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Game rules aren't protected by law

Crimefighters by Jeff Dee!

Jeff Dee, RPG author and awesome gaming artist (T Bone makes Will roll, squelches further fan gushing), is also a semi-regular host of The Atheist Experience broadcast and podcast. The recent Episode #616, titled nothing less than "The Argument from Game Design", let Jeff put his game-design cred to work in discussing certain arcane religious arguments that compare existence to "a game". Straying a bit from that purely religious discussion, he also made some comments of broader relevance to gaming itself, including thoughts on what makes for a good game, and the following bit that surprised me:

... As a self-published role-playing game designer, one of my biggest pet peeves is that game rules are not protected by law... There are two mechanisms in place that you can turn to [in the US] for legal protection if you're a game designer. One is copyright. The actual text of your rules, you can have a copyright on that... The other thing you can turn to is patent. If you have pieces you move around, you can patent what those pieces are and the way you use them. You can do those two things. Buy you can, in fact, legally take, say, Dungeons and Dragons – and people have done this – and completely reword it...

Jeff goes on to mention that people have done this with older editions of D&D, offering them with no consent by the games' rights holders, simply by rewording the books' text. (He also mentions that newer editions have more cleverly built in some degree of legal protection against this, though unfortunately he leaves out detail.) But for the rules themselves – sorry, in general there are no copyrights or patents available. 

I guess that should all be of little surprise; after all, who's heard of patented dice mechanics, or legal cases involving RPG rules copying? Still, the legal rights of game rule creators is something all of us home-brew designers (or would-be designers) should have a passing familiarity with.

No copyright on game rules? That means, first of all, that we can nab any rules from any game we want! Just grab 'em and plug 'em into our own works! Woo-hoo! Except: That's so distasteful, or should be to the designer with at least Quirk-level Code of Honor. Yet... How can you not steal other games' rules? Checks made using dice plus mods... Character attributes like Strength and Dexterity... Experience points... Levels... Point-build systems... We're all taking core ideas from our progenitors, whether from D&D or other early games that borrowed from it. There's no way to avoid that, and where such basics are concerned, it's hard to fault such borrowing either.

And it works both ways. You or I could come up with the spiffiest way of simulating fluid combat pacing or of wringing all sorts of flavorful results from a single dice throw, and the next designer to come along, whether armchair amateur or big-name pro, could snatch up that idea with nary even a muttered "thanks" in Klingon. 

There are probably volumes written by industry pros on the rights of game designers with respect to their rules work. I'm new to the topic and have nothing smart to say, so will say little. All that come to mind so far are the following prescriptions for the dilettante designer, which of course you should treat as utterly uninformed opinion of zero legal value:

One, we probably shouldn't obsess over forging utterly unique game mechanics simply out of fear that we'll copy somebody. There's something to the idea that the good basic stuff you'd want in a game has already been mostly invented. With hundreds of commercial and free RPG systems out there, even any "brand-new" rules you dream up will likely bear a mighty close resemblance to rules in some game you (and maybe nearly everyone) have never heard of. I for one would certainly want to avoid wholesale copying of signature rules that distinguish unique game designs, but being wholly original with respect to rules is neither legally necessary nor likely possible. Perhaps the best we can do is try to innovate where possible, adapt existing rules instead of copying where not possible, and always credit and respect the sources and inspirations for our rules.

Two, we should get used to the idea that our own rules innovations gain no special legal protection! This may be hard advice for the dilettante designer, but if you're hunched protectively over some rules design out of fear of its being nabbed... well, once you do release your long-fermented RPG masterpiece, those rules tricks are up for grabs anyway. Better to just not worry about it, and distinguish your creation not by crunchy bits that no one else has, but by an integration of innovate and tested rules, along with great text and cool design and all that stuff, mixed into a whole that stands out. 

