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Can I write a book of my D&D game?
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I am a long time Dungeon Master of Dungeons and Dragons and Pathfinder. My games run in a custom world of my own making. However, I utilise a lot of the traditional lore and races of D&D.
I'm quite proud of one of my current storylines and have been thinking about turning it into a book. Of course to do this I will need to get the permission of the players to use their characters, assuming I get this is there any other reason I can't publish this?
Things I'm concerned about are the particular interpretations of the classic fantasy races, the classes/abilities of the characters and most importantly the magic system. To experienced players I expect these things to be fairly recognisable, and I'm trying to work out how much I need to modify it in my writing.
Can I publish a story from my D&D game without plagiarising D&D lore?
fantasy copyright plagiarism roleplaying
add a comment |
I am a long time Dungeon Master of Dungeons and Dragons and Pathfinder. My games run in a custom world of my own making. However, I utilise a lot of the traditional lore and races of D&D.
I'm quite proud of one of my current storylines and have been thinking about turning it into a book. Of course to do this I will need to get the permission of the players to use their characters, assuming I get this is there any other reason I can't publish this?
Things I'm concerned about are the particular interpretations of the classic fantasy races, the classes/abilities of the characters and most importantly the magic system. To experienced players I expect these things to be fairly recognisable, and I'm trying to work out how much I need to modify it in my writing.
Can I publish a story from my D&D game without plagiarising D&D lore?
fantasy copyright plagiarism roleplaying
add a comment |
I am a long time Dungeon Master of Dungeons and Dragons and Pathfinder. My games run in a custom world of my own making. However, I utilise a lot of the traditional lore and races of D&D.
I'm quite proud of one of my current storylines and have been thinking about turning it into a book. Of course to do this I will need to get the permission of the players to use their characters, assuming I get this is there any other reason I can't publish this?
Things I'm concerned about are the particular interpretations of the classic fantasy races, the classes/abilities of the characters and most importantly the magic system. To experienced players I expect these things to be fairly recognisable, and I'm trying to work out how much I need to modify it in my writing.
Can I publish a story from my D&D game without plagiarising D&D lore?
fantasy copyright plagiarism roleplaying
I am a long time Dungeon Master of Dungeons and Dragons and Pathfinder. My games run in a custom world of my own making. However, I utilise a lot of the traditional lore and races of D&D.
I'm quite proud of one of my current storylines and have been thinking about turning it into a book. Of course to do this I will need to get the permission of the players to use their characters, assuming I get this is there any other reason I can't publish this?
Things I'm concerned about are the particular interpretations of the classic fantasy races, the classes/abilities of the characters and most importantly the magic system. To experienced players I expect these things to be fairly recognisable, and I'm trying to work out how much I need to modify it in my writing.
Can I publish a story from my D&D game without plagiarising D&D lore?
fantasy copyright plagiarism roleplaying
fantasy copyright plagiarism roleplaying
edited 5 hours ago
linksassin
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Plagiarism would be taking exact text from the various game manuals and representing it as your own. So don't do that.
But you probably weren't going to anyway, because you want to tell a story, not publish a game log. When you tell a story you use the language of description, not specification -- powerful fireballs and mighty blows with great-axes, not third-level spells doing 5d6 damage and axes that do 2d12 (+3 for strength 18) etc. (It's been years since I've played D&D; please forgive my made-up stats here.) Mechanics get in the way of storytelling, and mechanics are the part most tied to a particular game system. Unless you're targeting the gaming market specifically, you probably want your fantasy story to not clearly identify the game system at all -- readers don't need to care whether it was D&D or GURPS or RuneQuest or Fate or a product wholly of your own imagination.
There is one thing to watch out for, but it's not about plagiarism or copyright -- beware of trademarks. If there is a named monster type or special artifact, you might want to change the specific names just in case the publishers decide they care. (A similar concern might have caused Gygax to switch from "hobbits" to "halflings".)
To expand on your trademark points: D&D source books in particular always list many monsters and items (and character names) which are trademarked (or even registered trademarks). Another option to find out is to compare a published source book to an openly accessible document (such as the 3.5 edition System Reference Document). Trademarked stuff is normally absent (or renamed) from the freely available resources.
– Angew
10 mins ago
add a comment |
It's imperative that you research what all is trademarked.
Write your book as you see fit, then before final editing/publishing, remove trademark/copyrighted terms/names/phrases from your book and replace them with an alternative that is not trademarked.
