[RPG] use existing game mechanics in the own designs

intellectual-propertypublishing

To what extent is it permissible to use aspects of a given system (for commercial use)? Say I wanted to have rules for how a skill check works, do I have to be careful that I am not using the same as an existing system? Are names of things such as skills, feats, classes, and spells copyrighted?

Best Answer

I am a game designer with my own game designs already on the market. My primary system at the moment is currently the number one RPG system on Amazon.com. I'm also a writer with over ten books to my name and dozens of shorter stories. I've read a lot of books with regards to copyright law and checked both the Canadian and U.S. laws concerning copyright, trademark, games, and patents. However, I am Canadian so that might be worth noting for slight changes in regulations.

I am not a lawyer and cannot offer legal advice, etc.

Essentially, I agree with @SevenSidedDie's answer. His research mirrors my own. I do have several points I'd like to bring up regarding my own experience in the field of writing and game design:

  1. Less is More: If you have any doubts about whether something is a copyright infringement, it probably is. I'd steer clear of using exact names, turns of phrase, and anything else which makes it clear you're borrowing heavily from another work. However, game mechanics fall under a different set of regulations so you can probably get away with using a d20 or a system called 'skills'.

  2. Don't Copy Names: I could be wrong about this, but I try to steer clear of any specific name wherever possible. I don't name powers in my book feats. I don't call the powers themselves stuff like Cleave and Great Cleave. In fact, I try to use unique powers wherever possible in the first place. My reasoning is that if everything I've created is 'new' a small slip up like using the abbreviation str once in the entire book will seem less like a copyright violation even though technically it might be.

  3. Don't Copy Phrases: Try not to copy anything in any pattern of 3 words or more from any other work without correctly attributing that. This means no stealing tables, exact skill or power lists, standard D&D classes and so forth.

  4. Use Common Sense: Most copyright laws follow fairly common sense grounds of 'reasonable interpretation'. This basically means that if push comes to shove the 'cumulative' effect of your work will be considered. If your book obviously borrows a lot from another source you could be in trouble. On the other hand, if it's clearly 99% original any slight slip ups will probably be taken as that; slip ups. Consider if someone was to copy your game system. How much copying would you want to allow before you considered someone else was stealing your work?

  5. What you Can Do: The 'game' aspects of a game can be taken to some extent. I'd still recommend against taking a system's mechanics wholesale even if it's technically allowed for the number 4 reason above. I.e. yes, but everyone makes small slip ups and this could be what does you in. If you want to use the basic structure of D&D, you can probably change some descriptions and new names for classes/feats/skills and maybe get away with it. As a game designer myself, I'd personally recommend making your 'own' game anyway because it's usually cooler, more fun, and safer against copyright infringement.

  6. Check out the Competition: Many other game designers have already faced your same questions. Posting here is a great move. Another really smart thing to do is check all the other 'new' RPGs out there across the web. You'll soon get a very good feel for what's allowed (most of it) and what's going too far (a few small games out there). Another good rule of thumb, is to make your game 'more' unique than the other games out there which perhaps steal a few too many mechanics. That way, if there's ever trouble you can point out 90% of the other games out there which already do far worse than you.

  7. Personally, if you're serious about game design, I'd recommend building your own system from scratch. In the end it's more fun, more appealing to players, and won't get you in trouble for copyright infringement. Having a few mechanical similarities usually isn't a big problem, apart from that I'd recommend to be creative.

Thanks for listening. Hope this helps!

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