Author Archives: mxyzplk

Wizards Releases Revised GSL – Is It Better?

So first, a little history.  The first version of the new Wizards of the Coast license to let other people publish products for the Dungeons & Dragons roleplaying game, the Game System License (GSL), was poorly recieved, especially coming after the open and visionary Open Gaming License.  I covered its flaws from when details started to leak last April, in Wizards Declares War On Open Gaming.  They decided to back off of its most controversial “poison pill clause” a little at the time (Wizards Comes Clean On Open Gaming).    But when the final GSL was released, it still wasn’t all that great (The GSL Is Finally Released).   And it wasn’t just me, most of the major players who put out D&D third edition products under the old OGL walked away (How Bad Is the New Wizards D&D 4e Game System License?).  Even Clark Peterson of Necromancer Games, lawyer and big booster of WotC and their license up to that point, had to walk away (Clark Peterson Is A Flip-Flopper).  Wizards tried to ignore the hullabaloo for a while, but finally in August said they’d be revamping the GSL.  Then… time passed.

The New GSL In Depth

But today, they have released a new version of the GSL!  Let’s go through it and see how it is.

Before we start, if you don’t understand all this business about the OGL and d20 STL and GSL and SRD – read my article “Open Gaming for Dummies” which explains the basis of a lot of this.

OK, the license starts by delineating that it’s for D&D Fourth Edition (4e) and lists a bunch of core rulebooks, updated to include newer ones like the PHB2.  It’s nice that they’ll be allowing access to more than just the “core three,” but are they planning on updating the list every time they publish?  Or will subsequent books not be included?   Hard to say.

Starting and Stopping

First, this isn’t a “no-touch” license like the OGL was; you need to send in a document to WotC that they agree to, so it is a real direct entity-to-entity agreement.  Second, they can change the license any way they want at any time, and don’t have to notify their licensees.  This is still a little sucky – if you publish a book, and then they change the GSL to somehow be a problem (like, say, “give us a meeeeelion dollars,”) you automatically accept the changes if you continue to distribute your book after the date it changes.  A bit of an ambush clause, if you ask me.  But, there is now a part of the termination clause that actually lets the licensee terminate the agreement!  That’s new.  And once you terminate, you can sell your stuff off for six months.  Same six month grace period exists if they decide to cancel the GSL wholesale.  The six month period does NOT apply if Wizards decides to terminate your license.

This is a positive change.  Previously, you were pretty much completely at Wizards’ mercy – if they decided to screw you and tell you to set your warehouse on fire tomorrow, they could.  From a  business viewpoint, no one with self-respect (or decent risk management skills) could agree to it previously because of the update and termination (“ambush”) clauses.  Now…  it’s not exactly friendly, but it might be viable, if your products tend to make most of their sales in the first six months.

They still follow it up with the usual legalese about “you can never challenge this license in court, or Wizards’ right to anything it claims as IP under patent, copyright, trademark, trade dress, trade name, trade secret, or anything else we can think of.”  I assume these are largely unenforceable; I see these a good bit in other legal agreements and somehow people still go to court over them.

What Can You Do?

It’s worth mentioning for the newbies that the GSL is a “free” license like the OGL was before it – there are no royalties or payments involved.

The license covers paper game books and pdfs only, or other stuff not excluded in section 5.5, which we’ll get to.  You basically can use any specific term listed in the 4e SRD.  This SRD is a lot more restricted than the old d20 SRD; essentially you can just use some D&D terms and refer back to the core books.  You have to use some logos and disclaimers. You can’t describe character creation or advancement; it still won’t let you create “D&D variants” like Conan, Mutants & Masterminds, True20, or the many other things that came from the time of the OGL.  You can’t change anything from how it’s defined in the core books – the GSL FAQ says that even saying Eladrin are taller in your game world than what the PHB says is off limits.

