From: Kal Lin <[EMAIL PROTECTED]>
>How "infectious" is the OGL? If a producer (print or
>software) creates a new class that is presented in the
>same format as classes in the SRD, does the new class
>become OGL'd? What if a class uses a feat from the SRD?
From: Simplified OGL (DRAFT) <www.opengamingfoundation.org>
>1. Definitions:
>
>"Open Game Content" means any work covered by this License, including
>translations and derivative works under copyright law.
I hesitate to give advice as to what is and what is not legally OGL
material. Personally, I plan on using the rule of thumb that mechanics are
OGL while text descriptions can remain closed. Note that just because the
descriptive stuff *can* remain closed doesn't mean that it *does* remain
closed.
From: Kal Lin <[EMAIL PROTECTED]>
>I know many people have said game rules can't be copyrighted.
>But the whole point of the OGL is to clear up some legally
>contentious areas.
It's debatable as to whether this is the point of the OGL.
From: Kal Lin <[EMAIL PROTECTED]>
>So I make a big documentation effort
>and write up all the rules that govern the game's behavior
>especially detailing how the game differs from the SRD.
>The problem is that takes away a lot of the fun of the game.
>Players don't have to discover how things work anymore,
>they just go read the documentation.
>
>In general, the reason why some things are hidden in the
>code is because the game designer intends for the player
>to discover/learn about it through game play. Comments?
Think of it as broadening the appeal of your software (game, in this case).
Those individuals who enjoy discovering mechanics, item abilities, etc...
through game play will choose not to read the documentation. Other
individuals can read those sections they are interested in knowing more
about.
Regardless, a savvy game designer can easily keep the need to discover
information through game play. For example, someone could read your
documentation as to the exact powers (and their effects) of a certain
important item in the game. The documentation does *not* need to state how,
within the context of your game, the various powers are activated. Each
individual power, for example, may require its own quest/riddle/etc...
before it is turned on.
Walter
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