[EMAIL PROTECTED] wrote:
> You mean like the Forgotten Realms setting?
Exactly.
> With FR, the public cannot create "official" content for it, nor can they sell any
>part of it.
In the case of the former Dunandralis and FR are identical, and I don't
see any particular value in being able to sell Dunandralis.
> However, what I'm proposing for Dunandralis is a method to do just that.
> Anyone may contribute to it, and as long as it isn't modified it _can_ be sold or
>distributed
> publicly by anyone.
But the only way it can be modified is by the approval of a small
group. I could modify Forgotten Realms material in the same way. If I
send material to WotC, and they like it, it could become canon in the
next supplement. The only difference between you and them is that
you'll be more accepting. But you'll still be rejecting material. And
that's what makes it not open.
> That is very different from a commercial campaign setting.
> And it is "open" compared to commercial campaign settings.
No, it really isn't. Other than being more accepting of submissions
it's exactly the same. If someone wants to contribute, he must send
material to your group for approval.
> The only reason for having it closed in the ways it would be closed is for the sake
>of
> continuity.
You can't have it closed in _any_ ways, or else it's not open. I agree
you need continuity, but that just means that this type of project isn't
appropriate for open sourcing.
> How else do you propose that an ongoing project contribute to Open Gaming?
<snip>
> I think world creation projects have a place in the open gaming movement, but
> we have _one_ little problem. We need continuity.
You could have continuity with "your" Dunandralis. Simply make the
world/project name closed and open everything else. Much like Linux.
There's only one "Linux," but there's Red Hat, Caldera, Slackware,
Mandrake, etc. You'd have the only "Dunandralis," but there might be
dozens of slightly (or radically) different worlds based on one of your
Dunandralis releases.
-Damian
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