There’s what I think is a new clause that lets you make new artwork “based on” the art in the D&D books, which is nice – before there was just a clause saying “don’t refer to the art in any way!” which means that drawing an orc too much like the orcs are depicted in the Monster Manual was bad, which was retarded.  Although they specifically list some critters you still can’t create derivative imagery of:  “Balhannoth, Beholder, Carrion Crawler, Displacer Beast, Gauth, Githyanki, Githzerai, Kuo-Toa, Mind Flayer, Illithid, Slaad, Umber Hulk, and Yuan-Ti.”  Why just those?  (Because they’re not in the SRD, says the FAQ, but that begs the question.)  This is a bit of a WTF? clause.

This leads us to Section 5.5, the licensed products clause.  It still omits Web sites, which is sad.  They say fansite guidelines are coming out soon, but it took seven months for their GSL revamp to appear, so who knows when that’ll happen.  It omits software, which is sad because they’ve always produced shit software and it would be nice to have more people working on that, but eh.  No novels, no miniatures, no t-shirts.  The worst part of this is that you can’t include a licensed product in a magazine that isn’t entirely a licensed product.  This means no magazine can print one 4e article – the whole mag has to be all 4e, all the time.  I’ve worked on RPG zines before, and this is a PITA.  We’ll call this the Magazine Killer clause.  Again, this was in the previous rev too, so if not better at least it’s not worse.

Section 6 is the usual morals clause.  No sex, “excessive” violence, or real-world stuff.  Stupid and moralistic, and somewhat counter-productive…  But again, unchanged.

What’s Missing?

Well, the other big change is that they removed the remaining “poison pill” clause.  This clause basically said that “you can’t publish the same stuff under the OGL and GSL.”  In other words, if you want to create a 4e version of an adventure, campaign setting, etc. that is also available via OGL – you have to give up the OGL.   Of course, this meant that everyone with multiple product lines including OGL stuff – Green Ronin’s Freeport, for example – wouldn’t touch 4e with a ten foot pole.

Now, apparently, you could put out a “4e Guide to Freeport,” adapt existing 3.5e adventures to 4e, etc.  You can’t dual-stat; the FAQ states that, say, using Cleric as defined in the OGL inside a GSL-licensed product violates the “don’t redefine things” clause in the GSL.  That’s a little annoying – I fail to see how they have a vested interest in someone not dual-statting an adventure, for example – but it’s a minor restriction in lieu of the previous huge ass one.

Summary

There is no doubt that the two simple changes made in this version – adding a termination clause with *some* protection for the licensee and removing the GSL “poison pill” clause – have hugely improved the license overall.  It has changed from “we hate open gaming and will do everything we can to stomp it out” to “open gaming’s not for us, but no hard feelings.”

It’s still a little wonky (don’t draw a Yuan-Ti!) and has a little of the “You’re all 4e or not” flavor in the no-mixed-magazines and no-dual-statting restrictions.  But whereas the previous GSL was probably rated a 2 out of 10 in terms of desirability for a potential licensee (it really could only have been worse if it incorporated forced sodomy) this version jumps to a 6 out of 10.  It could be more open, but in the end it is a free-use license that lets you publish some things for D&D 4e with only moderate restrictions.  For comparison, the OGL is a 9 out of 10; it could only be improved by making it more future-evil proof, and the old d20 STL is a 7 out of 10, it still had morals clauses and was bossy but at least it didn’t try to tell you what you could do with your other products.

Should I Use It?

If you’re only interested in doing 4e stuff – sure.  You are officially no longer a chump to sign at the dotted line.  Rest easy tonight, for the first night in nine months.

If you do other stuff as well, especially OGL – well, you have to think about a couple things.  One, do you want to fork your R&D to include D&D 4e?  I suspect Paizo, for example, won’t spend much effort publishing 4e adventures because they are now heavily invested in Pathfinder, and as 4e is a very different beast from previous editions of Dungeons & Dragons, it would take a lot of work to dual-purpose.  But maybe Green Ronin would want to put out a “4e Guide To Freeport.”  And certainly outfits like Necromancer that just do adventures and aren’t strongly system-devoted could.  Anyway, don’t glut the stores with 4e stuff because you can now and it might make a quick buck; evaluate it according to your business strategy and focus on your core.

