Wizards of the Coast Releases SRD Under Creative Commons License (CC-BY-4.0)
dndbeyond.com
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* Wizards of the Coast (WoTC) has been tasked by Hasbro (which owns WoTC) to drastically increase profits over a few years.
* WoTC has been aggressively increasing prices on Magic the Gathering (MTG) and drastically increased the diversity of products. This overwhelmed even people who follow and produce MTG news. Wallet fatique is rampant and people are disgruntled.
* WoTC releases the 30th aniversary edition for MTG, which is 60 random cards for 1000 $ which are officially marked as non-tournament legal. The MTG community is furious and for once people from all corners of the community come together to boycott this product. The rage is great and enduring.
* WoTC fails to meet expectations and the stock prices plummet
* To do damage control, WoTC/Hasbro annouces a "fireside chat" for their shareholders where they try to explain the situation but basically just say "we did nothing wrong and we are trying to extract a lot of money from Dungeons and Dragons next"
* Unlike the MTG community, the DnD community is very good at organizing a unified response and the shitstorm came swiftly and took WoTC by surprise. (Don't mess with Dungeon Masters who know how to call together a group of people)
The real problem is the managers at WoTC that don't really care about the games. They only care about money. I expect more bad things in the future.
This needs to be said more often about more markets.
Yet somehow the product completely sold out in under an hour. I really don't understand the outrage on that decision, would you prefer that everyone can buy their useless commutative coins?
It's also probably reasonable to be upset that they are pricing a significant portion of their community out of a product that ostensibly celebrates the success of the community.
They could have done a LOT more cooler things and passionate lovers of the game wish that they did.
https://mtg.fandom.com/wiki/Reserved_List
One of the most famous cards is on the RL:
https://scryfall.com/card/leb/233/black-lotus?utm_source=mw_...
And the new "not legal" version:
That's the downside to having that market segment as your customers, the upside is that they are fanatically loyal and are not remotely picky or discerning as customers/consumers.
What decision are you claiming people were outraged?
Because the actual reason people where outraged is the very existence of the magic 30th edition in the first place. It is one of the clearest and starkest examples of a company disrespecting it's customer, ever.
Why?
Compare it to some other fanbases. With music, printing a super pricy limited edition of an album with extra non-music content is a normal decision. With sneakers, that's like the entire market. With comic books limited edition posters and figures are commonplace.
So many fandoms have outlets for the rich megafans that the average fan can just ignore without any real issue. Why is it disrespecting the customer? I can understand disliking the side sets having chase cards that are necessary for some formats, and could see those as disrespecting the customer, but not these.
If it was real very rare cards, there would be upset but they could have made it work.
If it was non-cardlike collectibles, it would have been fine.
But to sell non-legal cards at such a high price is so much the opposite of the community celebration they were pushing for overall.
And the last time they sold something like this, it was the entire set and it wasn't expensive. Even if that was a long time ago.
And wizards constantly pretends that all their pieces of cardboard have similar value, so it's extra obnoxious whenever they price something like this. But this one in particular is an order of magnitude worse even if we forget for a second they aren't legal cards.
And various ways of playing the game are actively dying because it's so hard to get cards like this, which just adds salt.
Formats like legacy and vintage are no longer things you can buy into and play a similar deck for a long period of time. Instead, they're things where you have to buy new cards once every two to four weeks to remain competitive. That's a big change from a few years back when those formats tended to be relative stable for 1-2 year periods.
That's the real thing that folks are frustrated with. The 30th anniversary packs are just something that's easy to point at and go "this is a money grab". If it were just those, it would really be a "to each their own".
That’s literally been going since around Mirrodin. It’s why I gave up on the game.
Now I just have a massive set of only commons that everyone can build their decks with and I don’t have to deal with the insane power inflation.
I was talking mostly about power inflation of the cards themselves though.
[1] https://dotesports.com/mtg/news/magic-30th-anniversary-editi...
Gotta protect that exclusivity.
The company should be shut down and its valuable brands spun off!
It's not at all quaint and futile; don't believe that crap, meant to shut you up. It's awesome you sent that email.
It's futile if your standard is that, as just one person, you will achieve 100% success. Then everything in the world is futile, because nobody ever accomplishes anything significant alone (really - name anyone doing anything) or 100%. (Let's realize also that it would be wrong if one person had that much power. There are others with legitimate, conflicting interests, who should have a 'vote' too.)
But you are part of a larger community, and I promise Hasbro listens to the signals. If they switched manufacturing to China and there was silence, that would be a powerful signal. If all they heard was their shareholders or Wall Street analysts, that would be a powerful signal.
It's not all or nothing, the same goes for most other issues (such as elections). People shift positions based on the response. Maybe less work was shifted to China, then or on a future date; maybe they decided to keep customer service in the US or make the investment more flexible or short term. Maybe they mentioned at Davos, 'wow, we sure heard a lot of complaints about moving the manufacturing', and others heard it and shifted their positions.
Keep talking; the people who say it's futile are the people who want you to shut up.
That said, it doesn’t take a genius to figure out that heavy pointed metal darts aren’t the safest of toys.
Knifes aren’t safe for children either, but we haven’t banned those.
Hasbro itself is just a stable stead business. It shouldn't be trying to get hockey stick growth on games.
