WotC Makes Major Changes To D&D OGL License, Sends Community Into A Frenzy

from the d-and-don't dept

If you go back and review Techdirt stories about Dungeons & Dragons, the beloved tabletop fantasy roleplaying game, you will see that most of them focus on the stupidity of moral panics, in which D&D is often swept up. This post is decidedly different. Wizards of the Coast (WotC) recently announced there would be changes to its Open Gaming License (OGL) licensing agreement for creators making content around D&D’s core ruleset. And we’ll absolutely get into that. But first: a history lesson.

The current Open Gaming License in place for D&D dates back over two decades. The purpose of that license is very clear: let creators in general use D&D’s core rules and lore to create new content, but disallow the use of certain copyrighted and/or trademarked content. Why would WotC have opened the game up like that? For the most obvious of reasons: because it was profitable to do so.

In a 2002 interview, then-WotC VP and OGL architect Ryan Dancey said the OGL was “essentially exposing the standard D&D mechanics, classes, races, spells, and monsters to the Open Gaming community. Anyone could use that material to develop a product using that information essentially without restrictions, including the lack of a royalty or a fee paid to Wizards of the Coast.”

The idea, Dancey said at the time, was directly inspired by Richard Stallman’s GNU General Public License. And this wasn’t just altruism on WotC’s part; Dancey said the license would encourage the kind of network externalities that would make the D&D rules system more popular, thus increasing sales of the game’s core rulebook and allowing others to profit off of content based on that system.

Dancey might as well have been a Techdirt reader from back in the day, but this sounds of that logic. Open things up with a generous license, get people to create their own content, and it will all lead to more purchases of the core content that WotC sells in the first place. It was simply good business, in other words. This license continues to be in use all the way up to present.

But as I mentioned, that’s about to change. WotC announced a couple of months ago that the OGL would be updated to version 1.1 and that the changes would reflect a desire to not “subsidize” large corporations that were releasing commercial content utilizing D&D core content. That led many to speculate just what the hell would be in OGL 1.1. Thanks to a leaked draft of the new licensing agreement, the public got its first look at OGL 1.1 a week or so ago. The top-line changes are certainly different, though many in the D&D community looked at these specifics with only mild irritation.

The leaked license document sets up a 25 percent royalty for any revenues a company makes beyond $750,000 in a single year. That new royalty reflects WotC’s position that the original OGL was “always intended to allow the community to help grow D&D and expand it creatively” and “wasn’t intended to subsidize major competitors,” according to the leaked document.

That lines up with WotC’s December statement, which says the license update is partly intended to prevent “large businesses [from] exploit[ing] our intellectual property.” And while the royalty in the leaked license only applies to companies with relatively large revenues, the new OGL reportedly lets WotC “modify or terminate this agreement for any reason whatsoever, provided we give thirty (30) days’ notice.”

The number of folks hitting that top tier number in the 10s of people, so we’re not talking about a ton of creators. And, while many have noted that the 25% royalty is on gross revenue rather than profit, you should also note that this is a progressive system, so the royalties only begin to be applied once you’ve made your first dollar over $750,000 in a single year. Much of the irritation instead centered on the requirement to share revenue data with WotC if a creator makes more than $50k in a year in revenue.

Are these changes going to massively effect the wider community? Not these ones, no. I’d argue they’re still counterproductive, however. After all, in the last two decades, D&D has seen a massive uptick in popularity and gameplay, much of it corresponding to creator content, such as Critical Role and the like.

But those aren’t the only and, arguably, most important changes. The new OGL also purports to replace and nullify the original OGL.

Rights and royalties aside, the most controversial part of the new OGL version 1.1 could be its potential effect on the original, decades-old OGL. The new version reportedly calls itself “an update to the previously available OGL 1.0(a), which is no longer an authorized license agreement [emphasis added].”

That wording came as a surprise to many in the community because the original OGL granted “a perpetual, worldwide, royalty-free, nonexclusive license” to the Open Game Content it described. But while that license was explicitly perpetual, the EFF points out that it was not explicitly irrevocable, meaning WotC retained the legal right to cancel the original agreement at any time, as it seems to be attempting with this updated version.

