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Spellbook piracy: is it theft?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3397560" data-attributes="member: 7177"><p>Most D&D world aren't really familiar with the concept of "intellectual property" other than the bragging rights due to an inventor of a particular spell. In a standard, pseudo-medieval fantasy world, it is pretty much impossible to regulate the exchange of spells - unless the inventor simply doesn't give them to anyone else. He can give the spell to a few, trusted friends, but he'd better be sure that they won't pass it on to <em>their</em> friends in turn.</p><p></p><p>Of course, if you have larger, more organized nations with a decent communication infrastructure, the government can attempt to regulate the spread of spells by giving them a <a href="http://en.wikipedia.org/wiki/History_of_patent_law" target="_blank">patent</a> - with one, the inventor has the monopoly on the use of the spell for a certain period (or even as long as he lives... though that might not be in the best interest of the nation), and anyone else who wants to use it (<em>especially</em> if they want to use it for profit) needs to get his permission, and probably pay for the privilege.</p><p></p><p>This is possible with Renaissance-era settings or later. However, the equivalent of "intellectual property" laws only becomes plausible with the equivalent of modern communication technology (telegraphs, telephones, and so forth) and a large regulation bureaucracy, or else it becomes impossible to enforce.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3397560, member: 7177"] Most D&D world aren't really familiar with the concept of "intellectual property" other than the bragging rights due to an inventor of a particular spell. In a standard, pseudo-medieval fantasy world, it is pretty much impossible to regulate the exchange of spells - unless the inventor simply doesn't give them to anyone else. He can give the spell to a few, trusted friends, but he'd better be sure that they won't pass it on to [i]their[/i] friends in turn. Of course, if you have larger, more organized nations with a decent communication infrastructure, the government can attempt to regulate the spread of spells by giving them a [URL=http://en.wikipedia.org/wiki/History_of_patent_law]patent[/URL] - with one, the inventor has the monopoly on the use of the spell for a certain period (or even as long as he lives... though that might not be in the best interest of the nation), and anyone else who wants to use it ([i]especially[/i] if they want to use it for profit) needs to get his permission, and probably pay for the privilege. This is possible with Renaissance-era settings or later. However, the equivalent of "intellectual property" laws only becomes plausible with the equivalent of modern communication technology (telegraphs, telephones, and so forth) and a large regulation bureaucracy, or else it becomes impossible to enforce. [/QUOTE]
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