0a licensed content under 1.1 which imposes lesser restrictions on wizards than 1.1. They're vaguer on this point, but imply probably not as its too much of a deviation from the previous license and raise the reliance part again
https://medium.com/@MyLawyerFriend/lets-take-a-minute-to-tal...
https://www.ecfr.gov/current/title-31/subtitle-B/chapter-X/p...
How could it possible for a court to "pre settle" a dispute between 2 private parties , based on only one side presenting their case?
What GP is asking for is a way to get an actual decision from an actual court, before it's needed.
> I reached out to the architect of the original Open Gaming License, former VP of Wizard of the Coast, Ryan Dancey, and asked his opinion about the current plan by WotC to 'deauthorize' the current OGL in favour of a new one.
> He responded as follows:
>> Yeah my public opinion is that Hasbro does not have the power to deauthorize a version of the OGL. If that had been a power that we wanted to reserve for Hasbro, we would have enumerated it in the license. I am on record numerous places in email and blogs and interviews saying that the license could never be revoked.
* https://www.enworld.org/threads/ryan-dancey-hasbro-cannot-de...
If intent matters in contract law, then the intent of the license was (per WotC and its representatives at the time) for it to be non-revocable. WotC had publicly stated that this was their intent:
> 7. Can't Wizards of the Coast change the License in a way that I wouldn't like?
> Yes, it could. However, the License already defines what will happen to content that has been previously distributed using an earlier version, in Section 9. As a result, even if Wizards made a change you disagreed with, you could continue to use an earlier, acceptable version at your option. In other words, there's no reason for Wizards to ever make a change that the community of people using the Open Gaming License would object to, because the community would just ignore the change anyway.
* https://web.archive.org/web/20060106175610/http://www.wizard...
Further:
> Q: What is meant by the term "Open Gaming"?
> A: An Open Game is a game that can be freely copied, modified, and distributed, and a system for ensuring that material, once distributed as an Open Game will remain permanently Open.
* https://web.archive.org/web/20010429033432/http://www.wizard...
So was WotC lying about intent in the past, or are they lying about intent now? If there was deceit, does that open them up to civil action?
Regardless, it's doubtful that anyone has the money to battle WotC/Hasbro to settle this in court.
Also, Dancey didn't issue the license, WotC did. Intent matters, so the WotC FAQ is relevant IMO, but Dancey's personal intent is irrelevant.
He also doesn't have the best track record at anything he touches surviving the experience - Five Rings, Last Unicorn Games, getting laid off from Hasbro two years after the OGL shipped, OPC getting eaten by Alderac, overseeing CCP's marketing during the CCP/White Wolf debacle, architectung the utter failure of Pathfinder Online - such that the guy is like the Forrest Gump of RPG industry failures.
Giving Hasbro an OGL loophole 20 years ago would still be top-3 for him but it's like, did somebody botch an RPG IP decision today? Odds are either Dancey or Jordan Weisman were in the room when it happened, even just coincidentally.
Dancey was the VP in charge of the product at WotC at the time. Obviously what he says is relevant because he wasn’t talking strictly in his name but in the name of the company.
Dancey's statement this week also wasn't from his time at Wizards, nor as a representative of the licenser - indeed, he now works at AEG, a competitor with a catalog including OGL v1.0a-licensed works for sale and a vested financial interest in the OGL v1.0a working the way he describes it.
The WotC FAQ from that time, again, is relevant IMO. Maybe Dancey wrote it. But it's relevant because Wizards published it. 2022 Ryan Dancey is not.
It doesn’t matter than Dansey’s name isn’t on the license. Writing document exists from the time when he was representing WotC where he says that the licence is intended as perpetual which is the point of him commenting on the whole thing. It’s not about 2022 Dancey.
I understand you don’t like the guy but that doesn’t preclude him for saying relevant things.
This is still not relevant here, it is about irrevocible. But apparently he also said that and it was in the official FAQ. If official FAQs are meaningless, then this just gives room for open fraud.
Dancey-as-individual may not matter, but Dancey-as-officer-of-company may. At the time he was presumably acting on behalf of WotC and stating what WotC's intent was.
So when he says that the intent at the time of issuance was that it could never be revoked, wouldn't there have to be evidence put forward to contradict it? Either internal documents or from someone else involved in the OGL giving a contrasting opinion?
Those are just facts, not a legal opinion on whether it is revokable at all.
> I do believe that there are potential legal challenges to the revocation of OGL 1.0a, especially given the length of time Third Party Creators have relied upon OGL 1.0a and the speed with which WotC has taken action to revoke it. However, these challenges would have to take place in court.