Two, you have to decide if the six month termination deal is okay.  On the one hand, it might be unlikely to happen, and some product types generate a lot of their revenue in the first six months.  On the other hand, this process (and the recent experience for the third party companies of burning all their old d20 books according to the terms of the termination of the old d20 STL) has made a lot of people not trust Wizards so much any more.  And if you lose your GSL licensee status (at your discretion), it’s not just your newest product you lose but anything in the pipeline.  And if your products sell well over time, six months may not be all that great.  Plus, you have to remember that if Wizards terminates your license themselves, you’re boned, no six months.  But it does offer you some legitimate business tradeoffs.

Conclusion

Producing third party supplements for Dungeons & Dragons Fourth Edition is now viable.  It took a long time to get here, but we have to give props to Scott Rouse, the D&D Brand Manager, for listening to the community’s complaints and making positive changes.

Third Curse of the Crimson Throne “Escape From Old Korvosa” Session Summary Posted

Part III of Escape from Old Korvosa is a jumbo session.  It’s actually the end of Escape from Old Korvosa and the beginning of A History of Ashes.  And the hits keep on coming!

First, we find Vencarlo at long last!  Once we escape, he passes on the mantle of Blackjack to one of our heroes.  But that’s not what Annata wants the most from him…  She tries to provoke him into starting up a romance, to little effect.  In reality, the DM admitted that he wasn’t comfortable role-playing the romance.  Which was a little surprising to me, as our DM is gay.  “Between the two of us,  you’re the one who’s uncomfortable with this?  Damn, I guess I need to be hitting the gym!”   The rest of the party was no help; they just suggested I start writing Annata slashfic.

But before we leave the city…  Annata feels obliged to speak out!  Yes, I actually prepared that whole speech (entire text is included in the session summary).  So sue me, I’m a roleplayer.  Educated folks and people with enough of the Old Country in their blood may recognize the bit towards the end that I included as an homage to Irish patriot Michael Collins.

Then we move into A History of Ashes.  I have to say, we were pretty nonplussed by the Byzantine plot laid out before us.  “To find out about the relics in the Queen’s crown, you need Guy#1 to tell you, but to do that you need to perform Heroic Task 1, but to do that you need Guy #2, but to do that you need to perform Heroic Task 2, but for that you need Guy #3, but for that you need to perform Heroic Task 3.”  Michael Kortes, we have our eye on you.  The action setpieces better be spectacular to make up for this lead-us-by-the-nose plot.

Annata is in a weird place right now.  She is starting to see the hand of destiny laid strong upon them.  It had already been impressed upon her that the two men she was fighting alongside were a Korvosan Guard and a Sable Company Marine, which is very symbolic of the founding of Korvosa.  But now with venturing out among the Shoanti, she is starting to wonder if she’s Saint Alika the Martyr in this tale.  As a Korvosan city girl, she has been told since she was young that Shoanti are barbarians, pretty much into arson, rape, and murder in whatever order occurs to them, depending on how much they’re out of their primitive minds on fermented horse urine or whatever.  So mentally she’s hovering between “chosen of Sarenrae” and “martyr complex.”

So now we’re in a weird dungeon with two Brotherhood of Bones weirdos.  Laori was all right, but Annata’s not sure about these two.  They did help kill the latest wave of Red Mantis assassins though.  And did the author really think the tentacle beast was going to be a surprise?  The second we heard “drop down to dark water” we all said “Yep, it’s Helm’s Deep.”  Although apparently the tentacle beast in Lord of the Rings is really at the entrance to the Mines of Moria.  Eh, who can keep all that Tolkien stuff straight.

