David Johansen
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Or are unlicensed retro-clones a valid form of artistic expression? My layman's understanding is that game mechanics cannot be copyrighted. Clearly, the OGL makes D&D clones legally legitimate. But take Warhammer Fantasy Role Play and Zweilhander or MERP and Against the Dark Master.
I've got mixed feelings on this. On the one hand I do think fans have some investment and claim in a roleplaying game and the game companies are prone to invalidating all their work or rejecting it out of hand, or suppressing it (I've had a cease and desist letter here and there). On the other hand, creators deserve to be paid for their work if you use it. I've run into far too many people with hard drives full of illegal copies of games and as a retailer (albeit a failed one). I'm firmly on the side of copyright though I do think the laws probably need some serious re-working. But copyright is a law and likely too close to politcs to be a reasonable discussion topic on the pub.
This thread isn't for debating copyright. It's for discussing the grey area between where the unlicensed retro-clones dwell.
As far as the Cephus Engine goes, I can understand why the fans grew weary of Marc Miller and Mongoose. Changing the terms of a license might make sense from a business stand point but it leaves people who'd put a lot of work in to their projects hanging. I can also understand why Marc Miller and Mongoose aren't pleased with the Cephus Engine it divides their customer base and creates an alternative that doesn't pay them a cent.
I've gone down that road myself, I've got a dozen pages of a Traveller rewrite. Blood Red future is just a trimmed down Warhammer Fantasy Roleplay variant with its own grim and dark future that just happens to have all the elements of another grim and dark future moved around a bit.
Does it just come down to personalities? Is okay to do something that will financially hurt John Seal just because I dislike how he's handled ICE? I pick that example because he bought the company after the bankruptcy and thus had little or nothing to do with the creative content he made money on. It's an example that divorces ownership of the trademarks from the question of creator control.
This hobby began because people didn't like this or that about D&D and made their own. But it's also incredibly diffuse at the bottom. Everybody's got a game they wrote or are writing. Those recognizable name brands have power in the gaming marketplace and just about everything gets re-released eventually. Precis Intermedia even brought back Time Ship.
So there's a bone to chew on folks. Where's the line? What are the justifications? Would you or wouldn't you jump ship from your favorite game company if someone lightly rubbed off the serial numbers and made a free or cheaper or better clone?
I've got mixed feelings on this. On the one hand I do think fans have some investment and claim in a roleplaying game and the game companies are prone to invalidating all their work or rejecting it out of hand, or suppressing it (I've had a cease and desist letter here and there). On the other hand, creators deserve to be paid for their work if you use it. I've run into far too many people with hard drives full of illegal copies of games and as a retailer (albeit a failed one). I'm firmly on the side of copyright though I do think the laws probably need some serious re-working. But copyright is a law and likely too close to politcs to be a reasonable discussion topic on the pub.
This thread isn't for debating copyright. It's for discussing the grey area between where the unlicensed retro-clones dwell.
As far as the Cephus Engine goes, I can understand why the fans grew weary of Marc Miller and Mongoose. Changing the terms of a license might make sense from a business stand point but it leaves people who'd put a lot of work in to their projects hanging. I can also understand why Marc Miller and Mongoose aren't pleased with the Cephus Engine it divides their customer base and creates an alternative that doesn't pay them a cent.
I've gone down that road myself, I've got a dozen pages of a Traveller rewrite. Blood Red future is just a trimmed down Warhammer Fantasy Roleplay variant with its own grim and dark future that just happens to have all the elements of another grim and dark future moved around a bit.
Does it just come down to personalities? Is okay to do something that will financially hurt John Seal just because I dislike how he's handled ICE? I pick that example because he bought the company after the bankruptcy and thus had little or nothing to do with the creative content he made money on. It's an example that divorces ownership of the trademarks from the question of creator control.
This hobby began because people didn't like this or that about D&D and made their own. But it's also incredibly diffuse at the bottom. Everybody's got a game they wrote or are writing. Those recognizable name brands have power in the gaming marketplace and just about everything gets re-released eventually. Precis Intermedia even brought back Time Ship.
So there's a bone to chew on folks. Where's the line? What are the justifications? Would you or wouldn't you jump ship from your favorite game company if someone lightly rubbed off the serial numbers and made a free or cheaper or better clone?