I’m mostly worried about the folks posting settings and adventures on drive through RPG, it seems like they have a ton more exposure. :(
I think would leave the only real copyright and trademark concerns around things that were nominally invented by D&D, like tieflings and balor demons... and even those would be a stretch, since for the most part they're obviously based on preexisting pop culture (70s and 80s comic books for plenty of tiefling-like characters, the balor originally just being a slightly rethemed Tolkien balrog, etc).
Legal costs do not necessarily scale by size and wealth of the litigant. I'm not a lawyer, but I've dealt with enough license disputes that I'd be lawyering up if I was in the D&D OGL business. This looks to be a pretty simple contract dispute about what paragraph 9 (Updating the License) actually says and if it is actually legal (it probably is). I'd first ask the lawyer if I should suspend selling and distributing, and then ask if it's worth litigating the OGL license change. Suspending the business will also dramatically reduce the cost of litigation because there's going to be minimal damages to argue (which takes a truckload of accountants and extra expensive lawyers to calculate).
I also find it interesting that WotC/Hasbro have been silent so far (both regarding releasing the official OGL 1.1 or making a statement about the leak to correct any factually incorrect statements).
Probably because they are trying to figure out damage control. this leak only happened on thursday.
I would expect a response during the week with them backpeddling a bit.
Yet despite all that they've suddenly come out with this draconian agreement which is worse than most of the rumours that had already caused a huge outrage.
Well, they explicitely state, that they are ready to change a bit, if the shitstorm is big enough.
"The document does note that if the company oversteps, they are aware that they “will receive community pushback and bad PR, and We’re more than open to being convinced that We made a wrong decision.”"
I hope this will get settled in court, though.
The 1.0 Licence seems to be unclear whether it is revokable, but since there was a FAQ section on WoTCs Website explicitely stating you can always ignore changes you don't like, then this is what I would settle for, if I would have invested in it.
The picture of the FAQ:
https://miro.medium.com/max/640/1*ZdwvKxvMZWmS4xQZPcHJHw.web...
from this article
https://medium.com/@MyLawyerFriend/lets-take-a-minute-to-tal...
Yes and there already was a massive shitstorm that they attempted to address before these additional details were leaked. That's the part that confuses me. It should have been crystal clear to WotC that there would be huge outrage over this leaked document. The chain of events so far has been:
- Rumours started about changes in the new OGL to make it more restrictive but with little actual details. - Creators within the community start worrying and raising a shitstorm based on their negative presumptions of the new OGL. - WotC post about the new OGL on DndBeyond to address the rumours (https://www.dndbeyond.com/posts/1410-ogls-srds-one-d-d). They say they hadn't planned to share details so soon but felt they had to to reassure the community due to the shitstorm the unsubstantiated rumours had raised. The details they share seem reasonable, if more restrictive, and WotC say they want to make the process easy for creators. - The text of the OGL is leaked and it's waaay more restrictive than the blog post implied and arguable worse than most creators originally feared during the initial shitstorm.
> Yes and there already was a massive shitstorm that they attempted to address before these additional details were leaked. That's the part that confuses me. It should have been crystal clear to WotC that there would be huge outrage over this leaked document. The chain of events so far has been:
> - Rumours started about changes in the new OGL to make it more restrictive but with little actual details. - Creators within the community start worrying and raising a shitstorm based on their negative presumptions of the new OGL. - WotC post about the new OGL on DndBeyond to address the rumours (https://www.dndbeyond.com/posts/1410-ogls-srds-one-d-d). They say they hadn't planned to share details so soon but felt they had to to reassure the community due to the shitstorm the unsubstantiated rumours had raised. The details they share seem reasonable, if more restrictive, and WotC say they want to make the process easy for creators. - The text of the OGL is leaked and it's waaay more restrictive than the blog post implied and arguable worse than most creators originally feared during the initial shitstorm.
Because from their perspective it's more advantageous to slit goose throat than share its golden eggs with competition allowing it to grow and in the future threaten wotc/hasbro position.
1. various creators were sent OGL 1.1 licenses, a contract to sign, FAQ, and an NDA on/around Dec 21 to be signed by Jan 4th.
2. Rumours were circulating about the OGL license changes.
3. Once the NDA lifted on Jan 4th, the various people sent the licenses from (1) sent the OGL 1.1 license to others, including gizmodo.
various creators were sent OGL 1.1 licenses, a contract to sign, FAQ, and an NDA on/around Dec 21 to be signed by Jan 4th.
This is pretty underhanded and will cost WotC a lot of goodwill.But I fear like MTG moved to maximize squeezing out money from players on the risk of long term losses D&D will now move there, too.
So I kinda expects this to only be the start of wtf. this isn't what we want moments.
