>MCortez wrote-
>
>"Again, if there is a partiular topic other then the OGL/d20 that you
>would like to discuss --- I too wouldn't mind a change in topic every
>now and then, but it requires someone with specific interest in other
>topics to post first..."
>
>I'd like to read what everyone thinks about the "Knotworks Open
>Collaborative Game License" located at
>http://www.ctmiller.net/knotworks/modules.php?
>op=modload&name=News&file=index&catid=12
>
>It seems to have taken the OGL and expanded upon it, clearly defining
>such categories as "Official Content", "Open Content", "Product
>Identity", "Protected Content", "Trademarks", and "Unofficial
>Content"...did they improve on the OGL, or did they make a license even
>MORE complicated? :-)

on the one hand, i don't see the need for another license that's 
"just like the WotC OGL, only better".  the DRL came first, so that 
explains its existence.  even if it hadn't it does a different job 
that the WotC OGL couldn't do (requiring everything to be open and 
tied to Dominion Rules).  the Gnu GPL, Gnu FDL, and  Open Content 
License were all also prior to the WotC OGL, and also all have 
different intended purposes, rather than being tailored to RPGs.  the 
OOGL has different goals (completely open works), so that explains 
its existence.  but on the other hand, i'm not about to say tha 
there's no possible point to a new license. so, what does the 
Knotworks Open Collaborative Game License do that none of the above 
do?  well, it's a bit muddled in its current form, but it looks like 
it makes it possible for an author to open up a work for outside 
contribution, while retaining some sort of control over the whole via 
the designation of "official content".  so, is this something you 
can't do with one of the existing licenses, and, if so, something of 
value?

well, to start with, i don't think the basic concept (lots of 
contributors, possibly lots of unofficial versions, one official 
version) is something that's hard to do with existing licenses.  with 
the WotC OGL, you just retain some unlicensed trademarks with which 
to label your work and incorporate desirable OGC into your work as it 
appears.  even with the OOGL, you could do this, again by simply 
including some sort of trademarked element in the endorsements 
section.  now, if you add in the idea of mixing open and closed 
content, the OOGL is of course right out.  but it still looks like 
the WotC OGL would suffice.  also, on a cursory glance, it looks like 
you *might* even be able to bend the "larger works" provision of the 
DRL to this purpose, though it's definitely not intended to do so. 
so that leaves us with the specific execution of the Knotworks OCGL. 
here's where we get to elements that aren't found in the other 
licenses.

in the realm of general improvements, i'm glad to see it be more 
explicit than th eWotC OGL about designation of Product Identity and 
Protected Content, as well as what exactly those two constitute.  but 
it's still a bit muddled, with some clauses being clearer than 
others.  similarly, breaking up the WotC OGL's "Product Identity" 
into two differentthings

for some of them, i don't see the point: all of the clauses relating 
to consumers seem redundant, granting nothing that the consumer 
doesn't already have under normal law without any license whatsoever. 
the distinction between "Trademark" and "Product Identity" seems 
pointless--simply recognizing that each author retains her own 
product identity would seem sufficient, without needing two separate 
terms.  likewise, there's nothing in the license that says what you 
*do* with Official Content.  that is, none of the restrictions or 
benefits actually relate to it, but instead are stated in terms of 
Protected Content or Open Content.  the only thing about Official 
Content is that the Primary Author may designate or revoke that 
status, and that, Official Content may be made Protected--but it 
doesn't say that Unofficial Content may not be Protected Content.