Otherwise, you would need permission to use each one. This would be the easiest legal way around this.
If you do not want to go a traditional publishing route, you could always publish your writing online as "fan-fiction", which, of course, is not breaking any commercial-use copyright laws - assuming you are not making money directly from your writing. (But I believe you could still have a Patreon or such, receiving "donations" for your work, rather than being paid for your work directly).
add a comment |
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Plagiarism would be taking exact text from the various game manuals and representing it as your own. So don't do that.
But you probably weren't going to anyway, because you want to tell a story, not publish a game log. When you tell a story you use the language of description, not specification -- powerful fireballs and mighty blows with great-axes, not third-level spells doing 5d6 damage and axes that do 2d12 (+3 for strength 18) etc. (It's been years since I've played D&D; please forgive my made-up stats here.) Mechanics get in the way of storytelling, and mechanics are the part most tied to a particular game system. Unless you're targeting the gaming market specifically, you probably want your fantasy story to not clearly identify the game system at all -- readers don't need to care whether it was D&D or GURPS or RuneQuest or Fate or a product wholly of your own imagination.
There is one thing to watch out for, but it's not about plagiarism or copyright -- beware of trademarks. If there is a named monster type or special artifact, you might want to change the specific names just in case the publishers decide they care. (A similar concern might have caused Gygax to switch from "hobbits" to "halflings".)
To expand on your trademark points: D&D source books in particular always list many monsters and items (and character names) which are trademarked (or even registered trademarks). Another option to find out is to compare a published source book to an openly accessible document (such as the 3.5 edition System Reference Document). Trademarked stuff is normally absent (or renamed) from the freely available resources.
– Angew
10 mins ago
add a comment |
Plagiarism would be taking exact text from the various game manuals and representing it as your own. So don't do that.
But you probably weren't going to anyway, because you want to tell a story, not publish a game log. When you tell a story you use the language of description, not specification -- powerful fireballs and mighty blows with great-axes, not third-level spells doing 5d6 damage and axes that do 2d12 (+3 for strength 18) etc. (It's been years since I've played D&D; please forgive my made-up stats here.) Mechanics get in the way of storytelling, and mechanics are the part most tied to a particular game system. Unless you're targeting the gaming market specifically, you probably want your fantasy story to not clearly identify the game system at all -- readers don't need to care whether it was D&D or GURPS or RuneQuest or Fate or a product wholly of your own imagination.
There is one thing to watch out for, but it's not about plagiarism or copyright -- beware of trademarks. If there is a named monster type or special artifact, you might want to change the specific names just in case the publishers decide they care. (A similar concern might have caused Gygax to switch from "hobbits" to "halflings".)
To expand on your trademark points: D&D source books in particular always list many monsters and items (and character names) which are trademarked (or even registered trademarks). Another option to find out is to compare a published source book to an openly accessible document (such as the 3.5 edition System Reference Document). Trademarked stuff is normally absent (or renamed) from the freely available resources.
– Angew
10 mins ago
add a comment |
Plagiarism would be taking exact text from the various game manuals and representing it as your own. So don't do that.
But you probably weren't going to anyway, because you want to tell a story, not publish a game log. When you tell a story you use the language of description, not specification -- powerful fireballs and mighty blows with great-axes, not third-level spells doing 5d6 damage and axes that do 2d12 (+3 for strength 18) etc. (It's been years since I've played D&D; please forgive my made-up stats here.) Mechanics get in the way of storytelling, and mechanics are the part most tied to a particular game system. Unless you're targeting the gaming market specifically, you probably want your fantasy story to not clearly identify the game system at all -- readers don't need to care whether it was D&D or GURPS or RuneQuest or Fate or a product wholly of your own imagination.
There is one thing to watch out for, but it's not about plagiarism or copyright -- beware of trademarks. If there is a named monster type or special artifact, you might want to change the specific names just in case the publishers decide they care. (A similar concern might have caused Gygax to switch from "hobbits" to "halflings".)
Plagiarism would be taking exact text from the various game manuals and representing it as your own. So don't do that.