Game Geeks on D&D 4e – Part 1

Game Geeks has a comprehensive, albeit negative, review of D&D 4e.  He echoes my concerns about back compatibility, role pigeonholing, etc.  There will be a Part 2 next week.

RPG Superstar 2009 Round 4 Open for Voting

Paizo Publishing’s latest RPG Superstar contest is now into its fourth round.  Contestants had to create a lair for a villain that someone else had designed.  Go check ’em out and vote!  My thoughts:

Hecataeus: Sanctum of the Colossus
A lair for Hecataeus, wizardly master of constructs.  Good execution.  It triggered a couple of my pet gripes though.  If someone just rings the doorbell, what happens?  Does Hecataeus himself come to let them in, or what?  And WTF does “grief and suffering, in a social sense” mean?  Good descriptions though.  A lot of reliance on staged rooms, which reminds me of X11: Saga of the Shadow Lord (favorably).  Map is lovely.  Gets one of my votes.

Burnt Apple Haven

A lair for Rustin Harp, satyr bard.  I don’t like the name – is this where the Apple Dumpling Gang hangs out?  Not enough description and flavor.  What does the “starfish boy” look like exactly, for example?  And the tactics don’t take into account their close quarters.  Pass.

The Putrid Temple of Volner Taint
A lair for Volner Tain, lich.  Too-simple writing with many grammatical errors.  And inconsistent – the invisible stalkers and leukodaemons have their tactics in the text and the humans do in their stats?  Overly simple layout and really short.  Pass.

26 Paper Street
A lair for Bracht the Flesh Peddler, sorcerer and body sculptor.  I’m not sure whether I like having the adventure hook at the beginning of this one or not.  It has a load-bearing boss, which is OK – it’s cliche, but at least it’s clearly foreshadowed.  The Arm is cool if really just there for flavor.  I like the mouther in the icebox even though it doesn’t make any sense. Gets one of my votes.

The Abandoned Carnival at the Bumpy Apple Orchard

A lair for Rustin Harp, satyr bard.  Nice map, though that’s a mighty squared-off orchard. The weirdos here are very flavorful.  “Ogrekin Halfling Icosatuplets!” That’s worth the price of admission.  I like it.  Gets one of my votes.

The Legendary Playhouse Theater
A lair for Sharina Legend Singer, bard.  Beautiful map. The fights don’t seem all that hard or interesting.  And it seems like “she escapes through the trap door and plane shifts away” is a likely result, which is fine but lame. In the end, other stuff gets my votes, so this one’s a pass.

The Palace in the Ashen Wastes
A lair for Vashkar, the False Maharajah, vampire rakshasa.  Yay!  Flavorful, good fights.  I’m a little concerned that all the foes are in pretty close quarters and there’s no tactics for when they hear a bunch of fighting 20′ away, though.   And there’s not a lot of context to what’s going on.  Gets one of my votes but just barely.

The Lonely Colossus

A lair for Hecataeus, wizardly master of constructs.  Hmmm, the dungeon in a colossus is too much like Clash of the Kingslayers, the winner from last year, which docked it a point for me.  Decent and solid but didn’t ooze flavor IMO.  Some spelling errors.  Pass in favor of others.

Fourth “Empire of Ashes” Session Summary Posted

Another episode of our dark fantasy, Savage Worlds shenanigans has arrived!  It’s not enough that we’ve killed Valix Drogue and everyone who ever knew him in the city.  Now we’re off to find his country manor and kill everyone who ever knew him there as well.  Because that’s just the way we roll.

We’re somewhat beaten to the punch by the demiplane of Ravenloft, as his manor is now surrounded by mists and inhabited by undead.  We fight a witch or something, and a lich or something.  And ghost light pillars and bone piles.  We were unclear on a lot of it.  But Bruce’s session summary is quite entertaining, read it at:

The session kinda went bad and people were grumpy towards the end; there was even a bit of GM/player squabbling.  This is a common enough problem so I’ll talk about it frankly.  Your input on similar situations and potential resolutions is welcome!