It seems a bit odd, though — card collecting games have always seemed to have a bit of a mercenary streak. I mean buying and trading cards is sort of part of the hobby, right? I think players go into it expecting some level of ongoing costs. With pen and paper RPGs, the sort of mythical ultimate campaign that many only hope to achieve could go for years and years on a couple books. I can’t think of many hobbies that provide as favorable a $:entertainment ratio. This is… not a market that is expecting to spend a lot of money…
“It would cost $3000 a year to own a play set of every new card”
To
“It would cost $50,000 a year to own a play set of every new card”
Like yah for sure it was always for profit. But like the last few years of changes has been extreme.
There is a difference between making money and abusing year long commitment of the community to make people spent more money then they think is reasonable (or should afford give their financial spending).
People which have decades of emotional commitment are quite easy to be pressured into "over-spending", through if you do it too much it can cost you your brand and many people their hobby.
To some degree you can compare it to games having "just" in-app purchases in a well balanced way even if it might be a bit pay to win and it a game using all kinds of dark patterns to squeeze out every penny no matter the moral and being pay-hug to even have a chance to compete.
Like for many of the current relevant formats the entry cost for not just playing causal with your friends is around 500€ for a _single_ deck and 1000+€ for going competitive; and just to be clear that's in a context where WotC managed to not (yet) kill of their brand by going too much overboard with pricing.
But it means that if you are not a well earning single that hobby isn't quite affordable anymore. *Anyway WotC basically kicked out anyone who is not at least slightly well of, because they don't make them money and I'm afraid what that could men for D&D*.
It just seems like it would be harder due to the fundamentals of the game to screw over the actual player community of D&D. There’s no competitive aspect, you can write whatever you want on your character sheet, and there’s a strong home brew tendency. If they try to gate the content behind a paywall, players can just… make it up themselves.
They can go after folks publishing settings on drivethroughrpg which will be a bummer. And they can go after the sort of “play d&d on a podcast” groups (until they just switch to a different system). I think the players will be fine, though.
They mention that the OGL 1.1 will only apply to static (ePub/PDF) and printed media, and the revenue terms, but they don't mention the other OGL 1.1 changes that have been causing the current storm, such as:
1. revoking OGL 1.0a;
2. the 1.1 license giving WotC/Hasbro the irrevocable ability to use your content in any way they want to;
3. their ability to terminate your 1.1 license for any reason;
4. their ability to update the terms to the license with a 30 day notice.
I suspect it won't succeed if it ever does end up in a courtroom, but it does raise some interesting questions about where the line is. e.g. GFDL 1.3's Wikipedia can convert from GFDL to Creative Commons clause is arguably a similar claim to the idea that Wizards can now use OGL 1.0 content royalty free on the surface.
Building on top of a WotC-owned IP seems like a bad idea, since they will likely change the license once your product stqrts to get big.
Netrunner has continued as a fairly successful non-profit fan cooperative [0] since, but remains in a very legally shaky position (they've been working on cutting ties with the original IP as much as possible, but if Hasbro wanted to set an example, it might not matter).
What an epic bait and switch
Pathfinder: 24%
D&D 5E: 20%
In Q4 2021:[2]
D&D 5E: 55%
Pathfinder 1E+2E+Starfinder: 5%
Pathfinder 1E, 2E and Starfinder all rely on OGL 1.0a content.
1: https://blog.roll20.net/posts/the-orr-group-industry-report-...
Roll20 still has the overwhelming supermajority of the VTT market, Foundry is the Linux of VTTs.
Some of us use d&d beyond with it, some not. I think the dungeon master prefers foundry much more than roll 20.
What it took was the dungeon master saying we shall do this, a session or two to work out the kinks, and one other player who gained expertise enough to explain game play mechanics (e.g., use the x key) to the rest of us (to offload some of that burden from the dungeon master)
Foundry: 7
Roll20: 7
Unspecified: 2
Fantasy Grounds: 1
Discord only, no seperate VTT: 1
Owlbear (never heard of this one before): 2
D&D 5e: 51.87%
Uncategorized: 14.27%
Call of Cthulhu: 9.48%
Pathfinder: 6.46%
[1] https://blog.roll20.net/posts/the-orr-group-industry-report-...What's WotC going to do about all the Pathfinder books out there? Round them up and burn them? Those Pathfinder books are still licensed OGL 1.0 by Paizo.
Also, all copyrights and patents are monopolies. To say that D&D has a monopoly on D&D after revoking permission for the public to create content based on D&D can't be controversial.
There are even entire game lines that mechanically recreate older editions of D&D in their entirety, all of which are entirely legal under copyright law.
Cool. So I copy Pathfinder 1.0's rules, using the license Paizo gave me in the Pathfinder 1.0 rule manual. Its almost the same system as D&D 3.5, but the license is from Paizo, not from WotC.
If WotC lawyers come after me, they can pound sand.
