>It really depends.  If you are willing to distribute only the source code
>for the program, and released the entire text of the source code as OGC --
>then Yes, you could.

Sort of. You need to provide the readable source for everything relating to 
the actual rules of the SRD game mechanics and data. Not necessarily the 
same thing.

---
You may want to read on about how RolePlayingMaster deals with this very 
successfully - possibly quite interesting, or alternatively 
unintelligible...
---

I release RolePlayingMaster as a compiled binary which is a highly optimized 
C++ RAD system with optimized components that are *used* by the rules of 
game mechanics. This provides the user interface, reporting engine and 
database system.

The core C++ RPG engine (which contains no SRD content or rules), is tightly 
married to a JavaScript interpreter, which is capable of taking source code 
and running it at run-time. Through the C++ connection, the JavaScript side 
accesses the database to pull in any script information it needs.

The openly human viewable database contains the scripts for class features, 
race features, item magic effects, spells, feats, skills etc. I ensured that 
everything available is openly readable, since you have the power to extend, 
or modify it (house rules and alternative D20 settings). This also happens 
to be required by the OGL.

I'll mention why the C++/JavaScript combo can be crucial to success, rather 
than just a JavaScript-type solution.

Approaching it this way, I do character/creature generation and maintenance, 
adventure building with fully calculated encounter groups, and even full 
combat/initiative management with semi-automated resolution of attacks, AC 
calculation, current conditions, skill successes, saves etc, culminating in 
XP calculation at the battle's end. The XP calculation itself isn't part of 
the SRD, but it's a pure game mechanic not protected by copyright.

Part of the secret is that the C++ side provides a massive database of all 
the openly modifiable skills, feats, spells, races, classes, abilities, 
creatures, magic items effects etc that you could possibly want, and the 
JavaScript just accesses what it needs for the creature been 
generated/calculated, or for the encounter being played out. The technology 
developed is capable of synchronizing 2-way changes between the C++ database 
for permanent storage, and the JavaScript memory model.

You'll typically find that the constant stat recalculation required in 
during the hurly-burly of battle is a big drain on fully interpretive script 
languages such as Java. In RPM, for example, you're constantly recalculating 
effects with respect to game dynamics (eg) flatfootedness, conditions (such 
as stunned, exhausted or entangled), effects of poison, points allocated to 
PowerAttack or expertise etc etc... You may be aware of the speed problems 
that have dogged the purely Java-developed PCGen - and that's only doing 
only character generation.

Using this approach gives you *lots* of scope to do big things with the OGL. 
RPM has just been released as a beta, so you could try a look at the 
screenshots to see the functionality I'm talking of, or even download , and 
check out the implementation.

It's at http://www.roleplayingmaster.com

Regards,
Luke

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