The same seems to be true with Games Workshop and I've never understood this. The products from both companies have huge markups (painted cards and pieces of plastic) and I'd assume that they could actually have a far larger market and profit by concentrating on scale rather than treating their products as luxury items. There's a clear reason that a lot of people are printing miniatures (pirating) from both franchises. I wouldn't be surprised if open sourced alternatives to these games soon spike in popularity as more people get fed up.
I think a lot of people have had the following conversation (in either direction)
Alice: Do you play Warhammer 40k?
Bob: No, I play MTG. I'd love to play 40k but I can only afford one addiction.
This just doesn't seem like it makes for a sustainable business practice. Even if we might consider that the total cost of entertainment isn't that extreme (there is low diversity for these games compared to a videogame or sports habit), people have a hard time justifying those prices for playing cards and plastic models because they intuitively understand that there is a huge markup.
I'm not sure that's true. The actual bottleneck with these games is not money but time and interest: you have to have a group of people who all like the same game, and you have to be able to get the group together regularly to play it. There are plenty of people who are interested, but I suspect that the vast majority of them are already players of whatever game they favor (if they haven't switched to something like World of Warcraft--see below), so I don't know that there's a lot of untapped market share.
As for getting the group together to play, when all of the players are teenagers in school or college, that's relatively easy. It gets a lot harder when people are adults and have to work, pay mortgages, deal with various curve balls that adult life always throws at you, etc. And if you know you're not going to be able to devote the time to it that you used to as a kid when you learned the games (I started playing D&D in eighth grade, and spent far more hours playing it between then and graduating from high school than I have in all the years since--and my 40 year high school reunion is this year), it gets a lot harder to justify spending money on game materials.
Another factor is the availability of online games like World of Warcraft, which I mentioned above. These games solve the time and interest problem in a way that can't help scaling much better than in person tabletop play: you can play from your computer at home and there are always other people online playing. There are also limitations, of course: for example, you can't make up your own adventures and you can't have house rules, which were both features of every D&D campaign I have ever encountered. But it's another factor that I think tends to limit the size of the available market for games like D&D.
All of the above factors seem to me to indicate that there is a natural limit to the size of the market for games like the ones WoTC is producing, and the actual active market is close to that limiting size. If that's true, then the option of trying to make more money by scaling instead of markup simply isn't available to them.
There's a thriving comunity out there, and so far I've been welcome with open arms every time I've reached out.
I was in a similar boat, though for a long time during university I shared a collection with a friend and we did a pretty good job at selling off stuff to keep the effective costs down.
Since 2016, I stopped playing heavily rotational formats like Standard [for those unfamiliar, there's many different formats of MTG which are played and 'Standard' is one of the most popular ones in which you can play "all the mainline cards released from the last X sets", normally ~2 years worth], and moved to Modern [all cards printed since mid-2003 are playable]. My hope was that because of the longer (and growing) availability of cards, Modern would be more affordable in the long term - since decks would remain viable for long periods of time (perhaps with small adjustments with new cards coming out) and would retain value as a result.
Then over ~20 months, that view changed a lot. First Wizards banned Oko & Mox Opal in January 2020. Firstly, these cards lost value directly - but they also caused quite a big shift in the metagame to the point where entire decks got awful, and hence less valuable. Then in mid-2021 they released the Modern Horizons 2 set, which had a massive impact on very many Modern decks (per MTGGoldfish, 8 of the 10 most commonly played creatures in the Modern metagame at the moment are from Modern Horizons 2). Once again, this totally decimated the value of many existing cards.
I hate the sort of "MTG Finance" approach to the MTG scene, but like you say - it's hard to justify $30/hr for a hobby, and its clear that Hasbro will print whatever it takes to maximize their profits (even if it has a significant negative impact on existing customers).
That would seem the biggest way to stick it to WotC: devalue their artificial scarcity while still enjoying the game.
The main limiting factor is what you can convince folks to play. Game stores have the main formats, and unknown amounts of money spent, but you can do whatever with your friends!
I think I may be done, though. The power and complexity creep has gotten to me in the past few years. I can understand that cards need to be rebalanced, or that new rules get introduced over time, but the complexity of the current version of the game has gotten out of hand. The cynic in me says that the power creep is there so that people playing formats like modern will pay for new sets, and since the new cards are more powerful and have more abilities, it drags down the game.
But there is something to be said about games produced by companies that don't rely upon a constant revenue stream (MtG, e.g.) to enjoy.
For campaign based games like DND and other RPGs I'd agree, but with the specific examples of MTG and 40k I highly disagree. You do not need to meet regularly for MTG (card) or 40k (miniature) style games as they can easily be played as one-offs. While RPGs have one-shots they are far less common and the overhead is quite high compared to MTG/40k (just show up with your deck/army). In addition to this, games like MTG and 40k are often played 1v1 (though can expand) and this makes the scheduling problem easier since you only need to find compatible times for 2 people rather than 3-5 (or more).
We see this happen basically everywhere with almost no exceptions.
I played D&D in high school when it consisted of a few (often xeroxed) rulebooks, some funny looking dice, some graph paper, and the players' own imaginations. The current version sounds awful by comparison.
Now get off my lawn.