Seed Issues

1.  Chuck, our erstwhile GM, runs a good game but has one weakness – description.  When game world descriptions are incomplete or confusing, it hinders the PCs from being clear on what’s going on.  We had a number of encounters where there was pretty much no setup, just minis put onto a tactical map and we’re off to combat.  “Are those goblin minis the zombies again this time?”  Tactical maps and minis can actually be even more confusing than not having them when some of the minis/features are representative of what’s going on and others aren’t, and there’s not a clear explanation of what the party sees.

2.   We have a fairly large group for this game and it can be chaotic anyway with people rambling on about random stuff. Even from the start, there were times where the GM was trying to get a word in edgewise for like 5 minutes while people babbled on loudly about whatever story, movie review, or whatever came to their mind.  (I’m guilty of this one too.)

Now, these two things can both be overcome, until the “death spiral” starts.

The Death Spiral

Here’s what happened.  Confused players got a little disaffected and bored and started paying less attention and being even more disruptive.  People would wander away from the table for long periods or be doing other things.  Our host was running some kind of loud industrial equipment at inopportune times by halfway through the session.  During the final combat, it had gotten so bad it was comical.  Chuck was trying to explain what these ghost light pillar things were, and every time he tried to clarify it the host’s girlfriend would hit “puree” on a food processor located 4 feet from us.  Needless to say, this was obviously wearing upon the GM’s poise.

As we’re gamers, and therefore by definition good Marty McFly conflict avoidance types, we all just let this build up till near the end open arguing broke out between the GM and players about a typical “you’re trying to weasel your way out of a trapped area now that it’s been triggered” thing, which was of course not what was really bothering anyone.

So at the end, things ended normally, but I think with negative aftereffects, with some players less enthused about the campaign and the GM less enthused about doing a lot of work for seemingly less than grateful players.

What To Do?

I’m sure everyone will get over it, most of these guys have been gaming together for a decade or something.  I’m “the new guy” because I’ve only been here for five years.  So this isn’t a crisis of Biblical proportions.  But how do you stop the spirals from happening?

It’s easy to say “nip it in the bud early.”  But no one wants to be a hardass out of the gate, and some amount of game disruptions and/or weak descriptions just happen, you can’t make a federal case out of it when it happens on occassion.  But then you start to feel like interrupting the flow of things to address problems is harder later on.  Once it’s already been going this way, it’s hard for the GM to say halfway through the session, “Look, you guys shut the fuck up and pay attention if you want me to be running this game!”   (Though frankly I would have backed that play.)   How do you get back on track, and “gently?”

Discount Gaming In Practice

A number of blog posts recently have been discussing the effects of the economy on gamers and related.  Well, I’ve been approaching this topic of making my gaming dollar go farther by leveraging spiffy sales when they arise!

Here’s my three latest hauls.

1.  From the Paizo store sale trying to unload all the remaining d20 books before end of year when existing d20-branded had to be destroyed.  (aka the Wizards Hates You Sale), especially Atlas and Green Ronin stuff.  (Don’t tell the WotC stormtroopers, but it looks like they still have some d20 on sale at wildly discounted prices – like $2 for softbacks and $5 for hardbacks.)  I got:

  • Thieves’ World Player’s Manual, the d20-based PHB for a low magic dark fantasy RPG set in Lynn Abbey’s famous shared literary world, “Thieves’ World”
  • Shadowspawn’s Guide to Sanctuary, a guide to the primary setting of Thieves’ World, the city of Sanctuary
  • Murder at the Vulgar Unicorn, a TW adventure
  • Dark Wings Over Freeport, a d20 Freeport adventure

I’ve enjoyed reading the Thieves’ World stuff.  I’m a sucker for TW, Vlad Taltos, and other fantasy-urban-grit settings.  Freeport’s my favorite, and if nothing else I’ll crib a lot for it.  The TW magic system is cool though, very different from normal D&D.