That just plain sucks. A metric ton of content has been created under the old OGL which was pitched as a perpetual license. To have that license suddenly nullified is a huge betrayal. And, frankly, additional language in the original OGL is likely to create some significant legal headaches for WotC if it wants to enforce its new restrictions in court.

For instance, there is a clause in OGL 1.0a that reads:

Even if Wizards made a change [to the license] you disagreed with, you could continue to use an earlier, acceptable version at your option. In other words, there’s no reason for Wizards to ever make a change that the community of people using the Open Gaming License would object to, because the community would just ignore the change anyway.

But the new OGL, which creators have yet to agree to, says the opposite. It says that the old OGL is nullified and no longer an option for creators. The previously quoted Dancey actually helped create the old OGL. Asked for comment on what that clause means, well…

Yeah, my public opinion is that Hasbro [WotC’s parent company] does not have the power to deauthorize a version of the OGL. If that had been a power that we wanted to reserve for Hasbro, we would have enumerated it in the license. I am on record numerous places in email and blogs and interviews saying that the license could never be revoked.

The result? Well, there are about 40k signees of an open letter to WotC stating that they will refuse to sign up under the new OGL, that the old one is still in effect per the terms within it, and that the community insists the old OGL be an option for new content moving forward.

“From what we’ve seen, OGL 1.1 is not an open license,” the group wrote. “It is a restricted license. WotC can change it at any time to create even more restrictive terms. They can remove anyone’s right to use it for any reason. It is a joke. It is a betrayal.”

This is an amazing example of a company shooting itself in the foot with the worst imaginable timing. D&D likely has never been more popular, or played/watched by more people, than it is right now. Purely because WotC decided it wanted more control, and money, from the creative community its open policies helped create, well, now that community is up in arms, angry at what it sees as a massive betrayal.

Which will lead to two things. First, a chilling effect on creators afraid to create for D&D now. Second, a community with a sizable and very loud megaphone that is very, very angry at the moment when WotC should be riding the crest of the popularity wave it helped foster.

A failed charisma check, in other words.

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Comments on “WotC Makes Major Changes To D&D OGL License, Sends Community Into A Frenzy”

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46 Comments
This comment has been deemed insightful by the community.
Anonmylous says:

Pure Greed

While this article is essentially on just the monetary aspects of OGL 1.1, it’s been pointed out that it is much more draconian than that, including the removal of rights to sue without even arbitration as an option, stealing creators content if they want (perpetual worldwide right to redistribute), etc.

They couldn’t shoot themselves in the foot with this any harder if they had a howitzer and clown shoes.

This comment has been deemed insightful by the community.
Anonymous Coward says:

History doesn't repeat but does rhyme.

This is not the first time Wizards have tried this. 4E tried to replace the OGL with a SGL (System Game License) because they wanted to exert more control over who could produce content for the game.

This backfired and ended up in the creation of Pathfinder and Wizards ultimately having to backtrack. Now we’re seeing the same thing again with Kobalt Press “raising the black flag” and designing their OWN fantasy game system that promises to be open and preserve the 5 environment as it exists.

This comment has been deemed insightful by the community.
Steerpike (profile) says:

And now, Paizo, who benefitted from WotC’s last misstep with 4E/GSL, has announced that they’re going to release a system-neutral open license for anyone to use.

Although, as some pointed out at the time of OGL, you don’t need a license to use game rules and mechanics–they’re not protected by copyright. In some ways, signing on to such a license can result in giving up more rights than you’re otherwise entitled to under the law in exchange for some security (real or perceived) from threats of litigation.

This comment has been deemed insightful by the community.
Pseudonymous Coward says:

I think you skipped the worst part

You posted this section, but I think it deserves highlighting:

“can modify or terminate this agreement for any reason whatsoever, provided We give thirty (30) days’ notice.”

Sure, right now the royalties only apply to creators making more than $750k. Sure, right now you retain some rights. But WotC is now saying they can swoop in at any time (with 30 whole days notice) and say “I have altered the deal. Pray I don’t alter it any further”. At least as I read it.

