Well, if I had to put it out there, changing the licensing to make it look like a "valuable" resource to sell. Hence, it could be that Hasbro has some "trimming" of its portfolio in the future, or making for a target to be bought.One thing I am wondering about (having not tracked Hasbro finances for a while) - I wonder what the hell happened for them to even think about these changes now. Cash flow problems? CEO about to retire and determined to leave a mark? Or could they be thinking that, even with people swearing off D&D, they'll make enough money off the people who remain so that they'll come out ahead in the end anyway?
What a fiasco.
Well, that depends. The 'vocal aspects' are beating on that drum as well.
https://gamerant.com/dungeons-and-dragons-movie-boycott/
Hasbro has been overextending itself into multimedia production by acquiring eOne and maybe it's not going so well for them.One thing I am wondering about (having not tracked Hasbro finances for a while) - I wonder what the hell happened for them to even think about these changes now. Cash flow problems? CEO about to retire and determined to leave a mark? Or could they be thinking that, even with people swearing off D&D, they'll make enough money off the people who remain so that they'll come out ahead in the end anyway?
What a fiasco.
The original announcement was their first failed death save. The “we win too” in their postponement press release was their second.It seems WoTC dipped their toe in some hot water, and are going to be left with a hell of a burn.
Is this the first death save?
This is, literally, international news now - CNBC, The Guardian, CBC, even (sigh) Fox News have all run stories about the OGL controversy in the past few days, just to name a few. If you play Dungeons and Dragons, you're aware of it.Sadly the vocal aspects aren't necessarily the entirety of the D&D fanbase. Most D&D players don't know what the OGL is or even that this controversy exists. Seeing a rather well-polished D&D movie with big names attached makes them giddy and they're absolutely going to see it when it comes out.
I would, too, if I weren't going to boycott it because I'm more online than those people are.
Oh, I don't know... every played Shadowrun 3E?![]()
This is, literally, international news now - CNBC, The Guardian, CBC, even (sigh) Fox News have all run stories about the OGL controversy in the past few days, just to name a few. If you play Dungeons and Dragons, you're aware of it.
This is, literally, international news now - CNBC, The Guardian, CBC, even (sigh) Fox News have all run stories about the OGL controversy in the past few days, just to name a few. If you play Dungeons and Dragons, you're aware of it.
It impacts anyone selling D&D. If you sell more than $750k per annum from 2024 you will need to pay a 25% royalty.
Likewise Hasbro can use any of your OGL 1.1 based IP and sell it without compensation to the creators.
A lot of this was leaked and it is being backtracked as much as possible with Hasbro delaying publishing the new OGL.
I wish that were true but I'm seeing people on Reddit of all places still asking what the OGL is and what the big deal is.
That was not my intent, nor did I write that way to give that impression - and my "actually oppressed minority groups" friends (three of them) who I ran the contents of the post past before posting didn't read it that way.You really tried to pass yourself off as being every bit the victim as actually oppressed minority groups, and you don't understand how vile that was?
MBAs suck. Period. There has never been an MBA that done anything but make the world worse.
That's actually perfect. People might not understand the intricacies of what OGL is or what it means - heck, a lot of the people in this thread don't either - but they ARE aware something is happening enough to look into it further.
Dragonfall and the other 2 (Returns and Hong Kong) are pretty close to SR3 - they were done by the original creator(s) of Shadowrun, and the 3rd Edition is the one they got "right".My only experience with Shadowrun was one of the videogame versions--I think it was Dragonfall. I enjoyed it.
Basic/Expert D&D is still better imo than anything that came after, including AD&D 1/2, D&D 3/4/5 (really AD&D, they just dropped the A), Pathfinder...
Labyrinth Lord is one of many compatible modern games - "retroclones" as it were. Maybe give it a shot, you can still use your old books.
I still have that manual somewhere, cover separated from contents. I am not sure about the dice. IIRC, those dice wore really quickly compared to later dice I purchased.
Sadly the vocal aspects aren't necessarily the entirety of the D&D fanbase. Most D&D players don't know what the OGL is or even that this controversy exists. Seeing a rather well-polished D&D movie with big names attached makes them giddy and they're absolutely going to see it when it comes out.
I would, too, if I weren't going to boycott it because I'm more online than those people are.
You'd think the best way for them to grow their userbase would be to look at barriers to entry for new players playing and DMing D&D.Just want to pop in and say that WotC did not roll a Nat 1. What they did was ask the DM to do something so incredibly dumb even after the DM asked if they were sure. Then the DM said, alright, you'll need a Nat 20 to succeed. Roll with disadvantage.
WotC obviously did not roll double 20's.
Just absolutely bonkers. All WotC had to do was continue to make D&D Beyond into a better system with the move to the rules version. If they really wanted to be greedy without completely screwing up, they could have just said that the new version doesn't fall under the OGL, just like all those 5e WotC supplements don't fall under the OGL.