there is one thing that the Knotworks OCGL does that none of the 
existing ogls do: it gives the original author authority over 
subsequent authors' works.  not complete authority--it only allows 
her to grab Open Content and mess with it.  but nonetheless...[now we 
get to the value judgement part].  i *really* don't like this. 
that's a personal matter.  but i also don't think it should be 
considered an "open" license, because, even moreso than the potential 
to propogate closed material with PI, this allows people to close 
*others'* material.  i think it would be less misleading to retitle 
it the "Knotworks Collaborative Game License".  to me, it seems 
similar to the problems of the Apple Public Source License and the 
Fudge License [as open licenses], in that it gives final authority to 
one figure, who has rights that are not mirrored by those of the 
other participants.  neither WotC nor Dominion games can take someone 
else's material released under the WotC OGL or the DRL (respectively) 
and incorporate it into one of their works, and then say "sorry, the 
rest of you can't use this anymore without permission", which is why 
the licenses work--everyone is on an equal footing, as far as the 
license is concerned (even if there might be a "big player" on one 
side or the other, WRT content released).  with the Knotworks 
license, this isn't the case.  it, IMHO, violates the spirit of open 
development, in order to reap the benefits to the original author 
(bug-checking and the additional ideas of multiple brains) without 
embracing the ideal (give up your content to the common good, with 
everyone having equal authority and access).

so, in answer to my original question: yes, it does something that no 
other license already does, and, no, this is not something of value 
[IMHO].  if you can not handle the concept of completely giving up 
your baby, release it under the WotC OGL, retaining some control over 
it via PI and closed content.    if you can, use the WotC OGL and 
designate everything open, or use the DRL or OOGL.  if you want 
others to contribute to your work to make it better, but you want 
control over the final thing (including others' contributions), 
you're not really talking about open-content development, so just set 
up an organization that says that, and pursue it.  that's the way 
most RPG books i've looked at are written anyway (primary author, but 
lots of other names in the "authors" or "additional writing" 
credit)--you don't need a pseudo-open license to do it, just people 
who are willing to give up their work to your creative vision, even 
though you won't give up your work to theirs.


----
what follows is a more-or-less point-by-point analysis (some stuff is 
out of order because of interrelationships) of the Knotworks Open 
Collaborative Game License

----
i think it's clearer, though more complicated, than the WotC OGL. 
or, rather, i think it would be if better executed.  there are 
several distinctions they try and make that would help the WotC OGL, 
but they fail to do so because of poor grammar or editing, or 
conflicting articles.  first of all, it's got some errors that may be 
just typos or grammatical/editing errors, but that may also be errors 
of understanding.

articles 1.7, 1.9, 1.10 seem a bit muddled.

articles 1.2 & 1.3 clearly want to differentiate between those who 
are just using existing material, and those who are creating new 
derivative material, but then 1.13 just lumps both of those actions 
together for the rest of the license.

1.11 is rather muddled.  the license doesn't need to define 
"trademark", so i'm not sure why it wasn't just included in the 
definition of "Product Identity", since this license already 
separates "content that is integral to the identity of this product, 
whether actually trademarked or not" from "stuff i don't want to give 
away" (Protected Content).  moreover, it's a bit confusing-- either 
there're some serious grammatical issues with that clause, like 
missing subjects or conjunctions, or it refers to a person with the 
3rd-person neuter pronoun, or it refers to both a person and his or 
her work with the 3rd-person neuter pronoun.  whatever the case, it's 
unclear.  oh, and making a distinction between, effectively, 
trademarks owned by a Contributing Author and those owned by the 
Primary Author is probably unnecessary.  that is, both conventional 
trademark law, and the Product Identity rules of the license itself 
would seem to provide the necessary protection.  plus, the few times 
that "trademark" is used after the definitions section, it seems to 
be referring to it in the conventional sense, rather than the 
license's special definition.

6.1 explicitly states that you must identify PI, OC, and Protected 
Content.  that is very good.  a clause like this in the WotC OGL 
would've saved a lot of mistunderstandings and arguments.  but then 
article 4, which is the one that defines how to apply the license, 
explicitly says you have to label OC (4.3), but has no mention of the 
other two types of special content.

