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D&D 5E Hasbro Acquires D&D Beyond For $146M

D&D owner WotC and D&D Beyond have announced that the online tools platform is being acquired by WotC. DDB’s (former) owner was Fandom, which acquired it in 2018, and which also acquired the Cortex Prime TTRPG system recently. Fandom is producing a range of licensed games using the Cortex Prime system starting with the recent Tales of Xadia: The Dragon Prince RPG. Several DDB core staff...

D&D owner WotC and D&D Beyond have announced that the online tools platform is being acquired by WotC.

DDB’s (former) owner was Fandom, which acquired it in 2018, and which also acquired the Cortex Prime TTRPG system recently. Fandom is producing a range of licensed games using the Cortex Prime system starting with the recent Tales of Xadia: The Dragon Prince RPG. Several DDB core staff members and founders moved on to other projects last year.


This move has been widely expected for some time. The purchase figure being circulated is $146 million. By comparison, when WotC purchased then-D&D owner TSR in 1997, it did so for $25M. Hasbro later purchased WotC for $325M.

D&D Beyond was created in 2017 by Curse LLC, a company owned by Twitch. Fandom purchased Curse in 2018. WotC will be the third owner of the platform.

In other news, back in November WotC applied for a trademark for 'Atomic Arcade' for a variety of electronic gaming applications, and earlier in the year, rumours spread regarding WotC’s plans for its own virtual tabletop platform (VTT) following a survey in which they gauged opinions and allegedly showed off graphically rich 3D screenshots.

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Hasbro, Inc. (NASDAQ: HAS) today announced that it is acquiring D&D Beyond, the leading digital toolset and game companion for the Company’s groundbreaking fantasy franchise, DUNGEONS & DRAGONS, from Fandom. Fandom, the world’s largest fan platform, has owned and operated D&D Beyond since 2019 and has grown the direct-to-consumer business to be the leading role-playing game (RPG) digital toolset on the market with close to 10 million registered users. This strategic acquisition, for $146.3 million in cash, will further strengthen Hasbro’s capabilities in the fast-growing digital tabletop category while also adding veteran talents to the Wizards of the Coast team and accelerating efforts to deliver exceptional experiences for fans across all platforms.

Since 2017, D&D Beyond has helped to power DUNGEONS & DRAGONS tabletop play and deliver the brand's eighth consecutive year of growth in 2021. Over the last three years, the royalty paid to Hasbro by D&D Beyond has represented a significant contribution to the fastest growing source of revenue for DUNGEONS & DRAGONS. The strategic acquisition of D&D Beyond will deliver a direct relationship with fans, providing valuable, data-driven insights to unlock opportunities for growth in new product development, live services and tools, and regional expansions. As part of Wizards, the brand’s leadership will soon be able to drive a unified, player-centric vision of the world’s greatest role-playing game on all platforms.

“The acquisition of D&D Beyond will accelerate our progress in both gaming and direct to consumer, two priority areas of growth for Hasbro, providing immediate access to a loyal, growing player base,” said Chris Cocks, Hasbro Chief Executive Officer. “Hasbro’s gaming portfolio is among the largest and most profitable in the industry, and we continue to make strategic investments to grow our brands, including in digital.”

“This is the perfect next step for the talented D&D Beyond team, who built a transformative digital product that engaged and delighted millions of D&D fans around the world,” said Perkins Miller, CEO of Fandom. “We can't wait to see what this team will do next as an integral part of the D&D franchise, and I look forward to investing in more brands and products to super serve Fandom’s 300 million+ global fans.”

“D&D Beyond has been one of our most valuable partners in the digital space for the past six years and we’re excited to bring their best-in-class talent onto our team,” said Cynthia Williams, President of Wizards of the Coast and Digital Gaming. “The team at D&D Beyond has built an incredible digital platform, and together we will deliver the best-possible DUNGEONS & DRAGONS experience for players around the world.”

Hasbro’s continued investment in Wizards of the Coast’s digital growth for its two iconic franchises, DUNGEONS & DRAGONS and MAGIC: THE GATHERING, is representative of the significant opportunity in PC and mobile gaming, an industry that represented over 3 billion players globally and $129 billion in revenue in 20211. With the launch of Magic: The Gathering Arena on PC in 2019 and on mobile in 2021, Wizards has built a unique ecosystem of best-in-class tabletop and digital play to create deeper player engagement and satisfaction and grow revenue across all expressions and regions. Similarly, with more than 80% of DUNGEONS & DRAGONS fans having already played the game virtually in 2021, aided by online digital platforms such as D&D Beyond, this acquisition accelerates the game’s ability to penetrate new markets, gather valuable consumer insights and provide players with the best DUNGEONS & DRAGONS experience on all platforms.