There was probably a way forward for WotC to expand their user base of D&D Beyond and increase net revenue without the OGL shenanigans.
...
I too have been pretty confused following the drama going on.
I understand the effect this has on smaller companies using licensed rule-sets. What I don't understand is how this really effects the everyday player. Are they distributing the rules electronically now or in some other format than books? They can't change the books you already own. And honestly, you play the game by sitting around with a group of people and pretending out loud and making stuff up. Every rule in the book is effectively optional for that reason.
I don't like much of what I have read about the changes to DnD over the last couple of years, but I'm still trying to figure out exactly what is the full issue going on with this OGL change.
I'm also failing to understand how this impacts the average player. WotC can't stop you from using the physical items in your own possession. They cannot force a subscription or a rule change to items you physically own. I understand the implication of this being akin to the Warcraft modders who dropped support when Activision/Blizzard wanted to absorb rights to their modded creations via the new licensing. Assuming this would hurt smaller tabletop companies, why can't they just adopt their own license, drop any D&D branding / specific IP, and then repackage everything as "D&D -compatible" to make it legally kosher?
I sure there is something I'm fundamentally not aware of or missing here... for example is D&D now generally played online somehow? That's the only way I can make sense of the subscription fee threat to players.
D&D is regularly played online now.I'm also failing to understand how this impacts the average player. WotC can't stop you from using the physical items in your own possession. They cannot force a subscription or a rule change to items you physically own. I understand the implication of this being akin to the Warcraft modders who dropped support when Activision/Blizzard wanted to absorb rights to their modded creations via the new licensing. Assuming this would hurt smaller tabletop companies, why can't they just adopt their own license, drop any D&D branding / specific IP, and then repackage everything as "D&D -compatible" to make it legally kosher?
I sure there is something I'm fundamentally not aware of or missing here... for example is D&D now generally played online somehow? That's the only way I can make sense of the subscription fee threat to players.
While this may be a hot take, the biggest barriers to entry are the expectations created by pop culture D&D stuff. Outsiders look at stuff like Critical Role and Stranger Things and expect that level of polish and drama from a Wednesday-night pick-up Adventurer's League game run by some rando doing effectively free labor. It also affects the DMs who see things like CR and assume that they're doing a poor job because they can't do a million different voices or only use dry-erase mats instead of intricate terrain or have grand designs for their campaign.You'd think the best way for them to grow their userbase would be to look at barriers to entry for new players playing and DMing D&D.
My impression is that people see the 3 book set as daunting and believe that the rules are complicated and difficult.
The company has the power to improve both the reality and the reputation of D&D along those lines.
The average player gets affected by the availability of things to do. Lots of new game modules have been made by third parties (I own a whole campaign setting based on birds and a book with a bunch of different taverns in and some neat kind of Pokemon-esque rulesets.) There are modules, adventure hooks, stories, artifacts, spells, and such all made by third parties with D&D's permission thanks to how the OGL worked. These third parties have breathed more life into D&D and made the game one where the fans really do build it to be the best it can be.I'm also failing to understand how this impacts the average player. WotC can't stop you from using the physical items in your own possession. They cannot force a subscription or a rule change to items you physically own. I understand the implication of this being akin to the Warcraft modders who dropped support when Activision/Blizzard wanted to absorb rights to their modded creations via the new licensing. Assuming this would hurt smaller tabletop companies, why can't they just adopt their own license, drop any D&D branding / specific IP, and then repackage everything as "D&D -compatible" to make it legally kosher?
I sure there is something I'm fundamentally not aware of or missing here... for example is D&D now generally played online somehow? That's the only way I can make sense of the subscription fee threat to players.
I love Matt Mercer but I think the popularity of Critical Role damaged the hobby more than he expected it would.While this may be a hot take, the biggest barriers to entry are the expectations created by pop culture D&D stuff. Outsiders look at stuff like Critical Role and Stranger Things and expect that level of polish and drama from a Wednesday-night pick-up Adventurer's League game run by some rando doing effectively free labor. It also affects the DMs who see things like CR and assume that they're doing a poor job because they can't do a million different voices or only use dry-erase mats instead of intricate terrain or have grand designs for their campaign.
The PHB/MM/DMG can be daunting, but nothing craters interest like watching Matt Mercer's voice acting in action on Twitch, then driving to your LFGS to hear Randy the Claims Adjuster tell you in a flat monotone that your Level 2 Rogue got killed by a Bugbear in one swing. I don't even watch CR (I've tried, but it feels hard to get into someone else's game when you have your own), but I feel like it's had an overall negative impact.
