D&D 5E Prepping for the 5e gaming licence

Despite being what I like to call schrodinger's gaming licence era, I would like to prep for when the they finally do the 5e gaming licence.

what should I read, both official material and 3rd party analysis, so I'm familiar enough to tinker with 5e dnd when their variant of the gsl officially becomes available?
 

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On a serious note, go through the unearthed arcana articles and all the published books including adventures (for the monsters and magic items stats).

That should be a good start.

Warder
 


Honestly, waiting is a mistake in my opinion.

What if there will never be an official 5e license?

I think you're missing the boat. Start making your content now!

To answer the question, then: inform yourself about how the existing third-party supplements were made. That is, how to use the d20 license to make 5e era adventures!
 

Perhaps most important: consult a lawyer, whether using a 5e GL or the OGL.

Past that, the core books, in particular I would devour all the optional rules to note what they bend, and what they DON'T bend.
 

Pick up a couple of the adventures from Goodman Games and take a look at how they are written. Pay close attention to how the presentation is worded. Waiting for WOTC means that by the time you produce any content 6E will be in playtest.
 



Folks at WotC have been asked about license plans since Next was announced, and they've been remarkably consistent in their response -- 'we have nothing we can share about that'.

At this point, it's obvious that a generic license isn't a priority (or they'd have released something by now), and might not even be something they care about. After all, WotC has been specifically approaching the companies they want to work with to create their D&D third-party material.

At this point, I'm not sure how someone would go about producing something commercial for D&D 5E, if that person doesn't already have a relationship with WotC.
 

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