One of my favorite movies is a biodoc about a Soviet-era player from Kazakhstan, on youtube (1st of 3 parts, around 15 minutes each: https://www.youtube.com/watch?v=T_Io7jbHsYs ). I can't imagine someone making a movie like that about a Warhammer player. But, that's just me.
Abstract games are highly, highly dependent on memorization and repetition. In lower tiers a Go or Chess player that's played more games or memorized more positions will handily beat a player who hasn't. The sheer hours needed to get to high level chess play, where memorization doesn't matter as much anymore, is insane. There's a reason most great chess players start out young.
Abstracts are also perfect information games. I like games that simulate aspects of real life, and anything with perfect information immediately breaks my immersion.
Added: Look at some of the PogChamps tournaments on youtube. The players are youtube streamers who are chess beginners and they play horribly, but they are still a blast.
Chess is not a great shared game for a group of friends. You all need to be somewhat close in skill to each other (or else the outliers will get bored of playing chess with the group). That also means that you all need to progress at relatively similar rates.
The board games I like to play are thematic, introduce a bit of luck, and are engaging for players of all skill levels. They don’t allow for nearly the same level of mastery that chess does, but that’s exactly what makes them so fun to play as a group.
Besides playing, watching chess videos is interesting too. I like the youtube PowerplayChess channel for updates on top level events and historical games. There are lots of other channels too.
From that perspective, the business is as sustainable as Star Wars or Marvel: as long as this Thor offers a better fantasy than generic Thors, the brand will last (and accumulate the advantages of a deep, lasting history), and therefore will outlast competitors.
I'm fond of model railways, and it's discarded lots of that heritage. You look in a '70s or 80s magazine, and the projects are "here's a new (inflation-adjusted) $50 kit" or "assemble bits and bobs from three different $20 kits following a detailed article". Today, the equivalent model is only sold fully assembled and painted at $200.
> Don't mess with Dungeon Masters who know how to call together a group of people
Don't mess with Dungeon Masters who have converted their campaign into 2 seasons on Amazon Prime. Just sit back and collect the checks for the free advertising.
Promo codes usually give money to the person shilling the code as a fraction of the promo derived sales. If the company is paying you for advertising, like on YouTube channels, that’s how it’s usually done. But people with established advertising channels can run that the other direction: we’ll promote your stuff and you give us 5% of the gross.
I think WotC could be promoting Dwarven Forge without cannibalizing their own sales, for instance. They make different kinds of miniatures.
I’m out of the loop. What does this refer to?
Sure would be a shame if something happened to that copyrighted material…
Cleverer still, in C2 and EXU he established that there is forbidden knowledge of ways that a mortal can become a god by replacing one. And when you kill a god, memory of your predecessor fades amongst mortals. Nobody human remembers the dead gods (I think it’s implied the other gods remember).
So if you can rewrite history such that only the gods remember the real story, but all of the gods are dead, you either have no pantheon or a new pantheon.
Critical Role is a bunch of voice actors who are geeks (said affectionally and consider that these are the people who were in the acting club and comedy sports back in high school... they're still geeks today) and get together and play D&D.
https://en.wikipedia.org/wiki/Critical_Role - click the links to the cast and then look at the filmography. And they're fairly dedicated to playing ( https://youtu.be/Ou-0Lj-gOt8 )
They filmed/streamed their sessions and that has brought in a good chunk of money. They did a "let's try a kickstarter for doing it as an actual animation series" and had a $750k goal... and got $11M. https://www.kickstarter.com/projects/criticalrole/critical-r... // https://www.cnbc.com/2019/04/19/critical-role-vox-machina-ki...
> In March, the folks behind the “Dungeons and Dragons” webseries launched a Kickstarter campaign to create an animated special based on its first campaign. Within an hour of its launch, it raised more than $1 million in funding.
This is the reaction video to that first day on kickstarter - https://youtu.be/oAF2ZNcYBok
And it got made... https://en.wikipedia.org/wiki/The_Legend_of_Vox_Machina
And renewed for a second season... and a third season...
https://www.amazon.com/Legend-Vox-Machina-Season-Trailer/dp/...
And you can see that there is a lot of money there... but there's also a "these people have a sizable following and even those who are second hand consumers of D&D and don't sit down at a table are now aware of what is trying to be done to it."
WOTC is notorious for paying around 50% of the market rate and giving a bunch of free product to employees and generally convincing them that working for poor wages is worth it because of the games. I think senior management doesn't give a shit but middle management and below definitely cares about the games, they just lack the power/ ability to make major decisions.
Why can't things just exist and be profitable enough to continue? Why must EVERYTHING be ruined by the drive for high but short-term profits?
If they started teaching this to MBAs, the world would be a much better place.
The problem occurs when a business is successful because it moves slow, a critical aspect of modular products. Squeezing blood out of a modular product by manufacturing an inferior run may return investments faster, but it also kills the company.
"What sphinx of cement and aluminum bashed open their skulls and ate up their brains and imagination? Moloch!"
"Moloch the incomprehensible prison! Moloch the crossbone soulless jailhouse and Congress of sorrows! Moloch whose buildings are judgment! Moloch the vast stone of war! Moloch the stunned governments!