> Also, all copyrights and patents are monopolies. To say that D&D has a monopoly on D&D after revoking permission for the public to create content based on D&D can't be controversial.
They gave it away using OGL 1.0. There are now game systems based off of Pathfinder (itself, also an OGL game). Does WotC's sudden revocation of the license somehow apply to my Pathfinder books?
They didn't even write Pathfinder. It'd be insane for them to try to revoke my Pathfinder license of OGL.
Apache prior to 2.0, all versions of MIT or BSD also do not go out of their way to be irrevocable.
People are doing a lot of axiomatic reasoning on this thread: "FOSS works this way, so the WOTC license should work similarly". Nope! Your best bet is probably just to go read actual legal analyses (that's all I'm doing, reading and relaying things).
1. IP licenses, especially one sided take it or leave it licenses, are revocable, sometimes even if the license expressly says otherwise because of restrictions on perpetuities.
2. A license turns into a contract when there is consideration from the other side. Licensing your own work under a license because of a virality/share-alike clause has mixed reactions on if its consideration but more fall on the side that it is than it isn't.
Neither of these positions would seem to be to distinguish the OGL from GPLv2 here, and position 2 would set a position where OGL is not revocable but MIT/BSD are.
Further, there's also quite a well established argument that the GPL v2 would withstand an attempt to revoke the license: https://copyleft.org/guide/comprehensive-gpl-guidech8.html#x...
The text that that argument relies on in the GPL v2 is simply not present in the OGL v1.0a.
> 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
Just because OGL 1.1 exists doesn't mean that OGL 1.0 / clause 9 stops existing. My license to use OGL 1.0 works seems to continue.
Only for content Paizo makes that's based off of OGL 1.1
The key here is that this is dependent on whether or not WotC can revoke the older licenses.
Part of the issue here is there's a clause in OGL1.0 that suggests it's possible for WotC to come along at a later time and basically change what is considered an "authorized" license.The language[1] is in #9:
9. Updating the License: Wizards or its designated
Agents may publish updated versions of this License.
You may use any authorized version of this License
to copy, modify and distribute any Open Game
Content originally distributed under any version of
this License.
This reads to me like they can come along at a later time and essentially say "OGL1.0a is no longer authorized" and thus everyone will be forced to move to 1.1 or cease any distribution of content issued under that license.Whether that's enforceable is really down to what a court says.
[1]: https://media.wizards.com/2016/downloads/SRD-OGL_V1.1.pdf - Page 2
The 5e OGL also seems to have been good for gaming, and for D&D as well. D&D is certainly bigger than ever.
As I see it, D&D, Pathfinder, Green Ronin, etc. are all on team RPG; Wizards would do best to focus on expanding the hobby and making players happy, largely by producing high-quality D&D tabletop games and associated products, and supporting high-quality D&D-derived video games, movies, TV, novels, comics, etc..
I wasn't under the impression that such an authorization could be revoked... Specifically, if someone is living in a cave with OGL v1.0(a), and churning out works according to its terms, then it isn't their responsibility to check every day if the copy they are using has suddenly become not-authorized.
Nor can Hasbro send them an official notification that they have withdrawn authorization, because they have no way to find said person. And any reseller need not reveal the identity of the cave dweller creator who is still using OGL 1.0.
I think you'd be hard pressed to tell a court that you want to sue an unnamed person for following the terms of a license that you granted to them, then revoked but haven't told them you revoked, and that you don't know their name or address...
I dunno, but I'd want to see someone cite some case law where a "perpetual" license was allowed to be revoked like this. It certainly smells off to me.
Obviously WotC isn't obligated to license any new content under an older OGL, it can use whatever terms it wants. But as for existing OGL content, I think they're on some very "innovative" ground here, legally.
https://assets.fenwick.com/legacy/FenwickDocuments/Technolog...
"Perpetual means a string of infinite length; irrevocable means a string, of any length, that cannot be cut."
FWIW: I'll also note that the GPLv2 doesn't contain the word "irrevocable". Do we really believe that software authors of critical societal infrastructure should be empowered to do this kind of rug pull?
https://www.zdnet.com/article/no-you-cant-take-open-source-c...
But: you said upthread that perpetual licenses were irrevocable, as "common sense". That is the opposite of the truth. Perpetual licenses are, by default, revocable.
Clearly WotC itself believed this wasn't a temporary arrangement when they issued the license in 2000, just like the FSF clearly believed the GPLv2 to be a permanent license when they wrote it in 1991, and there is copious evidence on both sides to that effect. Thus an attempt by either party to revoke the license is subject to estoppel, and for the same reason. I guess I don't see why you think there's a distinction here.
