Difference between revisions of "Open Gameplaying Licence 2.0"

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(Created page with "'''Game:''' Open Gameplaying Licence 2.0 '''GM:''' Andrew '''Players:''' 2 to 6, could stretch to 8 '''Characters provided?''' Yes or bring your own! August...")
 
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'''GM:''' [[Andrew Oakley|Andrew]]
 
'''GM:''' [[Andrew Oakley|Andrew]]
 
'''Players:''' 2 to 6, could stretch to 8
 
'''Players:''' 2 to 6, could stretch to 8
'''Characters provided?''' Yes or bring your own!
+
'''Characters provided?''' Yes or bring your own (must be Magi).
  
August 2023. Gaming mega-corporation Witches By The Seaside recently unveiled the 5th edition of their classic Caverns & Griffins roleplaying game, together with a revision of their Open Gamplaying Licence. Unfortunately C&G 5th Edition seems to incorporate real Hermetic spells, and the OGL seems to grant mundane players the ability to actually cast them. Magi are asked to assist Interpol in investigating and solving this problem.
+
Suitable for all, from beginners to seasoned pros, but will need at least one seasoned pro in the troupe.
 +
 
 +
August 2023. Gaming mega-corporation Witches By The Seaside recently unveiled the 5th edition of their classic Caverns & Griffins roleplaying game, together with a revision of their Open Gamplaying Licence. Unfortunately C&G 5th Edition seems to incorporate real Hermetic spells, and mundane players are somehow able to actually cast them. Magi are asked to assist Interpol in investigating and solving this problem.
  
 
PLAYERS
 
PLAYERS
Line 19: Line 21:
 
<hr/>
 
<hr/>
  
Note: If you with to bring your own character, assume some stupendous wibbly-wobbly timey-wimey longevity ritual hand-waving, to work around any issues with the present-day setting. Don't worry about it.
+
Note: If you wish to bring your own character, assume some stupendous wibbly-wobbly timey-wimey longevity ritual hand-waving, to work around any issues with the present-day setting. Don't worry about it.
  
 
'''Caverns & Griffins (C&G)''' is a long-established pen & paper fantasy roleplaying game, which evolved from toy soldier tabletop wargaming in the 1970s. A couple of decades ago, C&G was purchased by mega-corporation '''Witches by the Seaside (WbtS)''', previously known as the publisher of hugely successful sticker albums that accompanied the Benjamin Sniddlegrass movie franchise.
 
'''Caverns & Griffins (C&G)''' is a long-established pen & paper fantasy roleplaying game, which evolved from toy soldier tabletop wargaming in the 1970s. A couple of decades ago, C&G was purchased by mega-corporation '''Witches by the Seaside (WbtS)''', previously known as the publisher of hugely successful sticker albums that accompanied the Benjamin Sniddlegrass movie franchise.
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Wider permissions:
 
Wider permissions:
&bull; Republish character classes
+
<br/>&bull; Republish character classes
&bull; Republish skills
+
<br/>&bull; Republish skills
&bull; Republish spells
+
<br/>&bull; Republish spells
&bull; Republish weapons and equipment details
+
<br/>&bull; Republish weapons and equipment details
  
 
New restrictions:
 
New restrictions:
&bull; 25% royalties on any spin-off that earns more than US$75,000 per year
+
<br/>&bull; 25% royalties on any spin-off that earns more than US$75,000 per year
&bull; WbtS own joint copyright of all spin-off content that earns more than US$75,000 per year
+
<br/>&bull; WbtS own joint copyright of all spin-off content that earns more than US$75,000 per year
&bull; A ban on C&G-themed blockchain activity such as Non-Fungible Tokens (NFTs)
+
<br/>&bull; A ban on C&G-themed blockchain activity such as Non-Fungible Tokens (NFTs)
&bull; A ban on any C&G-themed spin-offs that WbtS consider hate speech, with no appeal
+
<br/>&bull; A ban on any C&G-themed spin-offs that WbtS consider hate speech, with no appeal
  
The gaming community have been raging online against the new restrictions. You may even have caught this in the news.
+
The gaming community have been raging online against the new restrictions. You may even have caught this in the news. The real problem, though, is the new permissions - and the lack of restrictions to control them.
  