Moloch whose mind is pure machinery! Moloch whose blood is running money! Moloch whose fingers are ten armies! Moloch whose breast is a cannibal dynamo! Moloch whose ear is a smoking tomb!"
https://slatestarcodex.com/2014/07/30/meditations-on-moloch/
Since much of your market is actually parents, you're in a more secure place than a lot of other businesses: people are going to be more willing to pay for a trusted brand. There's always going to be various FUD of "off-brand toys might be unsafe".
There's probably a risk factor-- you may not have THIS YEAR'S HOT TOY,--but I'd think the exact same problem applies to an adult audience, who is probably even more fickle because they don't have to get Mom and Dad to gatekeep their purchase decisions.
There is no doubt in my mind that WOTC (let's be real, Hasbro) has enough self-awareness to have realized they were encroaching significantly on their core demographic. They chose to do so anyway and are backtracking out of an interest of self-preservation rather than a customer-first mindset.
I find this shameful enough behavior to warrant a legitimate, heartfelt apology. Instead, they present themselves as benevolent caretakers listening to their communities' response. This comes across as tone-deaf because they've already lost the trust of the community and don't seem to have learned how to take ownership of that fact.
Still, this is a better result than if they'd stayed their advertised course. So, for that, I am thankful.
Matt Colville whacked the nail on the head when he said D&D isn't really a game, it's a folk tradition and storytelling. Those are two very difficult things to monetize.
If they get rid of story telling etc. they even can look at AI DMs leading a Dungeon Crawl to increase time of their consumers on their platform, even without fixed groups etc. Extract as much value as possible (and destroy the game)
Yeah they did some not great stuff, but let's celebrate the successes when we get them!
What D&D editions do is develop a set of base mechanics, basic probability distributions, and then create a framework on how to apply them. This includes monsters, races, and classes which have particular attributes or play feel. This includes common roleplaying conflicts and guidance on how to adjudicate them. What a lot of indie RPGs that used OGL 1.0/a did is they made references to things from D&D and used them in ways inspired by D&D. Think "elves" or "faeries" being associated with the mechanics and tropes you'd expect. Now with the new CC-BY-SA 5.1 SRD, you can make explicit references to Elves in derivative works and also license it under CC-BY-SA.
There were always completely separate systems that borrowed nothing from the play feel/world of D&D. Those communities/creators had nothing to fear.
The CC grant from the draft OGL 1.2 announcement was much less - it didn't include classes, spells, or creatures. Opening the entire SRD under CC BY makes cloning 5E trivial.
I genuinely think this is WotC giving up on 5.5/One being open. They're going to double down on the Dungeon Master's Guild and its IP-friendly, Hasbro-owned license as the way to create and distribute fan content.
Read analyses by IP attorneys. OGL 1.0a restricts rights; people have more rights if they just ignore it and don't use it. Here's one from the EFF:
https://www.eff.org/deeplinks/2023/01/beware-gifts-dragons-h...
Does this mean most software is uncopyrightable?
Edit to add: this is also why implementations of software from reverse engineering, like ReactOS, are perfectly legal, so long as they don't copy the actual implementation.
This seems somewhat unlikely IMO. WotC is a subsidiary of Hasbro, a publicly traded company.
Measures that can be potentially interpreted as restrictive on shareholders' profits seem quite difficult to pass.
IMO it's common for people at the top of a hierarchy to be out of touch with those on the bottom. It takes dedication to stay in touch, but even with effort a bigwig can't experience the community exactly as a peon does. Usually, they have to do market research (like this poll) to find out what people really think.
I'm not saying this as a defense or anything, but I find it helpful to think about.
Do you really want a bunch of detached people paying just enough attention to something you like that they feel like they can 'contribute' by changing it?
Somehow, one person or one small faction made a different decision, and the overwhelming feedback proved it was the wrong decision.
The issue is that if you're in charge of a product/community/team/country and are out of touch with the needs/wants of that group then you are clearly mismanaging. You are effectively not performing one of the most essential parts of your job. Bad managers and politicians may be quite common but that does not excuse the actions nor the complaints and frustrations of those operating under the conditions that these leaders have set in place. I do think market research is important and needed but when a community's opinions are near unanimous (3 are ~90%!) it should serve as a huge red flag that you're so far out of touch with your core market that it is highly unlikely that you will be able to return given that you've probably gotten here through years of bad practice and not being involved with your community.
WOTC don't have the same incentives as their community. A company producing a game almost never has the same incentives as their community. As long as their incentives align with folding in the face of solid negative feedback, that is enough.
They made a mistake, they appear to have recognised the mistake and course corrected. Asking for more than that is going to get less - it encourages lies and bad, blandness.
At least where I am in the US, the behavior of many corporations seems to indicate they... just don't give a shit. People will take what they can get, by and large, and as long as it makes the corporation money, they're willing to risk it.
Who actually _likes_ not having a single register open at Wal Mart, Home Depot, and the like? Who is for having products be a little bit more expensive, but reducing the quanity 10%-20% (eg: shrinkflation)? Plenty more examples.
I have never seen "no" registers open though.
Home Depot is getting to be that way, though you can go to the "professionals" checkout if you need human interaction, and they don't seem to mind us plebs doing so if there aren't contractors waiting. And they have the cust. svc. desk too.
Recently, our local grocery store has started a "no humans" checkout after some arbitrary time of day; I think ~17:00. This is 10x worse since there we tend to buy things that require human input; notably produce that isn't pre-wrapped and pre-priced and goes by the # for cost.
