I am currently rewriting portions of my fantasy campaign world to work with C&C and in doing so, I find that I need to create a few additional classes along with a handful of additional pieces of equipment, some spells and other little knick-knacks that are crucial to the gameworld.
Do I need to slap the d20 license from WotC on everything/anything on the site? I see some people who have created classes put that in as the last page or two of their PDF and since I am not really interested in creating PDFs of the classes/rules on the site right now (Plain text HTML is much faster for loading.) does that mean I have to apply that at the end of every single class description?
I am not doing this for money (at this time), I am just curious what anyone's take on this is.
Quick Question on the d20 License/Disclaimer
I think it would probably be sufficient to put the OGL on the site itself, and specify in it which pages on the site are open game content (OGC) and which are Product Identity.
You don't need the D20 license (the D20 STL), only the Open Gaming License (OGL).
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Pied Piper Publishing - Rob Kuntz's Pathways to Enchantment
Castle Zagyg - Yggsburgh Expansions
You don't need the D20 license (the D20 STL), only the Open Gaming License (OGL).
_________________
Pied Piper Publishing - Rob Kuntz's Pathways to Enchantment
Castle Zagyg - Yggsburgh Expansions
You absolutely DO NOT have to include the D20 System License. Not only do you not have to include the D20 STL, I personally strongly advise against it, as it includes all kinds of restrictions on what you can and can't do, and the only thing it gives in return is that you can slap the D20 logo on your product. If you're doing a product for use with C&C, don't use the D20 STL, since C&C doesn't use it.
You DO want to include the Open Game License. All Open Content material is required to include the license with the completed adjusted copyright section (you basically copy the copyright disclaimer section from the source material from which you're borrowing, then add your document's information at the end of it). Be sure to be very clear about designating what is and is not open content in your game, or you'll inadvertently declare the whole thing open, and once you do that you can't go back. In general, it's a good idea for people who are new to the use of the OGL to simply place anything they want to designate as open in a gray box, then designate all text within gray boxes as open content, and the rest as Product Identity, unless it is open by virtue of appearing in another open product.
It seems complicated, but it's really pretty straightforward.
You DO want to include the Open Game License. All Open Content material is required to include the license with the completed adjusted copyright section (you basically copy the copyright disclaimer section from the source material from which you're borrowing, then add your document's information at the end of it). Be sure to be very clear about designating what is and is not open content in your game, or you'll inadvertently declare the whole thing open, and once you do that you can't go back. In general, it's a good idea for people who are new to the use of the OGL to simply place anything they want to designate as open in a gray box, then designate all text within gray boxes as open content, and the rest as Product Identity, unless it is open by virtue of appearing in another open product.
It seems complicated, but it's really pretty straightforward.
So it seems like it might be better to simply place my own copyrite on my material and leave it at that.
My entire gameworld is my own, I am just using the C&C framework as the rules for the setting.
To that end, any OGL content could be the statblocks of characters (PCs/NPCs), the statblocks, but not the name/names of abilities nor the description of the world specific classes.
If I am understanding that correclty, then I can certainly work with that.
My entire gameworld is my own, I am just using the C&C framework as the rules for the setting.
To that end, any OGL content could be the statblocks of characters (PCs/NPCs), the statblocks, but not the name/names of abilities nor the description of the world specific classes.
If I am understanding that correclty, then I can certainly work with that.
Nelzie wrote:
So it seems like it might be better to simply place my own copyrite on my material and leave it at that.
You definitely want to put your own copyright on the material.
Quote:
To that end, any OGL content could be the statblocks of characters (PCs/NPCs), the statblocks, but not the name/names of abilities nor the description of the world specific classes.
If I am understanding that correclty, then I can certainly work with that.
Anything that is derived from open game content is in turn open game content. You can't get around that. Your world-specific classes might be open game content whether you want them to be or not.
Also, remember that TLG's SIEGE Engine is not OGC.
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Pied Piper Publishing - Rob Kuntz's Pathways to Enchantment
Castle Zagyg - Yggsburgh Expansions
dcs wrote:
You definitely want to put your own copyright on the material.
Already accounted for on every page and I also have a CD of the whole site and other materials prepared for an official Copy Right registration.
dcs wrote:
Anything that is derived from open game content is in turn open game content. You can't get around that. Your world-specific classes might be open game content whether you want them to be or not.
Also, remember that TLG's SIEGE Engine is not OGC.
I can see the statblocks regarding those classes be Open Content and perhaps a generic description of the class, but the world specific portion of a class description? I wouldn't think that unique bit would be Open Content.
I wouldn't be looking to infringe upon their rights. Does that mean that I am unable to reference things like saying that such and such is resolved with a check with stat X being considered a prime for a given limited scope topic?