Faithful: I wish I were wrong on the DRM as I would really like to play the games. I could even live with a game key, but Jeff's games are more than that.
You cannot buy the game receive a key and have that key work forever. You have to keep asking for new keys for anything new you want to do. For me, it is that which is the deal breaker, it a bit more than lite DRM it must snap your computers footprint and log it and if you alter it, bingo, new key needed.
Just too bad.
I don't know how the file structure works in Windows for preference files in userspace, but as mentioned above on the link to the Spiderweb forums, on the Mac, Geneforge and Avernum store the license code that is emailed to you in a .plist file stored in your user's Preferences folder. If you want to move your install of Geneforge or Avernum to another Mac you own/use, just copy the .plist file over as well. I'd assume that you'd do a similar procedure in Windows. Additionally, my experience, whenever I've done a reinstall of Avernum or Geneforge my registration is always retained, provided that I didn't do a totally clean reinstall.
I don't want to get into a debate about what is and what isn't DRM, but I generally associate the term with excessive systems that go out of their way to limit the amount of installations that can be made with the game (e.g. Hothead Games' five-installation limit on Penny Arcade Adventures), require a user to be online all the time, need to be played through a specific additional client app, require online "activation", or are actually directly tied to the user's specific hardware (Kavasoft's iConquer comes to mind).
In my experience, Jeff's games up to date don't suffer from any of those problems. I can install on as many of my machines as I wish, and I'm not tied down to any limited online activation system. Considering the sheer amount of work that Jeff's put into the game (remember, Spiderweb is essentially a one-man shop), I don't mind at all that Jeff has the system that he has.