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<blockquote data-quote="overgeeked" data-source="post: 8483605" data-attributes="member: 86653"><p>What are you forced to do besides include a copy of the license itself? If you use open content from other OGL sources you must cite those sources in the copy of the license in your book. So literally nothing beyond including a copy of the license and citing your sources. That's not a huge burden. What are you forced to do content-wise? Literally nothing. You can do anything you want content-wise.</p><p></p><p>What are you prevented from doing by using the license? You can't violate Wizards' IP...which is already illegal, so effectively nothing. What are you prevented from doing content-wise? Literally nothing. You can do anything you want content-wise.</p><p></p><p>And that's it. That's the limitations of the lisence of the OGL.</p><p></p><p>You seem to be conflating "full creative control" for not including a copy of the license, not citing your sources, and actively violating Wizards' IP because those are literally the only things you must and must not do, respectively. That's an incredibly narrow definition of "full creative control".</p><p></p><p>From the original d20 OGL we have Mutants & Masterminds. They kept the original stats for a few playtests, then dropped them. M&M is on its 3rd edition now. The only real similarity left between D&D and M&M is the d20. The whole of the OSR also springs from the OGL. As does Pathfinder. Yeah, those games and lines and movements all seem utterly bound and unable to do anything because they're so restricted by the OGL.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8483605, member: 86653"] What are you forced to do besides include a copy of the license itself? If you use open content from other OGL sources you must cite those sources in the copy of the license in your book. So literally nothing beyond including a copy of the license and citing your sources. That's not a huge burden. What are you forced to do content-wise? Literally nothing. You can do anything you want content-wise. What are you prevented from doing by using the license? You can't violate Wizards' IP...which is already illegal, so effectively nothing. What are you prevented from doing content-wise? Literally nothing. You can do anything you want content-wise. And that's it. That's the limitations of the lisence of the OGL. You seem to be conflating "full creative control" for not including a copy of the license, not citing your sources, and actively violating Wizards' IP because those are literally the only things you must and must not do, respectively. That's an incredibly narrow definition of "full creative control". From the original d20 OGL we have Mutants & Masterminds. They kept the original stats for a few playtests, then dropped them. M&M is on its 3rd edition now. The only real similarity left between D&D and M&M is the d20. The whole of the OSR also springs from the OGL. As does Pathfinder. Yeah, those games and lines and movements all seem utterly bound and unable to do anything because they're so restricted by the OGL. [/QUOTE]
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