This comment has been deemed funny by the community.
Stephen T. Stone (profile) says:

Re:

But WotC is now saying they can swoop in at any time (with 30 whole days notice) and say “I have altered the deal. Pray I don’t alter it any further”.

They won’t be saying that, though. The absolute last thing WotC needs right now is a lawsuit from the House of Mouse. 😁

This comment has been deemed insightful by the community.
David says:

More background

You missed some of the background of why the OGL was originally created. In the 90’s, TSR (the previous owners of D&D) were incredibly sue-happy, going after all kinds of third party publishers who were making D&D supplements. Nothing ever went to trial, but the lawsuits were designed to be as costly as possible to defend against, and I think bankrupted at least one company.

After Wizards of the Coast bought the D&D IP, they needed to get those third parties back on board with trusting them and making D&D content for the reasons Dancey explains, and the OGL was a major part of that. It guaranteed that WotC would not sue them as long as they kept within certain bounds of what they published.

Cory Doctorow makes a reasonable case that the OGL doesn’t actually give anyone any real rights, that most everything that’s allowed is not actually copyrightable, but entirely misses the point that being legally correct and being not sued are two very different things. The OGL gave third party publishers the confidence to participate that led to the explosion in content that really expanded D&D’s reach and worth to what it is today.

Ven says:

Re:

While I greatly respect Cory I will defer to Paizo on this subject, from their recent announcement (emphasis added)

When we needed to quickly bring out Pathfinder First Edition to continue publishing our popular monthly adventures back in 2008, using Wizards’ language was important and expeditious. … By the time we went to work on Pathfinder Second Edition, Wizards of the Coast’s Open Game Content was significantly less important to us, and so our designers and developers wrote the new edition without using Wizards’ copyrighted expressions of any game mechanics.

TechDirt often discusses the idea/expression dichotomy in Copyright. Here we have Paizo, who wanted to move their publishing of adventures from D&D to their own system. They wanted the new system to be mostly still compatible, both with their old content and other content. They had the right to use those ideas without any license. But to save time they took the both the unprotectable ideas and the protectable content directly.

Paizo recognizes that the mechanics and how those mechanics were expressed are legally distinct. They originally used the expression from Wizards of the Coast. Copying that into their own game almost certainly required a license. At the time the few strings attached to the OGL likely sounded like a good deal to them. They could have done the rewrite then, and taken to cost in time and effort, but they didn’t need to. They could focus on how they were different without needing to rehash their similarities.

Cory is right that you need to give up some rights that you would have had without if you didn’t agree to the OGL, but to some extent that’s what a contract should be, each side gives up something to the other to get something they want.

GHB (profile) says:

Thank goodness people went far as to make a better alternative

https://twitter.com/HoundsongGames/status/1611040021644967936
https://www.youtube.com/watch?v=euy59kA5GA0

To prevent this from repeating with this type awful license, many came up with a perpetual AND irrevocable license, a type of license that the user following the terms does not have to worry in the future that the license can be voided at any time by the IP owner.

It’s horrible and potentially worse than Vegas Pro terminating the license and forcing users to essentially subscribe for every new version: https://twitter.com/paladinpoko/status/1563250945655721985

According to some sources, such as from yongyea: https://www.youtube.com/watch?v=hGfsbyNX-v4 there were some warning signs years ago about this company, them saying “under monetized” and becoming the likes of greedy game companies like EA. “Under Monetized” tells me they are getting corrupted by shareholders and investors demanding more money to be made.

Also, a killer ending quote by boogie2988: https://www.youtube.com/watch?v=w8RKiB0tQYs

You want to talk about a game about imagination? Imagine the players you just lost.

This comment has been deemed insightful by the community.
That Anonymous Coward (profile) says:

Hasbro we steal your fun to make more money.

I mean its not like they were leaking the new sets cards being released in Magic the Gathering just before the retail release of the current set, in many cases harming retailers income as people decided they didn’t want the hot new set & would save for the next set.

