Three OGLs walk into a bar: The Return of Gruumsh
Hasbro’s messing with the OGL has been in the gaming news now for several weeks. I’ve generally stayed out of it. This is not a fun way to celebrate the 49th anniversary of D&D (observed).1
I hope we find a better way to celebrate the fiftieth anniversary next year.
I long ago decided that the OGL was pointless for most of the things people use it for, and certainly for anything that I would use it for. The OGL adds severe restrictions on what you can do with otherwise free content; it gave nothing in return. Its sole purpose seems to have been to dump everything that you can do legally, without permission, under the umbrella of “product identity”.
“Product identity” is not a term in copyright law; it is a made-up term meant to sound like “intellectual property”. If you agree to use the OGL, “product identity” restricts you in ways that don’t normally exist under copyright or other intellectual property laws. The OGL seems designed solely to deny game writers what they would have the legal right to do if they ignored the OGL.
One of the first series I wrote on this blog was on gaming copyright and what makes a good open license for an RPG. The OGL failed on almost every point.2 So I never used it, even for my own D&D-like game which came out about the same time as the OGL—and was a lot more like D&D when I first published it (see below).
Rob Conley recently called for stripping OGL language from your gaming materials:
I would urge everyone involved in D&D design or content creation to strip out all OGL language and ensure your rules/content is open source and fair use or whatever the appropriate terms are for gaming.
Depending on the interpretation, this is what I’ve been saying all along. The OGL has never been necessary to make content for use with D&D, even complete clones. The OGL is, as Michael S/Chgowiz wrote on Bat in the Attic, an illusion of safety, and “there’s a generation or two of publishers that have lived with the OGL illusion.”
Now the illusion has been pulled back, and some people are understandably frightened. Take this from a commenter on the OD&D Workshop:
The adage that you can’t copyright game mechanics is generally taken too far, and if you basically copy a whole game by just re-wording it you’ll almost certainly still be in trouble with (in this case) Hasbro.
This is the fear talking; it is completely untrue. We know it’s untrue. It’s already been adjudicated in games across the spectrum of kinds of games, from Monopoly to consoles. That’s what I discovered when I researched Why do we need open source games? and I’ve found no evidence that it’s changed since.
It is very difficult to break copyright law when writing game materials. Game mechanics—which is to say, anything needed to play the game—absolutely cannot be restricted. The U.S. copyright office stated it very clearly in their old circular 108:
The idea for a game is not protected by copyright. The same is true of the name or title given to the game and of the method or methods for playing it.... Copyright protection does not extend to any idea, system, method, device, or trademark material involved in the development, merchandising, or playing of a game.
Courts have been very clear on this. Even in cases where (software) companies have required blatant trademark violations in order to use game mechanics, the courts have said, well, if you require a violation for people to use the game, then it’s no longer a violation.
See, for example, Sega v. Accolade. Sega made it so that any third party making games for the Sega game console would have to make it look like that game was authorized. That’s a clear trademark violation. The courts said, well, Sega, you made this requirement. Any violation is on you, not on the third parties making games for your machine.
In other words, anything required to play the game cannot be restricted material.
Lists and tables (tables are lists) that simply summarize what’s in the text, cannot be copyrighted. You cannot, for example, be forbidden from going through the OD&D or 5E books, compiling a list of equipment, and publishing that list. If your list happens to look like the official list—as it should, given that both are comprehensive lists—that is not a copyright violation. The same is true if you go through the book and compile a list of specific kinds of equipment, such as a list of armor, a list of swords, a list of weapons only usable by fighters, and so on. Your list is very likely to look like any such list already in the book, and making lists cannot be restricted, so those lists cannot be copyrighted.
Names of monsters, titles of spells, words for aspects of the game cannot be copyrighted. You can use the names of places, creatures, classes, etc. You can use the word “hit points” or “levels”, “strength” or “saving throw”, “cleric” or “magic missile”. They are part of the “idea, system, method, device, or trademark material involved in the development, merchandising, or playing of a game.”
