(I know all the arguing happened on the other list, but this is better 
suited here.)

I wrote up the following to be a "how to" to writing.  Feel free to take 
it, use it, and beat it up: this is all in public domain as far as I care.

(I'll see if I can get some meatier examples out later.)


Doug's rules for writing with the OGL.

If you are going to use the OGL, you need to understand it.  Feel free 
to pass out any part of this message to your creative staff; if you 
alter it, please share your alterations with me.  I promise not to be 
angry if you twist my words around, as long as you take my name off them 
when you do.

These rules apply if you are writing for your own amusement, if you are 
writing under a freelance contract for someone else, or if you are 
slaving away until sunrise to get your game company off the ground.  
Real writers follow the rules of grammar, spelling, and 
punctuation--compared to those, these rules are nothing.


Rules for Writing:

There are two rules that you absolutely must be aware of if you are 
going to write with the OGL: You need to think about them once you start 
doing the gritty writing, but you can and should completely ignore them 
when you're doing the initial prewrites and outlining.

The first rule is the most important: Keep a tab on every place that you 
put OGC in.  If you reference a game rule, give a stat, or 
quote/paraphrase/re-write someone else's description, mark it as "Open" 
however you can.  (if you word processor has a  "highlight" or "comment" 
feature, you might want to use that.  If you want to improve speed, bind 
a shortcut key to the "insert comment" command.)  Put a note in to let 
you know where it came from.  The average work should be littered with 
tags and highlights in some places, and completely empty in others.  
This is a good thing.

The second rule isn't important to most writers, but publishers (which 
includes writers who self-publish) live and die by it.  Make a list of 
every "hook" that makes your work unique and valuable.  If you've got a 
killer plot, scribble down the story.  If you've got an amazing graphic 
style, figure out a name (or a one-sentence description) of it.  If 
you've got NPCs, characters, or places that you want to hold onto, add 
them to the pot.  Keep this list separate from the actual text--your 
publisher will need it later.


Rules for Publishing:

If you're publishing a work with the OGL--that is, you're the person who 
holds the copyright on it, who's name graces the tag line, and who will 
get hailed with snooty e-mails from fans who pour over the work as much 
as you ever will--then you've got your own set of rules to follow.

Once your writer hands you the work, take a look at all of the 
highlighted sections.  These are the parts that have someone else's IP 
in them.  You can choose to either go over these parts with a fine-tooth 
comb and close everything you can, or you can play it safe, save your 
lawyer-money, and figure out the best way to mark all the parts that are 
yellow as Open Game Content, while still keeping enough closed to make 
your product worth more than its OGC-extract.

There are two general ways to mark Open Game Content.  Either you're 
broad ("all text in this work is Open Game Content") or you're specific 
("all text in italics are Open Game Content."  "All text duplicated in 
Appendix 1 is Open Game Content.")  Broad is easier and safer, while 
specific lets you have "third choice" content, that is neither Product 
Identity nor Open Game Content.  Figure out whatever element you 
want--just make sure that all the text that you've got highlighted is 
marked clearly enough that you could grab a random person in a 
bookstore, hand them twenty dollars, and get them to tell you what is 
Open Game Content and what isn't.

Don't worry about Product Identity when you're marking Open Game 
Content; PI trumps OGC.

Once the OGC is all marked, open up the list of "possible Product 
Identity" that your writer gave you.  Pick the parts that you agree are 
worth paying a lawyer to defend in court, and put them in a list.  Place 
every item into one of the following categories:

* product and product line names
* logos and identifying marks including trade dress
* artifacts
* creatures
* character;
* stories
* storylines
* plots
* thematic elements
* dialogue
* incidents
* language
* artwork
* symbols
* designs
* depictions
* likenesses
* formats
* poses
* concepts
* themes
* graphic, photographic and other visual or audio representations;
* names and descriptions of characters, spells, enchantments, 
personalities, teams, personas, likenesses, or special abilities;
* places, locations, environments, creatures, equipment, magical or 
supernatural abilities or effects, logos, symbols, or graphic designs;
* Trademarks or Registered Trademarks

Don't worry if you aren't using every item: you shouldn't be.  Delete 
the categories that you aren't using, hand the list to your lawyer (or 
whoever writes your legalese), and tell them to Identify those items in 
the clearest lawyer-speak they can.  (I can't give advice on how to do 
that; I'm not a lawyer.)

Once you've got your OGC marked and your PI designated, hand the OGC to 
your lawyer to check.  Just like with any other work, you MUST make sure 
that everything that you would get called on for plagiarism for without 
the OGL is clearly marked as Open Game Content--and you need to list the 
books you derive from in Section 15 of the OGL, just like a Bibliography 
in a scholarly work.


Blanket Statements and Thirty Days

In any legal deal, just like with a will, there is a desire to make sure 
that all bases are covered.  To ensure that they're identifying 
everything, some publishers have put lines like "Everything derivative 
is Open Game Content" or "everything that isn't derivative is Product 
Identity."  While no one has a right to decry the motivation behind 
these statements, I am saying right now that it's wrong. 

Blanket statements like those are ambiguous (thus making it hard to 
identify what's what), and that's bad.  Ambiguity might be a violation 
of OGL.  While you must "Clearly Identify ALL of the OGC.", you also 
must "CLEARLY IDENTIFY all of the OGC."  (Section 8.) Just as bad, an 
ambiguous statement makes it hard for others to use your OGC--and, thus, 
cuts off the free advertising that forced copying of your Section 15 is.

Much better than these kind of statements is a referral clause: have 
your legal-speaker put a line like the following in your product's legal 
page:

"All Identifications of Open Game Content and Product Identity in this 
work are superceded by any errata of _Doug's Product_ at  
http://www.castlesteelstone.com/dougsproducterratta.html " 

Make sure there's a file there--even if it's just a "there is no errata 
for this product."  This way, you've got a very clear and cheaply 
modifiable way to cover your own mistakes--and a great way to get people 
to visit your site.


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