John Nephew Profile picture
Jan 11 14 tweets 3 min read
Another thing to remember about the #OGL is how I think it was shaped by two events of the 1990s.

First was the start of Wizards of the Coast. The Primal Order, their first product, resulted in a lawsuit from Palladium Games because they included conversion appendixes for a
variety of RPG systems. (TPO was a "capsystem" product meant to be added on your game of choice.) This is exactly the sort of thing that people are now claiming is obviously fair use. It was not so obvious, as Wizards well knew!
The threat was so grave and existential that a new corporation, Garfield Games, was formed just to publish Magic: The Gathering, so that it could get investment that would not be threatened by the possibility of the whole company being destroyed by the Primal Order litigation.
After the TPO suit was settled out of court, Garfield Games was merged into Wizards of the Coast. The people who ran WotC in 2000, such as Peter Adkison, know personally how much water the "this is fair use!" argument held in actual pragmatic fact for a publisher. All it took was
one game company to decide they disagreed that it was fair and were willing to file suit over it.

The second event was the near bankruptcy of TSR. Again, key people (such as @rsdancey) involved in rescuing D&D from the implosion of TSR by facilitating its sale to WotC, had that
experience to inform the creation of the OGL. It was not impossible to imagine D&D being owned by some corporate entity that did not care about it; or that failed, leaving its intellectual property assets in limbo. Remember we're talking about the time frame of the Sonny Bono
Copyright Term Extension Act. Anything entering the public domain had been kicked down the road by decades, and plenty of folks figured Disney would just kick it down again when the time came. All kinds of 20th century works were orphans -- their copyrights had been automatically
extended for decades, but it was not clear who owned them if a creator had died, or business owning work for hire had unwound, or no one had saved a paper trail of rights ownership/transfer. (Can you tell if it's work for hire?) As with fair use and game rules, there was a big
difference between theorizing about the legal status of some work and putting your financial well being on the line by seeing if anyone will step forward and assert a right to sue you about it.
The OGL was a way to ensure that core RPG mechanics of D&D would be available to future generations -- regardless of whether they already are via fair use (yet to be tested in court), and regardless of what may be the future ownership of related copyrights. Stop the uncertainty.
Make games. Create things. Share them. Know that when you are hit by a bus, your asshole cousin who inherits your copyright will not have grounds to sue the guy who added your novel Prestige Class to his game world for sale as a PDF on DTRPG.
Our industry could not get congress to rewrite copyright law to suit our needs, the way Disney etc. could. The OGL (and other similar licenses that people started using) was a way to do it ourselves by mutual agreement.
Also, the OGL and d20 coincided with the rise of digital publishing and online sharing of RPG material. Suddenly the field of potential publishers was orders of magnitude larger in 2000 than it was in 1990. Questions that were arcane in the 80s and early 90s were now urgent.
BTW, I started my career as a freelance writer (DRAGON and DUNGEON Magazines!), so if any outlet is looking to commmission a longer and more coherent essay about the creation of the OGL from one of its earliest third-party users, hit me up. :)

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More from @JohnNephew

Jan 12
We somehow have passed into an age in which the scribes of The New Republic weigh in upon the licensing minutiae of the roleplaying game industry.

I mean, uh, wtf.

newrepublic.com/article/169978…
This is a section in an article in the magazine where my Dad used to read arguments about Reaganomics and the Iran-Contra scandal. Image
My inner 13yo who was selling hand-written D&D modules of my own writing and illustration to other kids in Junior High is very confused.
Read 5 tweets
Jan 12
Thoughts from @elektrotal are always valuable. I think this is the pattern from history. But is it the same today? Why might it be different? I'm quote-tweeting because he set me off thinking in a different direction. Not sure if it's the right direction.
I've been an RPG industry pro since 1986; started my own company in 1990, @atlasgames. We've survived quite a few industry extinction events, and have managed to pull through while also seeing many friends and colleagues not make it. While I started as a writer, more of my career
has really been on the business side. I don't know if I'm a better publisher than writer, but I keep meeting people who rolled higher in their RPG Design Talent attribute and it seemed more helpful to facilitate getting their stuff to an audience rather than working on my own.
Read 30 tweets
Jan 11
Another must-read missive from @doctorow (even if I disagree on the margins)
@doctorow The margin where I disagree with the EFF article has to do with the historical context of the OGL and its role in sidestepping what were clearly open legal questions at the time it was put forward. Longer thread of mine:
And the context of the personal experience of people like Peter Adkison and Ryan Dancey with (a) attempting to use the Fair Use principle and getting sued, and (b) seeing D&D almost get tossed into copyright limbo & dispute if TSR had gone bankrupt.
Read 6 tweets
Jan 11
This EFF article making the rounds is well worth reading, but I think it has some significant shortcomings in understanding the #OGL and its role in RPG publishing.
eff.org/deeplinks/2023… via @eff
I think it missed the boat on understanding the role of both Product Identity and Open Game Content. The original D&D 3.0 SRD contained ZERO product identity. Designating it ALL as OGC meant that no one had to parse the legal minutiae of "is this specific thing protected by
copyright?" -- just use it.

The trade-off was that we agreed to designate Open Game Content in our material in turn.

Product Identity, in contrast, was a term that gave publishers confidence to add their own material to the body of OGC without for example diluting trademarks or
Read 10 tweets
Jan 10
Since people are having fun with speculation, let us suppose that @Wizards_DnD has the ability to unilaterally declare "This agreement is, along with the OGL: Commercial, an update to the previously
available OGL 1.0(a), which is no longer an authorized license agreement."
One interpretation is that this is declaring that WotC is no longer releasing material under the OGL1.0a, and will henceforth use this new license. But they want to evade paragraph 9 of the 1.0a, which reads "You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License." They are assuming for themselves an implied ability to DE-authorize previous versions of the license, which is not clearly enumerated in the original OGL.
Read 31 tweets
Jul 22, 2021
Hey, the new EU rules for imports are a big headache. We have to deal with them as a publisher sending our own stuff (including mail orders and Kickstarter rewards); and we also have done worldwide fulfillment for a number of other companies. We've spent a lot of time looking at
all our options, and I just sent out a long message to our staff and clients, and thought I might just share it on Twitter in case it is of value for other industry colleagues.
The first thing to note is that this is about the 27 countries of the European Union. That does not include the UK, Norway, Serbia, or Switzerland, for example. Only the EU, not "Europe."
Read 38 tweets

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