2.  Our local gaming store, Rogue’s Gallery, has an annual inventory clearance sale.  Each week they increase the base discount and you roll 2d6 for additional discount – a clever hook that appeals to a gamer’s heart.  So for 50 + 2d6% off, I got:

  • Aletheia, a semi-recent indie game that does a good job of facilitating investigation-oriented play
  • d20 Modern Critical Locations, mainly pretty urban floorplans
  • Asian Bestiary I and II for HERO System – they were recommended to me long ago as sources for Asian monsters, but I didn’t want to pay full price because I don’t use HERO
  • Dark Champions – Well, but I did play a HERO: Sidekick (lite edition) short campaign, and I’ve heard about Dark Champions for a long time, it’s their low powered supers/modern action milieu
  • Lockdown, a supermax jail supplement for Mutants & Masterminds I’ve always wanted; it came out after my M&M campaign ended so I never wanted to go full price on it

Been reading through these.  Still not sold on the crunchiness of the HERO system, but Dark Champions oozes cool.

Oh, and I bought Savage Worlds new, but it’s only $10 list price!  Our gaming group was easily talked into a new Savage Worlds campaign at that price point.

3.  Half Price Books.  HPBs usually have a big RPG section.  Sometimes it’s just old 2e PHBs, first edition White Wolf and old GURPS, but sometimes you can get some pretty sweet stuff that’s selling for full price a couple doors down.  I raided one recently and got:

  • Tome of Corruption, a guide to Chaos, Chaos cults, mutations, and the like for Warhammer Fantasy Roleplay
  • Tome of Salvation, a guide to the religions of the WFRP setting
  • Sigmar’s Heirs, a guide to the Empire of WFRP
  • Plundered Vaults, a set of adventures for WFRP

I never knew much about Warhammer, though I did get a copy of the original “very used” many years ago and it was intriguing.  Since Green Ronin, one of the outfits I respect the most, was involved with the new one I got it.  I liked it, but not being one of those long term Warhammer wonks out there I didn’t know crap about the setting etc.  This set of books pretty much does the trick of getting me oriented between the Empire, Chaos, etc. and sends me on some adventures.  Nice!

You just have to be patient and opportunistic…

WotC On The Fansite-Closing Warpath

Recently, I asked “Will WotC Close You Down Next?” in response to them sending a cease & desist letter resulting in the closure of Ema’s Character Sheet website. All the usual Wizards apologists came out of the woodwork with excuses.  “Well, Ema was charging for storage.”  “Well, this is probably a one time thing, it’s not like they’ve declared war on fansites.”

Wrong!  Site #2 goes down little more than a week later, and this time it’s not a paysite.  RIP 4epowercards.com.  The message they have up reads:

4epowercards.com is going down

Unfortunately, the people at Wizards of the Coast have served me with a Cease and Desist letter. While I respect Wizards, and love almost all of their products, I am still disappointed. We can only hope Wizards will offer a service simliar to that provided by 4epowercards.com.

In the near future, once I’m done clearing out all the offending copyrighted materials, I will provide the source code used to drive this site. I hope it can be of benefit to someone out there.

Regards,

Ryan Paddock

Thanks to the ever vigilant ENWorld community for the scoop.

Was this site reprinting some WotC intellectual property?  Yes, totally.  However, so are most fansites.  “Fair use” is a diminishing safe harbor, between aggressive copyright and trademark laws.

But that’s the system we have.  The real crime here on WotC’s part is that they want *some* fansites.  They want people to use thepower of Internet community to innovate with their games and spread the word.  So they want that, but are unwilling to publish a fansite policy that says what is OK to do.  So they discriminate by shutting down sites that happen to have innovated something that conflicts with, say, whatever piece of DDI they finally managed to get running.  And that’s just not fair.