Frankly I think you're being silly here, and hiding behind a technical argument with which I never engaged. I agree, FWIW, with your definitional argument. I just don't think it's particularly relevant for exactly the reasons in the GPL link you gave.
Why? If you convince judge, world is your oyster.
Maybe it's easier to hire lawyers than to focus on making more D&D products, video games, and licensed media that are actually good.
In any case, it usually isn't a good idea to fight your fans/customers, because they are the lifeblood of your game (and company), as well as its biggest advocates.
Grab a fistful of d10s and let's get to work.
By all accounts Vampire 20th Anniversary Edition by Onyx Path (a licensee of Paradox) is quite good, though, as is Vampire the Requiem (a reboot/variant gameline by Onyx Path, now mostly shut down by Paradox, designed around more modern gothic horror/mystery and less of VtM's 90s Blade vibes).
they need to just make a true blood rpg. they could call it Waitress: The Undressing and people would go nuts over it.
So it'll be a problem for new products but not for stuff that was licensed under OGL 1.0 already
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. https://roll20.net/compendium/dnd5e/OGL%20License
From Gizmodo: One of the biggest changes to the document is that it updates the previously available OGL 1.0 to state it is “no longer an authorized license”
Some more background on the terms: https://www.larsenlawoffices.com/can-terminate-perpetual-lic...
It's a clusterfuck of 1. The leaked license has some really shitty terms in it
2. Folk might be misinterpreting one particular part to mean something other than intended, but its getting the main focus right now (and also treated as absolute fact!)
3. It's leaked so WotC was completely unprepared to answer questions and/or do PR around this
If I was e.g. Paizo I would be very urgently demanding clarification, but since I'm not I'm content to wait and see what happens without getting too outraged, yet.
(I will 100% boycott WotC/D&D/MTG/etc if they actually do try to revoke 1.0 material, though.)
The way the US justice system works is if you have more money than all of your opponents, you win.
https://medium.com/@MyLawyerFriend/lets-take-a-minute-to-tal...
Open Game Content (or OGC)
...the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity....
Product Identity (or PI) ...product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark...
https://en.wikipedia.org/wiki/Open_Game_License"17 U.S. Code § 102, (b): In no case does copyright protection for an original work of authorship extend to any idea, procedure, process, system, method of operation, concept, principle, or discovery, regardless of the form in which it is described, explained, illustrated, or embodied in such work."
A federal court in Texas recently ruled that the structure and game play of a card game are not protected by copyright law in DaVinci Editrice S.r.l vs. Ziko Games, LLC et al.
DaVinci Editrice S.r.l (DaVinci) published Bang!, a role-playing card game using Wild West themes, in 2002. Players in Bang! are assigned one of four roles, each with its own winning condition. Each player is also assigned a Wild West-themed character, such as “Calamity Janet” and “Willy the Kid,” each with its own abilities. The game received critical praise and commercial success.
Yoka Games, a Chinese company, and its U.S. distributor, Ziko Games, LLC (Ziko) later introduced Legend of the Three Kingdoms (LOTK), a card game with rules nearly identical to Bang! but set in ancient China. Players are assigned one of four roles with the same functions and winning conditions as in Bang!, and are assigned characters with individualized abilities, with different names and artwork to reflect the different setting.
DaVinci sued Ziko for copyright infringement, asserting that LOTK copied protected features of Bang! Copyright law protects original expression, but does not protect ideas or functional elements such as procedures, processes, systems, or methods of operation. Game mechanics and rules are not entitled to copyright protection, but expressive elements may be copyrightable, including game labels, design of game boards, playing cards, and graphical works, as well as elements of the characters – if they are sufficiently developed. Copyright does not protect “stock” characters.
The court determined that Ziko’s game did not infringe any of the protectable elements of Bang! The game play and interactions of the roles and characters in Bang! are not sufficiently detailed or developed to be protectable expressive content, but instead are unprotectable game mechanics and rules. The characters and roles in Bang! are not considered to have delineated personalities, temperaments, back stories, or other features typical of characters in movies and books that can make those characters protected. Ziko copied unprotectable elements such as rules and system of play, but did not copy aspects of the roles and characters which are expressive (and therefore copyrightable), such as the associated artwork. By adopting an ancient Chinese theme in LOTK, Ziko was able to avoid copyright liability while copying the basic structure and game play in Bang!
For game designers and publishers, this decision clarifies the limitations of copyright law in protecting card games. Copyright law can be effective in protecting the expression in a game (artwork, appearance), but does not protect rules and game play. Detailed original characters may be protected, but not aspects of the character that exist just to drive the system of play, such as how strong they are or how difficult they are to defeat. Trademark law can be effective in protecting your brands (company name, game titles). Patent law can protect the rules and methods of game play, and patents directed to methods of playing card games have been issued (Magic: The Gathering, Apples to Apples). However, the courts’ evolving interpretation of patent-eligible subject matter has made obtaining patent protection on rules and methods of game play more challenging. Game designers and publishers can best protect their products with a combination of intellectual property rights, rather than relying upon copyright alone.
https://kotaku.com/dungeons-and-dragons-dnd-fifth-edition-on...