OGL allowed more settings, ideas, concepts into a game that was just recycling the same stories over & over…
It drew people to the system they hadn’t considered because there wasn’t any content that appealed to them, without WOTC having to spend anything…
Now the lawyers want moar money for share holders, even if what they are doing will harm the game.

I mean seriously, we changed our roleplaying game to make it feel more like an online game to attract new players.

Uriel-238 (profile) says:

Surely Dr. Jones told you there would be other interested parties.

It’s been a long time since I’ve played tabletop, but in the San Francisco gaming community circa 1995-ish, about the time WoTC bought TSR, Inc. Dungeons and Dragons was regarded as a springboard to other, more versatile game systems. Those that played the game did so less because it accommodated character or world customization well (it didn’t). Rather because it was a known quantity and didn’t require ascending a learning curve for veteran players.

I’ve heard the more recent versions are… better, but still a problematic amalgam of grandfathered rules systems and new systems to accommodate skill-based character construction. Mostly I’ve heard ravings about Pathfinder which sounded at the time like TTRPG with cards as well as character sheets and dice.

Anyhow, when WoTC launched the OGL project, it was a considerable setback for those of us trying to convert the catholics (lower case) to try something new, since it was going to assure that future genrebooks were going to be made for the next edition of D&D

But since the news of the leaked OGL 1.1, I’ve been reading it as an opportunity to renew conversion efforts. The Hero and Chaosium systems haven’t gone away (and have seen regular version increments) so it would be an opportunity for any of them to offer their own open gaming platform that has fewer company-inserted caveats.

Mars42 says:

Re: Something else you missed

This is the statement that got me the most. Because it means that even if you are not making money and just writing/drawing D&D supplements for fun, WotC can take any of your ideas, settings, art, and lore, and re-publish it so they can make a profit. Even if you were giving it away, they can publish your ideas with no credit to you.

Anonymous Coward says:

Re:

This is the statement that got me the most.

I find it strange, personally, or at least not well described. If you modify stuff under the OGL, you have to release your modifications under that license, right? Same as basically every “share-alike” license (GPL, Creative Commons, …). I guess the concern is about “no credit”, meaning maybe they have “special rights” the OGL wouldn’t grant to anyone else?

Anyway, it seems they’re going to cave to the community pressure.

[The next OGL] will not contain is any royalty structure. It also will not include the license back provision […] Content already released under 1.0a will also remain unaffected.

They also say:

Our plan was always to solicit the input of our community before any update to the OGL; the drafts you’ve seen were attempting to do just that.

That part seems like bullshit, considering the information was leaked rather than published by WotC. And what community members were clamoring to pay royalties to them or to have the old license revoked?

Anonymous Coward says:

Re: Re:

Of course, their competitor Paizo had already announced plans for a competing license:

The new Open RPG Creative License will be built system agnostic for independent game publishers under the legal guidance of Azora Law, an intellectual property law firm that represents Paizo and several other game publishers. Paizo will pay for this legal work. We invite game publishers worldwide to join us in support of this system-agnostic license that allows all games to provide their own unique open rules reference documents that open up their individual game systems to the world.

I think they should be inviting the whole community rather than just publishers, but perhaps they’re using a broad view of “publishing”. At this point I imagine they’ll be seen as more trustworthy than WotC, at least. But if they or WotC don’t produce a good license, it might be time to decide on something as a community. I say just put any new game mechanics under Creative Commons Zero (CC0 / public domain) on the basis that game mechanics were never copyrightable in the first place; pretending that one can apply terms, and then arguing about which terms should be applied, is a waste of everyone’s time, which could be better spent gaming.

Anonymous Coward says:

Re:

See the link “Good riddance to the Open Gaming License” in a neighboring comment, which links to a posting from 2019 saying “the OGL is a grossly defective instrument that is significantly worse than useless.”

It wasn’t what the community thought it should be, or what it claimed to be, but people already knew that.

Anonymous Coward says:

What about software licenses?

But while that license was explicitly perpetual, the EFF points out that it was not explicitly irrevocable

A quick search of my computer shows that GPL 3, AGPL2, Apache 2, and various Creative Commons licenses claim to be irrevocable. Notably, the common permissive software licenses (BSD-/MIT-/ISC-style) and MPL do not.