But you probably weren't going to anyway, because you want to tell a story, not publish a game log. When you tell a story you use the language of description, not specification -- powerful fireballs and mighty blows with great-axes, not third-level spells doing 5d6 damage and axes that do 2d12 (+3 for strength 18) etc. (It's been years since I've played D&D; please forgive my made-up stats here.) Mechanics get in the way of storytelling, and mechanics are the part most tied to a particular game system. Unless you're targeting the gaming market specifically, you probably want your fantasy story to not clearly identify the game system at all -- readers don't need to care whether it was D&D or GURPS or RuneQuest or Fate or a product wholly of your own imagination.
There is one thing to watch out for, but it's not about plagiarism or copyright -- beware of trademarks. If there is a named monster type or special artifact, you might want to change the specific names just in case the publishers decide they care. (A similar concern might have caused Gygax to switch from "hobbits" to "halflings".)
answered 4 hours ago
Monica Cellio♦Monica Cellio
15.2k23383
15.2k23383
To expand on your trademark points: D&D source books in particular always list many monsters and items (and character names) which are trademarked (or even registered trademarks). Another option to find out is to compare a published source book to an openly accessible document (such as the 3.5 edition System Reference Document). Trademarked stuff is normally absent (or renamed) from the freely available resources.
– Angew
10 mins ago
add a comment |
To expand on your trademark points: D&D source books in particular always list many monsters and items (and character names) which are trademarked (or even registered trademarks). Another option to find out is to compare a published source book to an openly accessible document (such as the 3.5 edition System Reference Document). Trademarked stuff is normally absent (or renamed) from the freely available resources.
– Angew
10 mins ago
To expand on your trademark points: D&D source books in particular always list many monsters and items (and character names) which are trademarked (or even registered trademarks). Another option to find out is to compare a published source book to an openly accessible document (such as the 3.5 edition System Reference Document). Trademarked stuff is normally absent (or renamed) from the freely available resources.
– Angew
10 mins ago
To expand on your trademark points: D&D source books in particular always list many monsters and items (and character names) which are trademarked (or even registered trademarks). Another option to find out is to compare a published source book to an openly accessible document (such as the 3.5 edition System Reference Document). Trademarked stuff is normally absent (or renamed) from the freely available resources.
– Angew
10 mins ago
add a comment |
It's imperative that you research what all is trademarked.
Write your book as you see fit, then before final editing/publishing, remove trademark/copyrighted terms/names/phrases from your book and replace them with an alternative that is not trademarked.
Otherwise, you would need permission to use each one. This would be the easiest legal way around this.
If you do not want to go a traditional publishing route, you could always publish your writing online as "fan-fiction", which, of course, is not breaking any commercial-use copyright laws - assuming you are not making money directly from your writing. (But I believe you could still have a Patreon or such, receiving "donations" for your work, rather than being paid for your work directly).
add a comment |
It's imperative that you research what all is trademarked.
Write your book as you see fit, then before final editing/publishing, remove trademark/copyrighted terms/names/phrases from your book and replace them with an alternative that is not trademarked.
Otherwise, you would need permission to use each one. This would be the easiest legal way around this.
If you do not want to go a traditional publishing route, you could always publish your writing online as "fan-fiction", which, of course, is not breaking any commercial-use copyright laws - assuming you are not making money directly from your writing. (But I believe you could still have a Patreon or such, receiving "donations" for your work, rather than being paid for your work directly).
add a comment |
It's imperative that you research what all is trademarked.
Write your book as you see fit, then before final editing/publishing, remove trademark/copyrighted terms/names/phrases from your book and replace them with an alternative that is not trademarked.
Otherwise, you would need permission to use each one. This would be the easiest legal way around this.
If you do not want to go a traditional publishing route, you could always publish your writing online as "fan-fiction", which, of course, is not breaking any commercial-use copyright laws - assuming you are not making money directly from your writing. (But I believe you could still have a Patreon or such, receiving "donations" for your work, rather than being paid for your work directly).
It's imperative that you research what all is trademarked.
Write your book as you see fit, then before final editing/publishing, remove trademark/copyrighted terms/names/phrases from your book and replace them with an alternative that is not trademarked.
Otherwise, you would need permission to use each one. This would be the easiest legal way around this.
If you do not want to go a traditional publishing route, you could always publish your writing online as "fan-fiction", which, of course, is not breaking any commercial-use copyright laws - assuming you are not making money directly from your writing. (But I believe you could still have a Patreon or such, receiving "donations" for your work, rather than being paid for your work directly).
answered 3 hours ago
Margaret BeltMargaret Belt
13127
13127
add a comment |
add a comment |
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