More Information:

https://youtu.be/WXTdoUW8nxo

https://youtu.be/lGbcHyQ2v3c

What is the Open Gaming License?

The Open Gaming License (OGL) is a legal framework that allows creators to use the rules and ideas of roleplaying games in their own works. Initially released in 2000 by Wizards of the Coast, it has become a pillar of the tabletop gaming industry, fueling the popularity and accessibility of games such as Pathfinder, 13th Age, and Dungeons and Dragons 5th Edition.

The OGL has done more to foster creativity and innovation in the tabletop gaming ecosystem than any other element. By allowing creators to use and collaboratively build upon the core mechanics and concepts of existing games, the OGL has created a wide variety of new games and game products, ranging from minor independent releases to large, commercially successful titles.

End of an Open Era

However, Wizards of the Coast (WotC) has announced an updated OGL (version 1.1)—an attempt to dismantle the entire RPG industry. This new license intends to completely revoke the old OGL, a perpetual license designed by WotC themselves to be irrevocable.

Nothing about this new license is “open.” It chokes the vibrant community that has flourished under the original license. No matter the creator, it locks everyone into a new contract that restricts their work, makes it mandatory to report their projects and revenues to Wizards of the Coast, and gives WotC the legal right to reproduce and resell creators’ content without permission or compensation. The new license can also be modified with worse terms or terminated at any time without any recompense by creators.

For the largest creators in the industry, WotC is imposing an impossible tax of 25%—based on their total sales above $750K, not profit. This is anti-competitive, monopolistic behavior designed to crush small businesses that collectively employ hundreds of designers, writers, and artists. Under this tax, it becomes impossible for creators to put books on game stores’ shelves or run Kickstarters for large audiences. Even though this only affects some companies in the space, those targeted are still tiny compared to Wizards of the Coast, which made $1.3 billion in 2021.

On top of that, games such as Pathfinder 1E and 2E, 13th Age, Fudge, and Traveller—which use the 1.0 OGL as the backbone of their existence—will need to cease sales of upcoming products or give WotC 25% of their revenue to stay in compliance with the new license.

Furthermore, under the new license, virtual tabletops (VTTs) cannot operate. They can no longer support OGL systems, and creators can no longer release modules and adventures on popular digital platforms such as Foundry, Alchemy, or Shard.

If this new license gains wide adoption, the tabletop landscape will fracture and lose its biggest onboarding mechanisms, shuttering the small businesses that populate your local cons and putting a stop to their creations. Innovation in the gaming industry will evaporate; your favorite games will be trapped in the past, instead of being allowed to migrate to your phone, virtual reality, and beyond. Diversity in the industry will shrink away, as projects from marginalized creators are effectively written out of the future.

We expect Wizards of the Coast to attempt expensive and illegal lawsuits to enforce compliance with their new agreement. Even if they aren’t successful in court, they will irrevocably damage the tabletop industry.

#OpenDnD

#OpenDnD is a rallying cry under which creators and fans have unified to demand that WotC revoke the draconian 1.1 OGL and pledge to support the existing 1.0 OGL into future editions of their games. This isn’t an opportunity to litigate and tinker with a new license, but to return to the values of open gaming. Our community deserves an open future if we want our favorite games to not only survive, but thrive!!

If you are a creator, #DontSign the new agreement. If you love roleplaying games, let WotC know we won't support them without an #OpenDnD!

WotC has shown that they are the dragon on top of the hoard, willing to burn the thriving village if only to get a few more gold pieces. It’s time for us to band together as adventurers to defend our village from the terrible wyrm.

  • keepcarrot [she/her]
    ·
    2 years ago

    huh, guess i got lucky with my groups, most i’ve come across play other systems more than 5e

    My experience has been that people at gaming clubs tend to play a wider variety of games, whereas more insular groups that started because they enjoyed critical role or because there aren't any available clubs in the area play only D&D. That's entirely anecdotal.

    • WoofWoof91 [comrade/them]
      ·
      edit-2
      2 years ago

      fair
      outside of home games, my main ttrpg thing for a while was the Axe and Sickle, the 3.5 west marches server in the ttrpg comm sidebar

      • keepcarrot [she/her]
        ·
        2 years ago

        Mine was a university campus club where almost everyone was an "rpg writer" and we had a rotating cast of systems printed out from google docs, as well as official systems. Looking back on it, it was a very hipster-ish "don't play this because everyone else does" kind of environment.

        • WoofWoof91 [comrade/them]
          ·
          2 years ago

          the hipster thing isn't great, but i'm a notorious system hopper myself, so that sounds fun to me lol

        • UlyssesT [he/him]
          ·
          2 years ago

          That does explain a bit of your perspective. It's a subjective thing, as is mine. Mine tends to be enthusiastic players that want to be entertained and don't want to spend too much time learning new systems, instead focusing on one system at a time.

          • keepcarrot [she/her]
            ·
            2 years ago

            Yeah, I'm definitely a fan of sitting around a table, taking a pause to discuss what rules are working and what aren't, changing them there and continuing. I'm mostly there to socialise though. It's pretty rare that I actually think a story/roleplay of a particular game is actually engaging, but I enthusiastically create a crazy-board with red string and post-its all the same. I most enjoy playing around with systems, which I feel like comes from a wargaming/engineering background.

            • UlyssesT [he/him]
              ·
              2 years ago

              We run very different tables, and that's fine.

              My group tends to plunge deep into story focused campaigns with lots of individual character input and lasting consequences for choices. I rarely use official settings, but they do want official rules and pre-balanced classes, spells, and other materials, thus their concern.

              • keepcarrot [she/her]
                ·
                2 years ago

                I am actually in a D&D 3.5 system (Star Wars Saga) atm. I'm having fun and it's probably my most chill social interaction time atm. Absolutely wildly different to what I'd design at home, but because of recent traumas I can't actually GM anymore. Alas

                • UlyssesT [he/him]
                  ·
                  2 years ago

                  I am actually in a D&D 3.5 system (Star Wars Saga) atm.

                  I enjoyed the Fantasy Flight system until a player pointed out that we were all having "badwrongfun" with it. I loved the idea of "success, but" or "failure, but" complications in the event-driven dice rolls, but a lot of the gameplay is supposed to be manipulating and spending those complications in a sort of abstract action economy which was less fun for most of us than the improv that we were doing until that point.

                  • keepcarrot [she/her]
                    ·
                    2 years ago

                    Yeah, my current Blades in the Dark gets bogged down in thinking up complications. The hope is we'll get more used to it over time.

                    Really, the systems I have the fondest memories of were about the characters I was playing and the people I was with. The systems themselves are pretty ancillary, even though I like designing and playing around with tacticool systems.