2.2 says you can't alter the license, except as the license itself 
designates.  1.5 says that the license consists of this document and 
others "by reference".  i don't see any mechanisms for modifying the 
license, nor of referencing other licenses, so they must be talking 
about a scheme like the D20STL, where another license references this 
one.  which makes article 7.2 a bite confusing: i presume it means 
that it's ok if one of those other works alters the behavior of 
Protected Content, but using "License" to mean both "The Knotworks 
OPen Collaborative Game License" and "The Knotworks Open 
Collaborative Game License and any other documents that are 
simultaneously invoked in a particular licensing situation" can get 
confusing.

7.3 once again needs editing.  and, it seems to say that Protected 
Content behaves like Invariant Sections in a couple of other licenses 
(well, specifically the OOGL, since the Gnu FDL doesn't give you the 
option of including or not including invariant sections).  but if so, 
it is a bit unclear.  also as written, it could easily mean that that 
you can't make *any* changes to Protected Content--such as breaking 
it into two chunks in order to better organize it.  i doubt that's 
the intent, but the license is pretty absolute.

8.1 is another reference to something the license "may" do, when the 
license has no provision for doing any such thing.  presumably, again 
just giving permission for adjunct licenses to do so, so that no one 
will claim that this one forbids it.

now, to the meat of the license--that is, those portions that seem to 
be pursuing a different goal than the WotC OGL, rather than just 
"fixing" it.  7.1 is the first article to make it clear that the 
Primary Author has special powers.  it says that to use Protected 
content, you need the permission of both the author of the content, 
and the Primary Author.  it doesn't distinguish between cases where 
the Primary Author has something to do with that content and where 
she doesn't.  all of articles 9 further enumerate the considerable 
powers of teh Primary Author.  9.2 & 9.3 allow the Primary Author to 
change the status of any Open Content to or from Official Content. 
9.4 further allows the Primary Author to designate any Official 
Content as Protected Content.  and 9.5 allows the Primary Author to 
redistribute others' Protected Content without needing any 
permission, so long as it is not for profit.  9.4 is the one that 
really worries me: it potentially means that A contributes some Open 
Content to B's world, B likes it a whole lot and designates it as 
Official Content, and then Protected Content.  now, nobody can reuse 
or alter A's nominally-open content, except with the permission of B 
(remember, 7.1 requires the permission of both the original creator 
of Protected Content, and the Primary Author, for reuse).  the fact 
that the Primary Author can redistribute someone else's Protected 
Content without permission just compounds this problem.

and i don't see the point of 10.4--is there anything in IP law or 
this license that would otherwise prevent that?  for that matter, it 
gives a false sense of security.  by explicitly saying that you may 
transfer your rights, in writing, to the Primary Author, it implies 
that you can't otherwise do so, when portions of articles 9 
explicitly allow the Primary Author to take some of your rights 
without any need of your consent.

11.2 says you can only engage in "personal use" of the material, as a 
consumer.  but "Use" was defined earlier to include "publish...[or] 
create derivative works".  probably they're making a distinction 
based on capitalization, but it seems awkward.

and then we get to article 12.1.  what's the point of 2.2 (no 
articles may be changed, added, deleted) when 12.1 says that the 
Primary Author of a given work can publish an updated version of the 
license at any time?  which of these takes precedence?  or is it 
another case of the confusion of what constitutes the License?  it 
may be that they intend the Knotworks OCGL to be inviolate, but 
almost always paired with an additional license, specific to the 
world being released, and that it is only this other license that may 
be altered at any time.  but it's not at all clear.

13.1 should probably have "Open Content or Product Identity" in both 
places, instead of just "Open Content" and then "Open Content and/or 
Product Identity".

oh, and an issue of presentation: it would be much clearer if either 
the full article number was spelled out at all points ("7.1", not 
just ".1" for the first subarticle of article 7), or they alternated 
letters and numbers, as in standard outline style.

on the upside, it is explicit that Product Identity, as well as Open 
Content, are covered by the license.

-- 
woodelf                <*>
[EMAIL PROTECTED]
http://members.home.net/woodelph/

If any religion is right, maybe they all have to be right.  Maybe God
doesn't care how you say your prayers, just as long as you say them.
--Sinclair
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