I am somewhat perplexed by that statement.
Are you implying that there are major jurisdictions in the US where WotC wouldn't have been able to fully enforce compliance with their (originally) overly restrictive license?
>I am somewhat perplexed by that statement.
I doubt that you are, honestly, and knew exactly that I meant "where I am, I am seeing evidence of corporations pushing profit to limits we haven't seen before".
Their sudden claim to have ability to “deauthorize” the 20+ year old OGL and destroy the partners and competitors who built businesses on the promises of a perpetual license - this was an egregious move that was almost certainly not within their rights.
Legal analysts were quite consistent in that it’s impossible to be certain but this process wouldn’t have withstood a solid legal test.
WotC, in trying to pull this, was attempting to leverage their expensive legal team to bully people into giving away their legal rights under the open license. That’s shady and deeply unethical, and shouldn’t be considered to be within their rights.
Now for the future content they make, they can release that under a closed license if they want and that is within their rights even if I don’t like that license.
Companies that can only be coerced into doing the right things by threatening their bottom line are terrible companies and we SHOULD continue to take action as consumers to dismantle them once we have evidence that they are going to be driven like this.
They view D&D as extremely under-monetized (pretty reasonable, they don't make much off each player on average) and they have a huge influx of new fans and interest.
So why does everyone assume they care about the existing fans, who don't give them money, so much? Maybe they just decided they don't care, they'll get new fans who actually spend money and want to play their combined digital VTT/new D&D edition/microtransactions and lootboxes thing?
The problem for WotC is that Dungeon Masters (DMs) are the decision-makers for the playerbase.
DMs are higher information consumers than players. They are the ones looking up obscure 3rd party homebrew fixes for issues inherent in 5e's design. They are the ones memorizing hundreds of pages of rules _for fun_.
And if your DM says, "I'm going to switch us over to run Pathfinder 2e because Paizo is supporting the community," then you as the player probably just go along with it.
Many times we just reduced to a few D6 tbh
Same with the DnDBeyond boycott drive, did that actually make a dent? To me there is basically no evidence for this supposed level of consumer power that the fandom is claiming they have. WotC's response was the most half-assed, who-gives-a-shit, PR statement I've ever seen. They did not treat it like a real PR issue at all.
> They are the ones looking up obscure 3rd party homebrew fixes for issues inherent in 5e's design.
Well yes, they will definitely be losing those people. However it's a small percentage of DMs who are even aware of 3rd party stuff in the first place. Single digit percentage and on the lower end, at best.
I think it's hard for lots of old players to realize that post Critical Role/Stranger Things, they are a tiny minority of the market now, and they kinda suck as consumers if you are trying to extract video game level profits from your players.
Saying “but you didn’t make a dent” is clearly not correct in WotC’s judgement. If they felt they could have made this change and made more money, then they absolutely would have. That’s why they tried. And it didn’t work, per WotC’s own reversal.
CR started out on Pathfinder. Matt Mercer has been building his own world for 10 years as a full time job. If you convince CR to switch rulebooks a lot of people will follow. If you goad him into making his own rulebook, then you haven't just helped your competition, you just invented new competition.
If their theoretical, non-existent One VTT does all the mechanical work for the DM and dresses up lots of cheap player customization options that players actually want, the DM's power to decide the system is diminished. If anyone can DM without memorizing hundreds of rules and looking up obscure 3rd-party homebrew fixes, Hasbro bets the DM can yell all they want, the players will go to One.
I don't know or think it'll succeed - there's zero track record from anyone involved in this specific kind of venture - but I think this is Hasbro giving up on the tabletop community and going all in on VTTs and casuals who don't know (or know but don't like or care) about any existing community. If Hasbro already aren't making money off DMs, and they couldn't bend the existing DMs creating content into their new system, then they'll take their cultural cachet and do something on their own that doesn't require that kind of DM.
DMs are higher information consumers than players.
I think this is a very important point to recognize. The proper market unit for a game like D&D is the play group, led by the DM, not the individual player.
As a DM, I'm partial to 5e because I already know it inside and out, so I can forget about the mechanics and just focus on the story. But aside from the sheer volume of official and "D&D compatible" material, I don't think it has anything going for it that other systems lack.
I think people should still switch. Hasbro has shown who they are. Is there a DnD transformers crossover yet, like in MtG?
It really only took us one session to figure out the major mechanical systems in the gameplay, and a few we are still learning about. The major component remains the role playing experience which is the same, no matter which dice you throw to decide outcomes of situations.
I think Hasbro will soon realize that while the social impact of the name D&D is deep, the stickiness of the system is much lower than they gambled on. It's unlikely that any of my member group will soon buy anything new from them.
But when the OGL changes hit, we canceled our DNDBeyond subscription and are switching to Starfinder as soon as our campaign is done. This announcement from WotC is too little, too late.
The fun is getting together with friends. I don't need WotC or microtransactions for that.
The big thing I don't like is the organization of the core rulebook. Considering how heavily conditions are used, would be nice if features and spells that apply conditions mentioned what those conditions did directly in their description, rather than requiring the reader to repeatedly flip to the conditions section. And there's also the unfortunate tendency for some important details to only be explained in the glossary or other unexpected sections[1].
[1] https://www.reddit.com/r/Pathfinder2e/comments/cx6p63/harmon...