The real problem, though, is the new permissions - and the lack of restrictions to control them. You see, it seems that someone at Witches by the Seaside ran out of ideas for new spells for 5th Edition, and somehow copied genuine Hermetic spells into the Player's Handbook.
+
You see, it seems that someone at Witches by the Seaside ran out of ideas for new spells for 5th Edition, and somehow '''copied genuine Hermetic spells into the Player's Handbook'''.
 +
 
 +
Worse, it seems that '''mundane players are actually able to cast the spells'''.
  
 
The good news is, we had the first imprint of Fifth Edition pulped.
 
The good news is, we had the first imprint of Fifth Edition pulped.
  
 
The bad news is, not before the gaming community had taken advantage of the new permissions to republish those spells. And there are still a few copies of the first imprint doing the rounds.
 
The bad news is, not before the gaming community had taken advantage of the new permissions to republish those spells. And there are still a few copies of the first imprint doing the rounds.
 
Worse, it seems that someone added an '''extra invisible paragraph to the OGL version 2, which seems to grant mundane readers the ability to actually cast the spells.''' Reproducing the OGL legal text somehow also seems to reproduce the invisible paragraph.
 
  
 
'''Interpol have asked magi to investigate and solve this problem.'''
 
'''Interpol have asked magi to investigate and solve this problem.'''

Latest revision as of 14:24, 7 August 2023

Game: Open Gameplaying Licence 2.0 GM: Andrew Players: 2 to 6, could stretch to 8 Characters provided? Yes or bring your own (must be Magi).

Suitable for all, from beginners to seasoned pros, but will need at least one seasoned pro in the troupe.

August 2023. Gaming mega-corporation Witches By The Seaside recently unveiled the 5th edition of their classic Caverns & Griffins roleplaying game, together with a revision of their Open Gamplaying Licence. Unfortunately C&G 5th Edition seems to incorporate real Hermetic spells, and mundane players are somehow able to actually cast them. Magi are asked to assist Interpol in investigating and solving this problem.

PLAYERS

1.
2.
3.
4.
5.
6.
7.
8.


Note: If you wish to bring your own character, assume some stupendous wibbly-wobbly timey-wimey longevity ritual hand-waving, to work around any issues with the present-day setting. Don't worry about it.

Caverns & Griffins (C&G) is a long-established pen & paper fantasy roleplaying game, which evolved from toy soldier tabletop wargaming in the 1970s. A couple of decades ago, C&G was purchased by mega-corporation Witches by the Seaside (WbtS), previously known as the publisher of hugely successful sticker albums that accompanied the Benjamin Sniddlegrass movie franchise.

WbtS released a third edition of the game which was immensely popular, including the Open Gameplaying Licence (OGL) version 1 which allowed fans to create and publish works based on C&G without paying royalties.

The fourth edition of C&G was not popular and not profitable. Gamers continued playing 3rd edition, notably the independent spin-off Roadseeker, for which WbtS earned no money.

WbtS have revised OGL to v2.0 at the same time as publishing C&G 5th Edition.

OGL2 is controversial. Gamers appreciated the wider permissions to republish more of the core game, but detested new restrictions on royalties and freedom of speech.

Wider permissions:
• Republish character classes
• Republish skills
• Republish spells
• Republish weapons and equipment details

New restrictions:
• 25% royalties on any spin-off that earns more than US$75,000 per year
• WbtS own joint copyright of all spin-off content that earns more than US$75,000 per year
• A ban on C&G-themed blockchain activity such as Non-Fungible Tokens (NFTs)
• A ban on any C&G-themed spin-offs that WbtS consider hate speech, with no appeal

The gaming community have been raging online against the new restrictions. You may even have caught this in the news. The real problem, though, is the new permissions - and the lack of restrictions to control them.

You see, it seems that someone at Witches by the Seaside ran out of ideas for new spells for 5th Edition, and somehow copied genuine Hermetic spells into the Player's Handbook.

Worse, it seems that mundane players are actually able to cast the spells.

The good news is, we had the first imprint of Fifth Edition pulped.

The bad news is, not before the gaming community had taken advantage of the new permissions to republish those spells. And there are still a few copies of the first imprint doing the rounds.

Interpol have asked magi to investigate and solve this problem.

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