It isn’t just the game mechanics (at least as we think of them as gamers). It’s that the game itself cannot be restricted from use by game players and game writers.
Creating a violation of a game copyright is very difficult. You would have to go to the trouble of retyping actual explanatory text at length, or scanning and reusing non-necessary illustrations, to violate copyright. Barring graphic re-use in the manner of the old TSR3, I’m not sure I’ve ever seen any supplement from companies publishing the rulebook the supplement is for, contain content that would count as a copyright violation if they were a third party.
This is true even for complete clones. And this is not something I’m saying, hey, you go first. When I wrote the Gods & Monsters rules, they were explicitly a rewrite of AD&D, and I explicitly made sure that WoTC (in the form, at the time, of Ryan Dancey) saw it. I’d been part of a Usenet discussion with Dancey, and had been publishing adventures and other material online to counter his extremely dangerous interpretation of copyright and trademark law.4
Because I wanted my game to be open source rather than public domain5 I chose to use a real open license; there were fewer available at the time, and I went with the GNU FDL. The OGL was available, but clearly a bad idea even then.
Over time, Gods & Monsters has morphed from being an exact clone, but it’s still compatible with AD&D adventures, and its adventures are still compatible with AD&D rules, in the same sense that OD&D, D&D, AD&D, and AD&D2 are all compatible. I also have published several of my old adventures that remain completely compatible with and specifically designed for AD&D.
None of what I write about here is an edge case. It’s neither a grey area nor a loophole. The law and its purpose is well-established. Everywhere else in U.S. commerce, people make things that are compatible with other things, they say that their products are compatible with those other things, and U.S. law encourages them to do so, to encourage competition. Motorcycles. Automobiles. Kitchen appliances. Snack foods, even. Games are different only insofar as their underlying product has even less restrictive ability than motorcycles and appliances—but not necessarily snack foods, which also have little restrictive ability, being recipes.
The ability of third parties to use and extend copyrighted works—or trademarks, for that matter—is the underlying purpose of copyright and trademark law in the United States.
Being able to create compatible works, to refer to content, to expand on existing products, is the reason we have these laws.
In response to Why do we need open source games?: If game rules cannot be copyrighted, and if compatible supplements require no permission, what is the point of an open content game book? Over the next three installments, I’ll look at how open content licenses can make for better gaming.
Semi-officially, January 29, 1974, is Jon Peterson’s guess for the first sale of Original D&D, which is as good a guess as any, and probably better than most.
↑I did have to give it props for having a relatively short required text compared to other licenses at the time.
↑TSR used to reuse graphics commissioned for one book or magazine in other books and magazines. Assuming that the graphics are not necessary to play the game, as they rarely were, images are not something a third party could reuse.
↑Dancey’s position was that if you wrote an adventure—or anything else—compatible with Dungeons and Dragons, Wizards of the Coast automatically owned that adventure. He further explained that if you write computer software, that software is automatically owned by the computer manufacturer. He claimed there was a vast, invisible conspiracy of EULA’s to allow the writing of computer software, and that every programmer had signed on to this conspiracy whether they wanted to or not. This is so ridiculously and obviously wrong that I’m still not certain he wasn’t just trolling us.
↑This was the result of a long thought process; I could easily have chosen a public domain release instead. Ultimately, the problem with the public domain is that it relies on the definition of public domain remaining the same over time. I chose to use an open source license so that the lack of restrictions on using the game would be explicit. I explain this further in gaming copyright.
↑
Dungeons & Dragons
- Gods & Monsters Rules
- All rules on creating characters and playing the game. This is what you’ll be using most as both player and adventure guide.
- Tractor Feed Adventures
- Old adventures, not worth converting to Gods & Monsters. I haven’t played these since the eighties.
- When Dungeons & Dragons Turns 40: Jon Peterson at Playing at the World
- “The birth of a game is not such an easy thing to timestamp as the birth of a person. A game must be printed, assembled, advertised, and sold. At what point do we consider the game available?”
gaming copyright
- Copyright and game rules
- Game rules are specifically exempted from copyright restrictions in the United States. But open content remains useful for gamers, because it allows for easier re-use, easier improvement, and helps improve the long-term viability of a game.