Specifically, what does this mean?
> Much of the original OGL is dedicated to the System Resource Document, and includes character species, classes, equipment, and, most importantly, general gameplay structures, including combat, spells, and creatures.
If your tabletop roleplaying game has an "orc" species and "rogue" class and "sword" equipment, is WotC going to sue you? Or is this pertaining to games that specifically reference D&D documents in their rules?
> If your tabletop roleplaying game has an "orc" species and "rogue" class and "sword" equipment, is WotC going to sue you?
There are plenty of games that already have those. In fact, there's an entire sub-genre of D&D-like game ("OSR") designed around directly emulating older editions of D&D, based on the fact that you can't copyright game mechanics themselves, just the text that expresses them.
"Orc" would be trademarked for a RPG, but not a book, movie, video game ?? (Wait, is this why Game Workshop's Warhammer's are OrKs ?!)
That is why Pathfinder might have issues, despite having replaced basically all the proper names and stories ??
"Ork" is a 1990s idea of a cool spelling, like "magick".
> It should be spelt ork (so the Dutch translation) in a Germanic language, but I had used the spelling orc in so many places that I have hesitated to change it in the English text, though the adjective is necessarily spelt orkish.
There are plenty of things in D&D that would be protected by neither copyright nor trademark because they aren't even close to being original or unique to D&D: fighters, wizards, orcs, dungeons, dragons, taverns, elves, gnomes, the list goes on and on...
They don't have a trademark on the word "orc". They have IP covering a fictional "orc" species for a role playing system with some statistics and basic descriptions. This generic "orc" entity was licensed under the OGL 1.0a for anyone to use in their own games. Paizo and others based the "orc" species on the SRD.
They aren’t Space Marines anymore, they are Adeptus Astartes.
And the Imperial Guard? Those are Astra Militarum.
The OGL also defines what's protected identity, like the word "beholder" for the monster or specific book titles, and what's not, like the spell named "magic missile".
Regardless of trademark or fair use, if you agree to the OGL then you also agree to not use declared protected identity terms. For D&D, that generally means things related to their setting or branding.
They probably can't copyright the idea of a playable race of Orcs or Elves, likely can copyright (and license) particular descriptions or art of those races, and maybe can copyright the specifics about how those races work. It isn't clear, because this all hasn't been tested in court. Spells are another example - is a spell like "Lightning Bolt" with particular effects something that can be protected by copyright? It didn't use to matter much - anyone could just add the OGL to their publication and be fine - but it might start mattering a bunch more.
Tabletop RPGs are (traditionally) built on elaborate systems of rules for managing character traits and interactions. The rule set will strongly influence the structure of the game narrative and your perception of options. Converting settings and scenarios to another system can be a major change. D&D prevails in the market due to the huge inertia, despite the existence of many attractive alternative systems.
D&D 3.5: http://dndsrd.net/wizardSpells.html
You can switch up the names, and people do that more these days, but it is a concern.
The question isn't whether you can make it, it's whether you can access the specific markets and marketplaces that make sustainable money from it.
Also doesn't use "irrecoverable" so it's got the same potential problem as the OGL does, right now. Hopefully they'll change it.
Interestingly Delta Green (a Call of Cthulhu variant) just decided to drop the OGL from their books, which means they're just flat out using a system which is 90% identical to the Call of Cthulhu BRP variant without any license at all. I'm curious how that will go.
Also their license FAQ spells out the Arthurian limits (you can, just not commercially with their system in a BRP OGL product).
FATE moved from OGL to CC BY when they shed the Fudge origins: https://www.faterpg.com/licensing/
Several games, like Eclipse Phase and GLoG, use CC BY-NC-SA: https://eclipsephase.com/cclicense/
Several OSRs dual-licensed as OGL and CC.
PbtA's license isn't really one, for better or worse: http://apocalypse-world.com/pbta/policy
A larger list of open-licensed games: https://wiki.rpg.net/index.php/Open_Game_Systems
Worth noting that for people who aren't comfortable with the PbtA "license," Dungeon World was released under a Creative Commons license and should be enough of a base for anyone who wants to write a PbtA game using a formal license. See https://github.com/Sagelt/Dungeon-World, which is the GitHub of one of the authors.
Heck some classes in general could use a real boost, not necessarily in combat stats but overall usefulness to the party.