If you are a fansite, you’re not safe.  No amount of head-in-the-sand excuses you put forth on forums will change the fact that WotC is trying to have their cake and eat it too; and by leaving the community without a fansite policy can (try, and unless you have a lawyer on call will) shut you down for anything they don’t like.  Because pretty much everything violates IP, legally.  Have a character sheet posted for your new fighter with the text of his powers on it?  Illegal.

Who can really be this naive?  You have seen all the other companies that have tried, and in some cases succeeded, to quash critics right?  Kmart sues “Kmartsucks.com” for trademark infringement, etc.

Second Curse of the Crimson Throne “Escape From Old Korvosa” Session Summary Posted

Things get hot and heavy in Part II of Escape from Old Korvosa.  Annata, Malcolm, and Thorndyke venture into the belly of the beast.  We go to stay at Palace Arkona and decide to do some snooping!  We suck at that, but luckily Lord Arkona seems to be in our corner.

We traverse a weirdo Cube dungeon.  It’s kinda cool, and the decorators knew how to carry a motif, though the proliferation of symbols is more annoying than dangerous.  And finally, we find Vencarlo – or DO we?!?

And then, we find out how three level 8 adventurers fare against CR10 and CR12 opponents – at the same time!

Third “Empire of Ashes” Session Summary Posted

Well, we’re certainly not heroes in the traditional sense.  We murdered fifty men to get a trinket back.  And we’re OK with that as long as there’s money, honor, booty, and drugs in it for us.  (Heck, it sounds like we’re not even getting it back to its rightful owner, but that’s someone else’s problem.)

It could have gone better – after killing Valix Drogue and everyone else in his zip code, we lost half our party to some meddling priests!  Some of it was bad luck, some of it was that we were wounded, some of it was battle fatigue.  We’d pretty much been in back to back battles for three sessions and so rather than negotiate or use tactics, Garret just started a fight and we were scattered and uncoordinated.  Who dies and who lives?  You’ll just have to read the session summary!   Our experiment with Savage Worlds and Chuck’s homebrew setting continues, in:

Kröd Mandoon and the Flaming Sword of Fire

Check out this new Comedy Central show coming up.  Kröd Mandoon and the Flaming Sword of Fire.  Is it possibly The Gamers: Dorkness Rising: The Series or Order of the Stick: The Series? Check it out and see!  Thanks to Topless Robot for this news; I can’t get embedding a Comedy Central video to work so there’s a slightly different promo video to watch over there!

RPG Superstar 2009: Villain Round 2

The third round of RPG Superstar 2009 is to redo your villain and add a stat block.  I have to say, I do not have the patience to wade through stat blocks, but let’s see who improved their villain and do a top level check for awesomeness.

Sharina, Legend Singer (Female human bard 6)

The bard who gives the party fame and danger to leverage fame for herself.  She’s not that much changed in fluff, but she’s grown on me in that I’ve internalized that there’s more description of her schemes beyond “she starts a war!”  I don’t think she was perfect enough not to brush up the fluff.  The writer uses a few more commas than good grammar can stand.   Stat block’s OK but unremarkable.  I approve of trying a low level villain, though.  Overall she’s decent but I would hesitate to say Superstar material.  5/10.

Kar-En-Helit, Vessel of Moeris (Male human ghost wizard 18 )

This guy’s totally reworked and I liked the previous fluff better.  Now he’s a guy who’s waiting to ensoul his Osirian god-emperor ancestor ghost.  Concept’s fine, but the execution is a little confusing.  Especially as it splits focus between before he emerges and after, and there’s not enough info on either.  As for the stat block, I’m pretty confused about what are Kar-En-Helit’s stats, what are Moeris’ stats, and what are the stats of Moeris-in-Kar-En-Helit.  3/10.

