Can the GNU be applied to an RPG system?

Kzach

Banned
Banned
I'm in the process of creating my own RPG system. After many years and much discussion across dozens of house rules forums and usenet groups and talking to gamers in person and online, it's finally starting to come together in a recognisable form.

I'm just one person though and from experience I know that I simply can't fathom all the complexities of a system. Having other minds contribute and examine and tear apart a system in order to refine it is what I need in order to move forward. Getting such people, however, is next to impossible. It's hard to sell a concept when you can't show the concept to anyone until after they've agreed not to steal it.

Which is why I figure applying something like the GNU to it would be a good idea. If I could publish a core system on a wiki with something like a GNU, people could look at it and if they like some of what they see, take it away, work on it, come up with their own versions, help with my version, or do whatever, and we could all benefit freely from each other's work.

So, not having a clue about things like licensing, I figured I'd come here and see if this was viable or just a pipe-dream I should give up pursuing.
 

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Hiya.

I'd just like to point out that you can't acutally copyright a *system* (re: "roll 1d20, apply modifiers, equal or exceed a certain number to succeed"). You can copyright the expression of those rules, but not the actual rules themselves.

Anyway...yeah, the creative commons may be something to look at if it makes you feel better. :)

^_^

Paul L. Ming
 

I've been thinking about much the same thing myself. Creative Commons is definitely the way to go, though I don't think it's necessary to block commercial use of the IP. Attribution-ShareAlike is more likely to get print copies of your rules (or a variant thereof) into gaming stores.
 

I actually think I found what I'm looking for; the GFDL.

I'd just like to point out that you can't acutally copyright a *system* (re: "roll 1d20, apply modifiers, equal or exceed a certain number to succeed"). You can copyright the expression of those rules, but not the actual rules themselves.

I don't get the distinction.
 

I don't get the distinction.

If you design a game which uses a resolution mechanic of d20 + a power card + a short quiz, your rulebook might say this:

"To determine if you hit the enemy, roll d20, pull a power card, and then take a short quiz".

You can't copyright the mechanic, so anyone else can use the mechanic of d20 + power card + short quiz.

You can copyright your text, so they can't use the phrase ""To determine if you hit the enemy, roll d20, pull a power card, and then take a short quiz" because that text is copyrighted. But they can use their own phrase to describe the mechanic, such as "Rolling a d20 and adding a power card determines if you hit the enemy, dependent upon the results of a short quiz".

Or, as another example, you can't copy and paste D&D's paragraphs on how to make a skill check. But you can freely have a d20 + rank vs. DC mechanic in your game, as long as you describe it in your own words.
 

Frankly, there are few ideas worth stealing. Not there aren't good ideas, but that there are so many. A creator's main stake is in their reputation and the goodwill others have toward them. Your brand and your product are far more important than your innovations. Just some off the cuff advice.
 

I don't get the distinction.

Copyright covers specific artistic expressions.

Patents cover logics, rules, processes and system designs.

So, say you design a new kind of rocket engine.

If you paint a picture of a spaceship that uses the engine, that particular image is covered by copyright. Nobody can legally reproduce that image, in whole or part, without your permission (other than Fair Use).

But, if that picture gives a viewer enough information to understand the operating principles of your rocket, they can take that information and use it any way they please. Copyright doesn't cover the rocket design, only the image you created of the rocket.
 

EDIT: I wrote this last night and thought I posted it and somehow I come back to this thread and find that it's only just recently posted... weird. Anyway, I get it now and thanks for the explanations.

I still don't get it.

Are you saying that I could legally use D&D 4e rules in my own publication without paying anything to WotC? Obviously that's not the case or there wouldn't have been any hoo-har over the OGL since it would effectively mean nothing.

Or is this a matter of semantics? Where the 'rules' are considered some sort of esoteric, ethereal entity that exists between the physical and spiritual realm and so can't be copyrighted, but their expression on paper, the words used to describe the system, can be copyrighted, effectively making the distinction pointless?
 
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Or, as another example, you can't copy and paste D&D's paragraphs on how to make a skill check. But you can freely have a d20 + rank vs. DC mechanic in your game, as long as you describe it in your own words.

So in other words, all the people who were up in arms about 4e's OGL debacle weren't upset that they couldn't use the mechanics, they were just upset that they couldn't add a little WotC logo to their products.

Frankly, there are few ideas worth stealing. Not there aren't good ideas, but that there are so many. A creator's main stake is in their reputation and the goodwill others have toward them. Your brand and your product are far more important than your innovations. Just some off the cuff advice.
It's not so much that I want to protect it as it is that I want people to take it up and work on it to make it what I alone can't make it, ie. great.

I think my system ideas have merit and are worthy of investigation. I feel there is a solid basis for a possibly quite decent system, if other people took it on and worked towards making it such. So, really, that's my ultimate aim. In a perfect world full of sparkly angels and glittering pixies that grant wishes, the system would eventually be used in people's publications for setting books and rules expansions and modules as a sort-of 'Linux' alternative to D&D/Pathfinder and other commercial efforts.

Of course, it just occurred to me (late to the party as usual... but isn't fashionable to be late?) that others might've already thought of this and made such efforts. I really should look into that...
 
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