I suspect they'll pull this bullshit again the next time someone looks at a balance sheet.
They changed the underlying law of licenses that makes gratuitous licenses revocable at will independent of the content of the license? How?
Isn't the requirement of attribution the consideration in cases like this? Which would make it not gratuitous? Here's open source lawyer and HN user 'DannyBee saying so, for example: https://news.ycombinator.com/item?id=14557737
> By simply publishing it, we place it under an irrevocable Creative Commons license.
I'd be very surprised if they still had their rights to revoke the license after explicitly saying otherwise.
So... well, I'm not going to be buying anything new from WotC any time soon. I'd say anything from Hasbro, but that's such a big umbrella I'm not sure I could consistently figure out all the subsidiaries.
My "Star Frontiers" fan video game is go!
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WotC was the legal author, and gratuitous licenses are revocable at will, anyway.
It's also not speculation that that was the intent of the original author, they're on record from both the time of license publication as a wizards employee and recently in light of the controversy and both 20 years ago and today were consistent they meant it to be irrevocable
Yes, a corporate executive is on record making a claim like that. Do you take it a face value?
This person is a sophisticated actor in a company that runs on IP. It doesn't matter what FOSS licenses said, and I don't have time to look into that. If Wizards wanted "irrevocable", it would say that. Did you see Wizards' attempt to redefine 'irrevocable' in the first revised draft? Same company.
When there's twenty years of track record and a prior occasion (D&D 4e's GSL) where it would have been advantageous for them to try this, sure. You can't have a legal contract say an ambiguous statement then spend a literal decade promoting one interpretation then switch to another. This is why US laws about detrimental reliance or EU standards like promissory estoppel exist.
OGL 1.0a isn't ambiguous; I didn't read anything ambiguous and I didn't see anyone point to ambiguity in it.
Elsewhere, outside any license, they did promote another interpretation, but every IP attorney I read said that didn't matter.
It does, that's why when, when they wanted to revoke it without also. casting doubt on their next “irrevocable” license, they relied on the “any authorized version” language, and moved to deauthorize the original version.
> It does
I'm almost certain that it does not. I've read the license, and many attorneys have commented on the word's absence. Can you quote where the license sasys that?
If you think the claim for that being consideration is too frail, the Artistic License from old Perl versions is a similarly permissive license, and Jacobsen vs Katzer held up that it counted as a contract with all that implies for revocability and (in particular for that case), whether failure to uphold your end is copyright infringement or breach of contract.
Some more context (and in particular how it applies to open source - if you use MIT licensed software, the idea that permissive licenses are gratuitous licenses is not a precedent you want set): https://lwn.net/Articles/747563/
* SRD = System Reference Document [1], is a kind of specification of the DnD rules, that people use to create add-on DnD-related content.
* OGL = Open Game License [2], which the SRD is licensed under.
* There was a(n apparently very unpopular) proposal to move to OGL 1.2 (which I guess is more restrictive).
* Now it seems like SRD 5.1 will be dual-licensed under both OGL 1.0a and Creative Commons.
(I can feel a rabbit hole awaiting me if I dig further, and I've gotten enough of a gist to satisfy myself, so I didn't look into what a VTT policy is.)
[1] https://dungeonsdragons.fandom.com/wiki/System_Reference_Doc... [2] https://en.wikipedia.org/wiki/Open_Game_License
Hasbro/Wizards of the Coast (the company that has owned D&D for the last 20 years) released the rules text and some basic creative content like classes, some monsters, etc. for D&D 3.5 under a custom open source inspired license called the OGL. It's sort of a weird blend of GPL-esque virality clauses but the actual restrictions it places are much more akin to a permissive license like Apache. This led to an explosion of third party content.
When D&D 4e came around, Wizards felt they didn't want to compete with that so they released D&D 4e under a new license called the GSL which was much more restrictive to allow them to shut down competitors, which caused third parties to shun 4e and continue publishing 3.5e content.
Partly because of the continued existence of the 3.5e ecosystem (along with some controversial video game inspired gameplay changes), 4e largely failed and alienated the fanbase. So they released 5e with a number of peace offerings to the community, one of which was that 5e would use the OGL again.
Now Wizards are on the cusp of releasing OneD&D (6e). Part of their strategy for 6e is their own virtual tabletop (VTT) product. A virtual tabletop is effectively a software product which gives players a chatroom + shared map and drawing tools so they can effectively play tabletop games which are designed around more props online. Wizards plan for their own VTT includes a very video game inspired monetisation model where they would sell skins, spells, subclasses etc.
The problem they have is this: they are a very late comer to the VTT market, since they haven't launched their product yet, while their competitors (especially roll20) have been going for near a decade now. And these competitors were perfectly in their right under the OGL 1.0a license to use enough content to enable their players to play D&D on it. Wizards did not feel having more content and a higher fidelity product was going to be sufficient to drive players to their microtransaction filled product, so they did not want to release 6e under OGL.
But they remembered the 3.5e/4e problem. They didn't want to release their new, more locked down 6e and have everyone just keep playing 5e and 5e derived content under the OGL. So they decided they would try exploit some of the wording of OGL 1.0a to de-authorize it and replace it with a new OGL 1.1 which was a very draconian license given Wizards royalty-free unlimited licenses to other 1.1 content, yet imposing royalties, attribution, registration and field of use restrictions on third parties. That way nobody could keep making 5e VTT plugins, 5e addons, etc. and everyone would have to go to 6e and the competitor VTTs would die from not being able to support the most popular game.