The transaction is subject to customary closing conditions and the receipt of certain regulatory approvals, and is expected to close during the second or third quarter of 2022. The transaction will be funded out of cash on hand and is expected to be immaterial to revenue and earnings per share in 2022 and accretive to earnings per share in fiscal year 2023 and beyond. The transaction has been approved by both Hasbro’s and Fandom’s Boards of Directors.


 

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Oofta

Legend
I'm curious what you would expect an employee of a company to say publicly about decisions being made by the company...? In any case, the developers now are not the developers that stood up the platform years ago, and in many of the recent developer videos they've put up, the developers have been pretty vocal—albeit in the kindest way possible—about how the original architecture was simply not cutting it and what they had to do to overcome that.

As someone with an almost 25-year career as a software engineer working in various sizes of companies in many different industries, I can say that it is almost always that. This isn't to say that there's no such thing as an incompetent developer making poor decisions, of course, but that in the overwhelming majority of companies, developers are not going to have any iota of say as to what the company builds or doesn't build. You'll definitely see it more in the startup arena where often times there are developers in the founder's circle.
I've worked at a startup as the second-wave dev. To say that it was a challenge is a bit of understatement. As much as I think a lot of times the management is the issue, there is also the mindset for some people that "this is a startup and I don't care about the long term". Between being primarily concerned with the UI and not bringing in someone with back-end expertise (which is generally underappreciated because it's not visible).

On the other hand we always used to joke that if there were any problems with an app we could just blame the dead guy, aka whoever wrote the code initially. Put two developers in a room and you'll come out with at least 3 ideas of how to best implement software. ;) So we really have no way of knowing. In my case? We had to rebuild the guts of the system from the ground up, there really wasn't an alternative. It worked out in the long run until we were bought out. But that was kind of the company goal anyway.

But at least the original devs developed something that actually worked, unlike the original 5E character builder that crashed and burned before they even got out of beta. I think people underestimate how difficult D&D is to map to an application, there's a lot of moving pieces.
 

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Burnside

Space Jam Confirmed
Supporter
What I think:

1. From WotC's standpoint, obvious great move. The future of D&D is in two places: digital space and international markets. And given WotC's somewhat spotty digital track record in the past, acquiring DNDBeyond was the best way to do this rather than developing a new tool in-house.

2. This will mean better synergy between physical & digital products. It's now far more likely that there will be ways to unlock the digital version of products if you purchase the physical one (like with the Essentials Kit). Packaging is still an issue (how to stop people from opening the hardcover books on store shelves and stealing the codes). Maybe that will be addressed by the "new print formats" Winninger has discussed.

3. An official D&D VTT through DNDBeyond is likely for 2024. Which could be devastating for current 3rd party VTTs like Roll20 and Fantasy Grounds.

4. Possibly very good news for Onebookshelf (the owners of Dungeon Master's Guild) as well as DMsGuild creators, as it's now far more likely that there will now be DNDBeyond "versions" of DMsGuild products (probably starting with a small range of select DMsGuild best-sellers).

5. Probably bad news for pro DMs, as WotC's Yawning Portal/pro DM system will likely migrate to DNDBeyond and set unsustainably low industry rates for pro DMs by becoming a pro DM McDonald's.
 



This was a smart move, but will this be just the first time in expanding for WotC? What else might WotC aquire? I think they will wait to buy Games Workshop till they see how the 40k Commander Decks sell. I think there will be other purchases in WotC future, perhaps Drivethrurpg or Renagade Press or Kobold Press, but I don't think a VTT will be one of them because given the Survey in the past I believe they are already developing their own and bought D&D Beyond to make sure they can integrate them properly. I mean why buy D&D Beyond when it will add to expenses on the balance sheet and lessen the expenses to profits ratio, unless you have big plans for it? So expect major investments in D&D Beyond.
 


Ancalagon

Dusty Dragon
Im goina out on my pessimistic hat. This further fractured the community. Those that bought stuff on roll20 are going to eventually be left in the dust so to speak. Which leads to anger/resentment toward Wotc for not providing a clear direction when it came to online support for 5e.

I also think business wise it made sense to pay for books twice when owned by different companies. I can’t see people being happy to continue that practice.

... I think I missed your point. This is a consolidation, not a fracture...
 

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