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D&D was built on ripping things off (Afterthoughts on the OGL/CC issue)
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<blockquote data-quote="wingsandsword" data-source="post: 8928048" data-attributes="member: 14159"><p>While we're all very glad that WotC stepped down from their threat to allegedly "de authorize" the OGL 1.0a (if it could even legally be done) and instead dumped the 5.1 SRD into Creative Commons, I've had some thoughts about this going through my head for a while.</p><p></p><p>When it looked like we might all have to reconstruct D&D from what we could to still create for it, the fact is that D&D itself was built mostly from parts copied from other things. Mostly (but not entirely) mid 20th century fantasy literature.</p><p></p><p>It was built on the back of tabletop wargames, coping them for the core of the game mechanics.</p><p></p><p>The default setting is a blend of Tolkien's Middle Earth and Lieber's Nehwon, with maybe a bit of Howard's Hyborian Era thrown in.</p><p></p><p>The PC races (and some of the major monsters) mostly come from Tolkien, the thief class is straight out of Leiber (with some influence from Howard's Conan stories), the Paladin came from Three Hearts and Three Lions, a lot of random monsters were clearly inspired by Lovecraft's Cthulhu mythos, the entire magic system was rather famously cribbed from Jack Vance's Dying Earth series. Clerics were inspired mostly by the Crusades (the 2e AD&D Player's Handbook even cited Song of Roland as the inspiration for the class, as it gave historic or mythological sources for all the classes) and the early Cleric spell list was blatantly copied straight out of stories in the Bible. Lots of random creatures were copied wholesale from folklore from around the world.</p><p></p><p>. . .the Monk class was pretty obviously inspired by the Kung Fu films popular in the 1970's when the 1e AD&D Player's Handbook came out.</p><p></p><p>Ultimately, the fairly short list of things from core D&D that can't be shown to be copied from something else (literary, pop culture, mythological, religious, or historical) lines up pretty well with the list of "product identity" elements that WotC has always closely guarded (mind flayers still seem heavily inspired by Lovecraftian influence though, they're probably the least original thing in the "product identity" list).</p><p></p><p>I'm thankful we don't have to rebuild D&D from scratch because it would have been inconvenient and time consuming. . .but we could have done it if we had to because we could go back to the same literary sources that Gygax and other early authors did to build it. </p><p></p><p>Now, we'll never have to, because of the SRD being dumped into Creative Commons. . .a license that WotC has no control over. If the legal consequences of overturning the OGL would be large, the legal consequences of the Creative Commons licenses being upended would be far more vast, meaning that there are groups far larger than ours with a vested interest in keeping those licenses legally intact.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 8928048, member: 14159"] While we're all very glad that WotC stepped down from their threat to allegedly "de authorize" the OGL 1.0a (if it could even legally be done) and instead dumped the 5.1 SRD into Creative Commons, I've had some thoughts about this going through my head for a while. When it looked like we might all have to reconstruct D&D from what we could to still create for it, the fact is that D&D itself was built mostly from parts copied from other things. Mostly (but not entirely) mid 20th century fantasy literature. It was built on the back of tabletop wargames, coping them for the core of the game mechanics. The default setting is a blend of Tolkien's Middle Earth and Lieber's Nehwon, with maybe a bit of Howard's Hyborian Era thrown in. The PC races (and some of the major monsters) mostly come from Tolkien, the thief class is straight out of Leiber (with some influence from Howard's Conan stories), the Paladin came from Three Hearts and Three Lions, a lot of random monsters were clearly inspired by Lovecraft's Cthulhu mythos, the entire magic system was rather famously cribbed from Jack Vance's Dying Earth series. Clerics were inspired mostly by the Crusades (the 2e AD&D Player's Handbook even cited Song of Roland as the inspiration for the class, as it gave historic or mythological sources for all the classes) and the early Cleric spell list was blatantly copied straight out of stories in the Bible. Lots of random creatures were copied wholesale from folklore from around the world. . . .the Monk class was pretty obviously inspired by the Kung Fu films popular in the 1970's when the 1e AD&D Player's Handbook came out. Ultimately, the fairly short list of things from core D&D that can't be shown to be copied from something else (literary, pop culture, mythological, religious, or historical) lines up pretty well with the list of "product identity" elements that WotC has always closely guarded (mind flayers still seem heavily inspired by Lovecraftian influence though, they're probably the least original thing in the "product identity" list). I'm thankful we don't have to rebuild D&D from scratch because it would have been inconvenient and time consuming. . .but we could have done it if we had to because we could go back to the same literary sources that Gygax and other early authors did to build it. Now, we'll never have to, because of the SRD being dumped into Creative Commons. . .a license that WotC has no control over. If the legal consequences of overturning the OGL would be large, the legal consequences of the Creative Commons licenses being upended would be far more vast, meaning that there are groups far larger than ours with a vested interest in keeping those licenses legally intact. [/QUOTE]
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