This leaked when they asked third parties to sign it, to much bad press, so Wizards announced OGL 1.2. It did roll back many of the more egregious restrictions from the 1.1 version, but it still kept veto power with wizards (wrapped up in an anti-hateful content clause, but one that was so broad and required waiving a right to contest to the extent wizards could define competing too closely with them as hateful behaviour), and it still put limits on what VTTs could do and allowed them to change the rights of VTTs at any moment.
Players still felt this was not enough and did largely vote with their wallet by cancelling subscriptions to D&D beyond, D&D's online content distribution and character builder service that was to be the baseline of the new planned VTT, to such a level that Wizards have now had to capitulate and roll back their planned changes to existing and older editions at least.
I’ve been following the OGL since its release back when I was a a broke HS kid obsessed with the idea of Free Software. I even had a (very) short conversation with Richard Stallman about it “it’s good enough for a game.” I didn’t agree.
This is great, and, completely expected if you know anything about the people involved.
Being able to publish anything you want and still make use of the SRD is a great thing for D&D.. But I still kinda hoped they’d blow it up so we’d get a bloom of new systems. Whatever, at least publishers are more likely to move away from OGL-like licenses and over to CC now.
I'm sure Paizo and Kobold Press are going to go ahead with ORC and Black Flag now that WotC has shown them its priorities.
If you like horror, check out Kult: Divinity Lost. And for a tight game-system, check out Blades in the Dark, which is like...steampunk Peaky Blinders.
https://openargs.com/oa675-gizmodos-critical-hit-piece-on-wi... https://openargs.com/oa677-our-critical-hit-piece-on-the-giz...
The Legal Eagle youtube video on this subject is also great: https://www.youtube.com/watch?v=iZQJQYqhAgY
That license has allowed products and content creators to build on top of a shared platform -- using and reprinting portions of D&D's content to build their own worlds, stories, systems, etc. Note: not everything D&D publishes is covered by the OGL, just a set of core items they call the SRD -- Systems Reference Document.
WotC/Hasbro leaked that they were working on OGL 1.1 which had a bunch of ambiguous (and many argued harmful) language that required creators to do things like license their content back to WotC, pay fees to license content, control what and what was not appropriate to build on top of OGL, etc.
The OGL 1.1 was met with huge community backlash, and wotc has been fumbling for some time to figure out the next steps. It looks like they are taking those steps now.
* Aside, it's not clear that the rules of D&D are even something that can be licensed in this way, as game mechanics are not protected the same way as copyrightable characters are.
Dungeons and Dragons’ new license tightens its grip on competition https://news.ycombinator.com/item?id=34264777
An Update on the Open Game License (OGL) https://news.ycombinator.com/item?id=34370340
Basically WotC wanted to not only change their future content to a more restrictive license, they also wanted to retroactively switch older content to that license. It seemed like an obvious legal land-grab. Fans objected, and (at least to my surprise, others here seem to be more cynical) WotC did a 180 on the license and adopted CC-4.0-BY.
A couple of versions ago, Wizards of the Coast released a subset of the D&D rules for free with a pretty open license. That free subset was called the SRD and the license was the OGL 1.0a. It allowed third-parties to publish D&D-compatible adventures and such without royalties. And, crucially, the OGL had a clause that seemed to make it irrevocable in the future.
Essentially, "if you build on our system, we won't come after you for money or with lawyers, forever, we promise."
The result was an explosion in third-party content and overall an explosion in the popularity of D&D as a whole.
Recently, WotC released a draft of a new license that a lot of people interpreted as going back on this promise. The community was up in arms, then WotC released several waffling non-apologies.
This, at least, sounds like they realized they can't put the genie back in the bottle and have given up trying.
That they even now keep referring to it as a draft is pretty indicative that they're not acting in good faith
The promise of that license built an ecosystem of people making and publishing their own content compatible with the official D&D rules.
WotC recently declared that they were switching to an updated version of the license, and that they were deauthorizing the previous version.
The new license included rules such as revenue sharing, limitations on how the rules can be implemented in software tools, and giving WotC the ability to revoke your license to the content. People are largely not happy about this change, especially with WotC's plan to retroactively cancel the current license and replace it with this worse one.
This has led to Paizo announcing their own open license with many other publishers on board [1], and a lot of D&D's vocal fanbase talking about moving their games to other systems with more favorable licensing.
Pathfinder 2, Paizo's competing system, apparently sold out what should have been an 8-month supply of their printed books in the last two weeks [2], and that's a system that puts all the official rules content online for free.
This announcement today of the SRD being released under CC-BY-4.0 is means WotC is canceling their plans to only license their system under the proposed OGL revision, since the CC-BY license more definitely can't be revoked once you've licensed content under it.
[0] https://www.belloflostsouls.net/2021/04/bols-prime-the-many-...
[1] https://paizo.com/community/blog/v5748dyo6si7v
[2] https://www.belloflostsouls.net/2023/01/pathfinder-sells-eig...
That's fine by me, they can do what they want with One D&D licensing and people can make their own decisions on how they react to it going forward.