More specifically, d20 lacks a useful skill system. You can do 95+% of game mechanics from a skill system. I don't mean a handful of stuff you roll your d20 against, but something much more comprehensive. Some skills are harder to learn. Some require other skills. Some have a weakest link (eg, a surgeon skill depends on both having skilled hands and good doctoring skills). A good framework for this means your system has fewer balance issues.
Along those same lines is the effect system. In d20, a fireball spell and a grenade are very different things. They have to be independently balanced and adjusted until they "feel right".
In an effects system, you would understand that both are explosions with a specific radius, damage (with falloff), lingering fire damage, etc while some other parts are different like what limits the number of shots (magical energy vs how many grenades you can carry). The effects system would allow you to calculate the exact value of both of these things with some slightly different modifiers and different descriptions of what they look like in the game. The result in-game feels different, but is now mechanically balanced and (ideally) cost balanced too.
Next, Vancian magic is by far the least interesting magic and worst for basically any story. Players must make a blind choice and then get either a cake walk or extreme punishment based on that choice. It causes a kind of "when you are a hammer" issue as well. It also doesn't jive with what most people expect of magic.
Better systems are more flexible. They allow the user to decide which spells to use on the fly with some kind of resource limiter instead (eg, the classic mana or how long it takes to cast or how hard a spell is to cast vs how many cast dice, threshold magic where spells get riskier to the caster as you use more of them, etc).
A final aspect is tactics vs resource management. RAW (rules as written) modern d20 is a resource management game. Your team slugs it out with the other team until someone's HP runs low. You expend a resource to raise the HP and keep slogging. Rinse and repeat until there's no more way to raise the HP at which point things conclude (never mind the whole suspension of disbelief that you continue to hack the same thing over and over and over). Yes, there are better and worse choices here, but they are not of particular consequence (and tend to become obvious rather quickly). That is why DMs do battle statistics calculations instead of caring so much about stuff like positioning.
Tactical games are much more interesting. In those games (like in real life), positioning and strategy is all-important. Once someone is in your gun sights, they are almost certainly very wounded or dead. When a GM for these games is planning, they aren't worried about statistics so much as where the enemy is, why they are there, what their strategy will be, etc. This immediately shifts the focus of the game mechanics away from statistics and back to role playing. Combat will be a lot of working together on a plan and then the actual combat won't be super long because life and death results happen pretty quickly.
If you were to go with an actually different system, OpenD6 would be the place to start in my opinion (Star Wars D6 wrote a large part of the current canon and used an early version of this system). It provides a very useful skill framework that is easily extended. Because the dice mechanic is extensible in MANY different and interesting ways, it is far easier to match your particular mechanical choices to your specific universe. The default magic system is quite flexible and uses an effects system to build spells. Instead of sticking with the list of pre-approved spells, you can have your players cook up their own and be pretty sure that the new spell isn't going to break the game. And of course, the system isn't quite as lethal as some others, but it is still MUCH more lethal than d20 by default.
It's one of the worst systems, but it's also one of the best systems! :D
Then again, as Gygax famously (may have) said, "The secret we should never let the gamemasters know is that they don't need any rules."
has anyone done any sort of writeup about the seemingly enduring legacy of D&D's Vancian magic system? I've only played a bit of D&D myself (4E & 5E) and some video games (based on 3.5E) but I always thought the magic system was just so weird… in a kind of interesting way, sure, but still really weird. I'm inclined to completely agree with you… yet, this system has endured for decades, and while some may come up with homebrew alterations/replacements for it, it is still totally the default that new players/DMs engage with, and in this regard it seems to be doing okay? somehow?
If I were to guess, it's wargaming like everything else. Wargames were popular as you control an entire army, but D&D originally meant to answer the question of what things would look like if you controlled just one person in that army in the middle ages when the only major fantasy was stuff like LOTR or Narnia along with an inexperienced guy with no examples of good game design to look at.
He borrows 6-sided dice for the game, but the guy who takes control of everything moves to polyhedral dice because nobody owns them and almost nobody makes them, so gamers will be forced to buy dice which have a huge profit margin.
The fledgling system needs magic, but the big magic from LOTR or similar is simply overpowered and is a soft magic system (few rules). You have to reign this in so wizards aren't overpowered. One of the most naive ways is cooldowns just like a wargame might limit powerful guns by how often they can load and fire. Tracking a bunch of different cooldowns in-game is very bad in actual play, so you give them all one cooldown (one day), but now some effects are not worth carrying because they are too weak, so you allow those to be used N times per day which is much easier to track (non-temporal counting is easier).
Just like that, you have Venetian magic. Why did it stick? I'd guess part is tradition, but the other part is book sales. Because balancing these spells is rather hard (lots of people have played that campaign where the GM allowed an "innocent" custom spell that then proceeded to break the game), most people find it easier to buy multiple spellbooks of already balanced spells. Even if just 10-20% of all gamers buy those books, that's a big increase in sales volume.
