Wizards of the Coast Took a Step Toward Restoration

Just when I thought we had time to breathe before anything else happened, I got knocked upside the head by perhaps the biggest surprise of them all. After weeks of controversery and a lot of absolutely fucking up their response multiple times, the person representing Wizards of the Coast and Dungeons and Dragons to the Tabletop Roleplaying Game community announced that they were cutting feedback short. In only one week, over 15,000 people responded to the survey they put out about the latest proposed changes to the OGL (this one was version 1.2) and almost ninety percent of responses said they should just go back to the original OGL (that has stood for some twenty-plus years). As a result, rather than continue to let negative sentiment build, they announced they’re not attempting to revoke the OGL, not releasing a new version of it, and are even releasing a bunch of content from their current version of Fifth Edition (titled 5.1 as they work to incorporate a decade of material and prepare it for compatibility with their next major version of the game) under a creative commons license.

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Wizards of the Coast Delved Too Greedily And Too Deep

One of the things in the background of my life last week (mostly because I didn’t have the time or emotional capacity for it to be anything else until last Friday) was the on-going destruction of the reputation of Wizards of the Coast in the tabletop gaming community. For those of you unaware, you can read the full context here. In short, though, Wizards of the Coast was planning to replace something called the Open Gaming License (or OGL) with an updated version full of incredibly shitty terms. In addition to disallowing anything like a Virtual TableTop (VTT) or most media related to Dungeons and Dragons (like podcasts or youtube videos), this verion also laid claim to anything produced by a 3rd party and 25% of any revenue produced over $750,000 (which would bankrupt most companies in that position). The version that existed for over two decades, that has allowed so many people to make a career out of third party content creation, was going to be replaced by what was a shameless cashgrab by people only interested in increasing their own company’s revenue rather than continuing to foster the tabletop gaming communities that exist in and around Dungeons and Dragons.

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