Vashkar, the False Maharajah (Male vampire rakshasa Monk 8/Fighter 1/Eldritch Knight 4) *

Reworked from “generic rakshasa” to “demented vampire rakshasa who kills vampires and rakshasas!”  Much, much more interesting.  He starts to fall into the trap of not being in enough conflict with the PCs however.  The stat block is just huge.  I’m not so sure about legitimacy of the Eldritch Knight levels boosting his spellcasting (which is purely racial).  Triple class nonhuman with a template may be pushing it complexity-wise.  And even for CR20 this is a little buff.  AC50, SR40, multiple DRs.  24 special abilities goes over my line for what I’d like to deal with.  I think being a vampire rakshasa monk would be more than enough, especially with the new bloodline.  But you have to respect biting off such a huge task.  7/10.

Aelfric Dream-Slayer (male human reincarnated wood elf lich druid 15)

Was one of my favorites from last time.  He’s a druid who wants to stop an aberrant dream invasion by killing anything that can dream.  Fair enough!  Fluff slightly reworked and seems not as tight as last round.  I feel like the addition of the Rovagug reference is to be gratuitously Golarionesque.  And the stat block is kinda messy and error-prone.  Hrm.  5/10.

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Will WotC Close You Down Next?

Wizards of the Coast has sent a cease-and-desist letter resulting in the closing of popular fan site “Ema’s Character Sheets.”  As usual, they refuse to comment on that action or commit to actually delivering a fan site policy so that people might be able to operate safely.

Ema’s Character Sheets had loads of high quality character sheets for 3.5e, 4e, Star Wars, and other games.  They had 4e power cards, too.  You could even save your characters up on their server for a fee, and they had a character builder functionality.  Which was all great, and has been running without comment for  years, until WotC finally got their 4e Character Builder done, then it’s nap time for the competition.

The worst thing about all this is that Wizards is going after folks without even delivering the policies that should let people know if they’re “safe” or not.  The GSL revamp, the fan site policy – all in limbo for months with nothing but statements like “Well, it’s not really that important” from Scott Rouse.

Sure, the data Ema’s site (and hundreds of other sites across the Internet) was using is Wizards IP.  They certainly have the “legal right” to go after anyone so much as saying the words “Dungeons & Dragons” on their site.  But the point of the gaming community is to let people use that IP to advance the game.  Rouse says “Oh, you know, we only really care about pirate sites posting whole torrents of our books.”  But that’s clearly a lie in the face of this action.  And he crosses the line from honest company rep to corporate shill when he says things like “not one website has been sued because of a lack of policy” (emphasis mine).  No, you don’t have to sue them, they close down when you C&D them because they can’t afford the lawyers you can, and they are risking their own personal money, time, and life while you get to hide behind incorporation and an organization.

So what was the problem with Ema’s?  That they charged for storage?  That they had a “software” component?  That they used Wizards IP?  No one knows, and so no one can avoid that.  As one poster on ENWorld pointed out, “My avatar here is Wizards IP [it’s a pic of Tanis Half-Elven’s face from DragonLance].  Can they come after ENWorld?”

The answer, legally, is yes.  Their IP is their IP in our insanely corp-friendly legal system.  Whether it’s charged for or whatnot is immaterial except in whether the company decides in its own mind whether you’re worth the effort to crush or not.  This is why people put out real licenses and policies to create an understanding with the community that has to use some of their IP to do anything meaningful.

So for everyone who’s been taking Wizards at its word, that “Oh, you’re safe unless you’re a pirate” – it’s not true any more.  And until they deliver a revised GSL and fan site policy, you can’t know if you’ll be safe.  But don’t worry, they’re working on it.  Real hard.  Because one day soon, they will change their ways and decide to value rather than just shit on you, the online gaming community.  Seriously, they say they will!  How could you not believe them?

[Thanks to ENWorld for breaking the news – here’s the whole long forum thread if you’re interested.  I’ll note that ENWorld charges for community supporter accounts and has 4e character sheets and power cards for download too (including Forgottten Realms IP).  And where do forums/wikis end and “software” begin?  Not sure they are really all that far from Ema’s site on this one.]