We’ve already had some bullshit claims from the University of Washington (relating to the Pine e-mail program) that caused the ISC to replace “and” with “and/or” in their license. Is this something else we need to fix before it causes too much strife?

Mat (profile) says:

A plus and a minus

They critically failed their initial diplomacy check (among other things) with how this had to be leaked before the general community could make informed comment, and not listening to their partners in this before things got bad. They may not have critically failed their backpedal, but they sure didn’t make a successful diplomacy roll there either. and in the process, I think they may have lost more community trust then they realize… and I think the higher ups in the company don’t realize just how fragile that trust was, and how near impossible rebuilding it will be now.

CyberKender says:

Failed Wisdom check...

“This is an amazing example of a company shooting itself in the foot with the worst imaginable timing. D&D likely has never been more popular, or played/watched by more people, than it is right now. Purely because WotC decided it wanted more control, and money, from the creative community its open policies helped create, well, now that community is up in arms, angry at what it sees as a massive betrayal.”

Exactly why short-sighted, greedy people would choose now to make a grab for control. “It’s more valuable than ever! Pump the goose for more eggs, dammit! Yes, even if it kills her!”

Ven says:

Re:

I’m honestly disappointed in the ArsTechnica coverage, other sources have reported that WotC was asking for signatures on the OGL 1.1 when they presented it to other companies, not feedback. Some of them were so shocked by the changes that they felt they needed to warn the community before the change was forced on the community.

Nothing in the ArsTechnica story challenges any of the statements made in the WotC post that are clearly false.

First, we wanted the ability to prevent the use of D&D content from being included in hateful and discriminatory products.

This is already a feature of the OGL 1.0a. The concept of “Product Identity” content explicitly not covered by the license and not available for use. In general “D&D content” is all going to be claimed as Product Identity, only the more generic d20 System mechanics are typically covered by the OGL. At most maybe they should include a clause to be more explicit about about diversity and inclusion, but hardly requires a rewrite that makes the license 10 times larger.

Second, we wanted to address those attempting to use D&D in web3, blockchain games, and NFTs by making clear that OGL content is limited to tabletop roleplaying content like campaigns, modules, and supplements.

Just like above the OGL 1.0a didn’t grant any web3/blockchain/NFT companies access to the D&D Product Identity content. Any company trying to make D&D on the blockchain can be dealt with using Trademark and Copyright laws. Any company making a generic d20 game on the blockchain can’t be stopped by the new OGL, because having stats, modifiers and using a random value between 1-20 is not protectable.

And third, we wanted to ensure that the OGL is for the content creator, the homebrewer, the aspiring designer, our players, and the community—not major corporations to use for their own commercial and promotional purpose.

Then add a simple non-commercial use only clause. It would still be a problem for the community, but it would not be a cash grab that clearly is targeting the bottom end not the “major corporations” claimed.

Why is clear that the OGL changes were targeting the lower end and not “major corporations”? Well first, companies outside the RPG industry would not be very interested in the actual content covered by the OGL, Would a Hollywood studio looking to make a quick buck off D&D care about what skills are linked to Str instead of Dex? No they care about the D&D trademark itself, or maybe one of the setting background like Forgotten Realms. But those are all (yes again) Product Identity. So the OGL is really only benefiting other companies inside the RPG industry.

So who would be getting hit by the royalty? Any company with more than $750k in annual revenue. Seems like a lot? One result of this controversy is that many of the small and mid size publishers have been talking about the margins they make. The vast majority are in the single digits. So being generous lets use 10%. So from $750k in annual revenue, the company is making $75,000 profit. How many people are going to be supported by that amount? This is going after the successful mom and pops not the big guys. It might be leaving the true hobbyists untouched, but it is ensuring that they can never quit their day jobs and move to being full time creators for RPGs.

This post is already too long and I’ve only addressed the first paragraph. The rest just keeps compounding on these lies and gets more patronizing and condescending as it goes.

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