Just waxing thoughtful here. (Rare, that.) Well, let me leave a different thought for those armchair designers who do get beyond the long-lingering project stage and onto a finished product. Via Slashdot, I spotted this series (Parts 1, 2, 3, 4) on "GenCon For The Aspiring Professional". Taking a project to the biggest game convention out there, in search of professional launch? Now there's something for the home-brew builder to aspire to!

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Robert Conley's picture

Thanks for the compliment on

Thanks for the compliment on my Sandbox post. I would like to do something like Points of Light for SJ Games and GURPS but all my proposals go down a black hole :(
 
As for D&D Clone, yes people can make D&D compatible products (without saying so) by changing the terms. But the issue with that (as we found in the early 80s) is that it enough of a pain to use to inhibit sales. In contrast with the OGL you don't have to do that. The result the products produced via the OGL are preceived as directly compatible with the games.
 
There are still issues in coming out with an actual clone rulebook particularly in tables. OSRIC had a bunch of IP Lawyers advising the authors and the process was rather nit-picking. The other clones like Labyrinth Lord and Swords & Wizardry opted for an approach where it plays the same but uses a different procedure or table.
For example in Swords & Wizardry instead of having the five catagories of saving throws you have one saving throw and modifiers to get the values you would use for the other catagories.
Many authors involved in the retro-clone stuff, like myself, have moved beyond rules books now that all the early editions are covered. Instead the focus is on settings, adventures, and supplements.
 
 
 

Robert Conley's picture

Ideas can't be granted

Ideas can't be granted protection. An expression of an idea can be copyrighted, a machine, or process based on an idea may be patented, a brand developed around the products  developed from an idea may be protected by trademark.
But the idea itself is free for anybody else to use. The only option is trade secret which the law protects if you make a deliberate effort to keep the idea a secret. This is self-defeating for a games however.
The reason for this is that the founding fathers realized that while efforts of inventors and authors need to be protected that continued progress for the collective good requires the free exchange of ideas. Understand that copyright was created by the crown heads of Europe as means of CENSORSHIP and control.
Too strong copyrights, patents, and trademarks only benefit entrenched interests. Too weak has the same effect. Between the two extremes is the middle ground where the little guy gains some measure of protection as well as the big guy.
As for the retro-clones, you have to understand that Wizards FREELY gave use of the terms and concepts need to recreate the older editions of D&D. As long as you abide by the terms of the Open Game License.
This is because D&D 3.0 can be transformed to D&D 1.0 by limiting the choices a 3.0 character has. Want to play the 1974 rules then you can only pick a Figher, Cleric, or Magic-User. You can only pick a Human, Elf, Dwarf, or Hobbit err Halfling. You get no feats, and less spells.
If you look at the retro-clones you will find that they are incomplete. That because only 90% of what was done in the past can be used through the OGL. This missing bits are mostly found in the monster and treasure sections.
 
 
 
 
 

tbone's picture

game ideas

Thanks for the added thoughts. FWIW, given my shallow knowledge of the subject, the basics seem fair to me: People can't lift text wholesale from others' games, for which I'm glad, but they can use rules ideas, which as you note, can't be granted protection. Legal protection for game ideas seems impractical anyway. No complaints here so far.

Re D&D: The rights granted by Wizards' OGL are interesting stuff. Though what I gather from my weak understanding, and from Jeff Dee's comment, is that with or without that OGL, one could "clone" much of D&D simply by being careful to avoid copying specific text or other tangible expressions of its ideas. It would seem I could easily create a game in which "Warriors", "Magic Wielders", "Priests", and "Burglars" gain "ranks" as they delve "catacombs", picking up magic armor to boost "Protection Class"... Actually, that seems far more cautious than necessary, based on what I see in countless existing pro and amateur creations. 

Anyway, I approach this post simply from a "huh, never thought about this much" perspective. There's a world of info out there I need to skim to gain basic competence on the topic. 

Unrelated tangent: I had recent cause to drop by your site, though I forget what exactly brought me there. I quite like the How to make a Fantasy Sandbox post. Great stuff for any GM, new or old. 

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