- Feist Publications, Inc., v. Rural Telephone Service Co. at Wikipedia
- “Feist had copied information from Rural's telephone listings to include in its own, after Rural had refused to license the information. Rural sued for copyright infringement. The Court ruled that information contained in Rural's phone directory was not copyrightable and that therefore no infringement existed.”
- Worlds and characters, and other copyright expansions
- Copyright law is not static. It has a history of expanding both in term and scope. An open content license will protect, tomorrow, uses that today are unrestricted.
open source
- A Fantasy RPG (tm?) of, by, and for the People at Original D&D Discussion
- “In light of thoughts posted there, I want to recommend we, as a community, rather than react to hypotheticals about how faithful a clone/accessory can be to the 1974 3LBBs, instead react to a specific document/game/incarnation.”
- GNU Free Documentation License: Free Software Foundation
- “The purpose of this License is to make a manual, textbook, or other functional and useful document ‘free’ in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others.”
- The new OGL 1.2, What is Victory?: Rob Conley at Bat in the Attic
- “Today Wizards finally laid some of their cards on the table and offered a proposed OGL 1.2.”
- Why do we need open source games?
- If game rules cannot be copyrighted, and if compatible supplements require no permission, what is the point of an open content game book? Over the next three installments, I’ll look at how open content licenses can make for better gaming.
Ryan Dancey
- The Empty Well: Jerry Stratton at Rec.Games.FRP.DnD
- “You cannot copyright rules. Here is a modification of my adventure, ‘The Empty Well’. I am attempting to make money with it. I do not need your permission.”
- The Lower Caverns: Jerry Stratton at Rec.Games.FRP.DnD
- “I have written software without the use of compilers. They have been platform specific… they have referenced subroutines within the platform's operating system… No End User Licensing Agreement ever touched me while making that software. I have even sold such software for money. “Was I creating a legally derivative work?”
- Praxos the Wizard: Jerry Stratton at Rec.Games.FRP.DnD
- The term ‘Magic Missile’ is not copyrighted. It is probably not even a trademark… I am not stealing anything. If you believe otherwise, go ahead and turn me in. I’m charging for the following, just in case you believe that it matters: Praxos is a wizard for use in an AD&D game. If you like this character, please pay me $1.50.”
- Three Orcs Walk Into a Bar
- Three orcs walk into a bar to have a discussion about copyright and trademark law.
More gaming copyright
- Why do we need open source games?
- If game rules cannot be copyrighted, and if compatible supplements require no permission, what is the point of an open content game book? Over the next three installments, I’ll look at how open content licenses can make for better gaming.
- Copyright and game rules
- Game rules are specifically exempted from copyright restrictions in the United States. But open content remains useful for gamers, because it allows for easier re-use, easier improvement, and helps improve the long-term viability of a game.
- Game supplements and compatible works
- A copyright-based open license can’t require anything of compatible works unless the compatible work would otherwise be a copyright violation—something that usually isn’t the case. But an open license on a game makes creating compatible works easier, and can make some kinds of compatible works more useful and complete.
- Worlds and characters, and other copyright expansions
- Copyright law is not static. It has a history of expanding both in term and scope. An open content license will protect, tomorrow, uses that today are unrestricted.
- Can I legally use Gary Gygax’s name for my son?
- It’s probably best to talk to a lawyer, or just avoid the issue altogether. Gaming copyright is a very complex issue, and best left to the experts or those with deep pockets. Have you considered naming him Sue?
More open source
- Open source value shift at OSCON?
- There is either a value shift occurring, or an attempt to create a value shift, in the open source community here at OSCON. The new heroes are big, resource-hungry government and cathedrals inside the bazaar.
- Portland Open Source Convention 2013
- O’Reilly’s conferences rarely fail to disappoint. We’ll see how OSCON 2013 goes!
- Open gaming
- Open gaming has a lot of benefits for gamers, and there’s a lot of discussion about it on the web.