But trying to pull the rug out from the existing OGL for current and previous editions was a real dick move.
The OGL was written before VTTs (virtual tabletops) were really a thing, so it doesn't explicitly authorize them. Instead, VTT developers arrange their own deal with Wizards directly.
Wizards has also been in a conflict recently with a company affiliated with one of the children of Gary Gygax, co-creator of D&D. As I understand it, this company is promoting itself as a throwback to the good old days when tabletop gaming wasn't "woke", and are using OGL content in provocative ways as part of this campaign.
Finally, Wizards is preparing a new version of D&D, "D&D One". All of this was the backdrop to a leaked plan to update the OGL. The new license explicitly said it only applied to printed content, not software like VTTs or games. It also had language allowing them to revoke the license if applied to offensive material. It included a royalty schedule for larger companies to pay on sales of licensed content. Most significantly, the plan was to declare the previous versions of the OGL no longer "authorized", retroactively forcing new terms on existing content published under OGL.
This resulted in a massive backlash. Wizards had an initial response where they tried to clarify the VTT issue and promised to get rid of the royalties, but that didn't really help. They announced a "playtest" where existing users could review the new license and provide feedback. As this announcement says, the response was resoundingly negative. So they are pretty much going back on the entire plan. And since the OGL has now lost the trust of the community, they're also licensing that content under a Creative Commons attribution license they don't control.
Worth noting that this post doesn't mention D&D One at all. It seems likely that they are still considering an updated license for the new version of the game, which means there's likely to be more conflict. But I don't think anyone could argue that they don't have the right to release their new game under whatever license they want -- the big deal here was the attempt to retroactively relicense the existing content.
To expand on this about this, nothing around the existing v1.0a actually had field of use restrictions that would prevent its use in a VTT, and the accompanying contemporaneous FAQ indicated that using it for software was permissible. While VTTs as they exist today didn't exist when they wrote the license, character builders and video game adaptations did, so it's not like some VTTs are some totally unforeseen and therefore not plausibly covered.
So most VTTs are relying on the OGL where they just implement D&D and basic classes etc., the ones with deals are the ones that use additional non-OGL content which is why you can e.g. buy Curse of Strahd for roll20 or fantasy grounds despite Strahd not being OGL.
Here's the EFF: https://www.eff.org/deeplinks/2023/01/beware-gifts-dragons-h...
Also, they claimed they could revoke the old OGL at any time; I assume that hasn't changed.
Before today if you wanted to use the SRD, a work protected by copyright, you needed to do so under the terms of the OGL.
The 5.1 SRD is now under CC, which is a much better (i.e. less restrictive) license and addresses all of the concerns raised in the linked article.
According to the IP attorneys I read, the SRD entirely/mostly contains uncopyrightable content. Wizards said you needed the OGL to use it, but that is not true. You could use it without a license.
For example:
https://www.eff.org/deeplinks/2023/01/beware-gifts-dragons-h...
D&D is a strong franchise, but the merchandise and rulesets are hardly necessary to play the game.
To play RPGs, even practically-D&D-in-all-but-name, all you need is dice and paper.
Nerds are wont to roll their own.
I may not be a regular guest feature in the HBR, but it seems like common sense even to me that this is a strategically, financially dangerous path to take given their customer base.
If you absolutely must convert it yourself, use pdfminer, which does a good job with the columns and doesn't need a ton of editing to smooth out.
The only point of contention is what happens to their new product, One D&D, which will probably retain some nasty payment structure, and almost certainly not be OGL'd. That's fine though - if they build a walled garden around One D&D, they simply won't be able to compete against the open community of 5e.
They can't change that particular SRD, but material not in the SRD can be changed as can new material. Also, as they leave the old OGL intact, it is a catch in itself: 1) It's generally restricts rights much more than grants them [0], and 2) WotC believes they can revoke it at any time.
[0] https://www.eff.org/deeplinks/2023/01/beware-gifts-dragons-h...
However, for second-order derivatives there is still one problem.
1. Third Party A uses OGL 1.0a content from Wizards, licenses its own work as OGL 1.0a as a result
2. Later Third Party A goes out of business
3. Third Party B reused Third Party A's content under OGL 1.0a.
4. There's no one left to relicense Third Party A's content under CC BY.
But "don't make second order derivatives of abandonware content" is a lot easier to work around than "don't make stuff compatible with the large existing ecosystem"
1) The SRD is all/mostly material that is non-copyrightable anyway; it doesn't matter how it's 'licensed'.
2) Partly as a consequence of that, the old OGL 1.0a - the license that they say they agree to continue to use - takes away rights that people legally have and offers very little in return (e.g., it offers rights to the SRD, which the licensee already has by law). You are better off publishing without it, in most cases.
3) For those who for some reason care about OGL 1.0a: Wizards of the Coast began by saying they were revoking the OGL 1.0a. Publicly commenting IP attorneys said that, because OGL 1.0a doesn't say it's irrevokable, that Wizards could probably do that. Now Wizards is leaving it in place, but presumably they could revoke it at any point.
IOW, nothing has changed and the licensing was a scam to start with. The SRD license is worthless and the license for which people were clamoring actually hurts their interests.
For a legal analysis that supports the above, from a credible source:
https://www.eff.org/deeplinks/2023/01/beware-gifts-dragons-h...