In contrast, even the most elaborate effects systems out there (Hero and GURPS) fit their entire effects system into 50-100 pages and their only upsell is to GMs too lazy to create their own spells (or those of us who claim we aren't being lazy and just want to support them).
They intend to promote DnD primarily as a digital product.
Is this rug-pull actually true and legal? Seems like a horrible agreement to enter into for this reason.
Legal, is more complicated and likely needs to be decided in court. There is a non-small chance that original OGL license is in no way terminated and people can continue to distribute copyright content under it. Through trademarks can be another issue. And being in right doesn't mean you are not sued or otherwise terrorized by an abuse of the legal system. E.g. see non-Lego brick products which are legal but frequently e.g. stuck in customs due to Lego abusing the legal system. Not even speaking about the 3D trademark nonsense which makes selling compatible figures close to impossible even through the law is very very clearly not meant to be apply that way.
I'd just like to point out that such a license, if applied to software, would violate the zeroth essential freedom of free software, "The freedom to run the program as you wish, for any purpose" And for good reason. That clause essentially gives WoTC the right to revoke your license at any time for essentially arbitrary reasons if they subjectively decide your content is one of those bad things.
Where is the line between a game depicting discrimination and the game material being discriminatory? When Morrowind depicted racist slavemaster Dunmer who shout "N'wah" at you, and allowed the player to align themselves with such factions, was that a depiction of racism, or was the game material itself discriminatory? I think you could make good faith arguments in either direction. Normally finding the line between the two is up to everyone to decide for themselves, but in this new license, WotC gets to decide the line is wherever they want, whenever they decide to snuff you out. Even if the other terms of the new license were agreeable, this term makes the license a trap for any business that would compete with WoTC.
The license changes also affect any non-PDF content, which would include D&D/OGL game streams and YouTube videos, and virtual table tops publishing OGL material (including those for Pathfinder, Call of Cthulhu, etc.).
My point is they wouldn't be, even if the rules were software, because the violate the zeroth essential software freedom. I bring this up particularly because the earlier versions of the OGL are compared to free software licenses in this thread. This new license is nothing of the sort.
> branding concerns
That's not special to tabletop gaming, software has branding too and there are certainly advocates for adding "no evil" clauses to licenses, like Douglas Crockford. But addressing such concerns in the license makes that license non-free.
Everything has branding, but products and projects exist on a spectrum of sensitivity to branding issues; the representation in media of a Disney character would be at one far end of the spectrum, the uses an open source image editor were put to might be at the other. WOTC's D&D IP is somewhere in the middle.
The Zeroth Freedom is the most important, the freedom to use it.
One bit of context here to keep in mind is that there have been tabletop releases that have been incredibly clearly on the far side of that line, wherever you might define it - think "literal Nazi propaganda packaged as an at least nominally playable game". I haven't personally seen any use the OGL 1.0a specifically, but there are probably some out there.
Of course, since the OGL 1.0a doesn't imply any particular business relationship with WotC or allow any special association with the D&D brand, any "need" to actually police the OGL 1.1 like this is basically just self-inflicted from how they're conflating what were previously two separate agreements (one for mechanics, one for branding).
What is "incredibly clear" to you is not necessarily clear to others. I know for a fact that some people consider games having a "dark elf" race to make the game itself racist, and consider much that was normal in fantasy media in the 80s and 90s to be deeply problematic today. Including much of D&D. The game even having racial classes with different characteristics is offensive to some people.
Normally this is simply a point of low-stakes debate between players, but when you add such a clause to a license the subjectivity of the matter becomes a liability to anybody that would make commercial use of the licensed material.
In reality, the morality clause is probably a response to some high-profile tabletop RPG stories involving Nazis; in other words, it's a marketing move, not a legal one.
Of course, part of this for business reasons: they can't sell you The Complete Guide To Southwestern Painted Orcs for $29.95 if a southwestern painted orc can't at least theoretically join a heroic adventuring party.
Also what you do on your table won't be policed, but publications, like pre generated adventures which are more nuanced are typically also more interesting.
I have an edition of Shadowrun where there is an explicit take on the subject. In the Shadowrun world, the appearance of elves, dwarves, trolls, etc... made racism based on skin tone and other human attributes obsolete, and specie (called metatype) became the new differentiator. So no more white supremacists, but there are now human supremacists taking on elves.
It matches the authoritarian, anti-democratic, drive for power in another domain (and often by some of the same people). Nothing else matters.
It's a recent trend - all these 'capitalist' companies operated otherwise for most of their existence. And they did for good reasons, and built the most productive companies and economies in history - all that we have today.