I think they'll totter along, but if they wanted to try and regain some of their market dominance they'd probably have to adopt the ORC license for all OGL properties. Then people might be comfortable retaining d20 as their core system, and D&D would still be the "home settings" for d20.That "license back" provision is basically what Activision attempted to do with custom games in Warcraft/Starcraft and the creators of those maps basically abandoned the games overnight.
Wizards really should have known better.
I would consider it a net positive. I'm much more interested in D&D (er rollplaying games - do we need a new name for these?) after listening to their episodes.I love Matt Mercer but I think the popularity of Critical Role damaged the hobby more than he expected it would.
That's probably too hot a take for reality.While this may be a hot take, the biggest barriers to entry are the expectations created by pop culture D&D stuff. Outsiders look at stuff like Critical Role and Stranger Things and expect that level of polish and drama from a Wednesday-night pick-up Adventurer's League game run by some rando doing effectively free labor. It also affects the DMs who see things like CR and assume that they're doing a poor job because they can't do a million different voices or only use dry-erase mats instead of intricate terrain or have grand designs for their campaign.
The PHB/MM/DMG can be daunting, but nothing craters interest like watching Matt Mercer's voice acting in action on Twitch, then driving to your LFGS to hear Randy the Claims Adjuster tell you in a flat monotone that your Level 2 Rogue got killed by a Bugbear in one swing. I don't even watch CR (I've tried, but it feels hard to get into someone else's game when you have your own), but I feel like it's had an overall negative impact.
That's probably too hot a take for reality.
I doubt that CR or Dimension 20 or other highly produced AP games drove away any significant number of players who would have otherwise taken up D&D as a hobby.
Certainty not a greater number than it brought in to the hobby.
I don't watch or listen to CR (or Dimension 20) either, but actual play streams have really brought people into the hobby in a way that surprised me.
TTRPG (tabletop role playing game) is the typical category name.I would consider it a net positive. I'm much more interested in D&D (er rollplaying games - do we need a new name for these?) after listening to their episodes.
Perhaps I wasn't clear, my point is that they come in for a session or two, realize that they aren't going to get Matt Mercer at their table, then drop out. One could consider that "bringing people in" in the sense that they crossed the line into actually showing up for a game or two, but there's definitely a "Paris Shock Syndrome" that comes from seeing what most ground-level D&D actually is.That's probably too hot a take for reality.
I doubt that CR or Dimension 20 or other highly produced AP games drove away any significant number of players who would have otherwise taken up D&D as a hobby.
Certainty not a greater number than it brought in to the hobby.
I don't watch or listen to CR (or Dimension 20) either, but actual play streams have really brought people into the hobby in a way that surprised me.
TTRPG (tabletop role playing game) is the typical category name.
That's still too hot a take.Perhaps I wasn't clear, my point is that they come in for a session or two, realize that they aren't going to get Matt Mercer at their table, then drop out. One could consider that "bringing people in" in the sense that they crossed the line into actually showing up for a game or two, but there's definitely a "Paris Shock Syndrome" that comes from seeing what most ground-level D&D actually is.
I think "hot take" is still giving it too much credit. It wasn't that long ago where the cultural space Dungeons and Dragons existed in was "that game nerds play", the eighties satanic panic, and a failed movie and cartoon. The fact it is what it is now is due in large part to stuff like Critical Roll.That's probably too hot a take for reality.
I doubt that CR or Dimension 20 or other highly produced AP games drove away any significant number of players who would have otherwise taken up D&D as a hobby.
Certainty not a greater number than it brought in to the hobby.
I don't watch or listen to CR (or Dimension 20) either, but actual play streams have really brought people into the hobby in a way that surprised me.
I would consider it a net positive. I'm much more interested in D&D (er rollplaying games - do we need a new name for these?) after listening to their episodes.
Critical Role also showed that women and girls can and do play TTRPGs.I think "hot take" is still giving it too much credit. It wasn't that long ago where the cultural space Dungeons and Dragons existed in was "that game nerds play", the eighties satanic panic, and a failed movie and cartoon. The fact it is what it is now is due in large part to stuff like Critical Roll.
I've been GMing a Shadowrun 3E campaign for more years than I care to think about, and my normal minimum dice bag is 64d6 (8d6 in eight different colours)Oh, I don't know... every played Shadowrun 3E?![]()
You should be a little more specific here. Gary Gygax has more than one son and only one of them made those remarks. (Specifically it was Earnest Gary Gygax, Jr.) The Quora question "Why has TSR Games distanced itself from Ernie G. Gygax Jr.?" and top answer provide a very illuminating explanation.They are also in a legal tiff (in which they're on the side of decency) with a new company named TSR, operated in part by the son of Gary Gygax, which specializes in making offensive and incredibly racist, sexist, etc... material.
(Tongue in cheek)The other benefit of something like Critical Role has been the normalization of the hobby. Kids get made fun of less for participating. The products are more widely available. People are more likely to give it a try. These are all net positives.