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Ben Riggs: 'The Golden Age of TTRPGs is Dead'

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Ben Riggs, D&D historian and author of Slaying the Dragon: A Secret History of Dungeons & Dragons has posted an essay widely on social media entitled 'The Golden Age of TTRPGs is Dead'.

Note that Riggs uses the term '6th Edition' in this essay to refer to the 2024 core D&D rulebooks but says that "I am by no means married to the 6E nomenclature. It's just shorter than saying "the new books coming out this year" again and again and again."

We are watching a bright and special time in the TTRPG industry pass away before our eyes.

Around the start of the 2010s, we saw the dawn of a new golden age of tabletop roleplaying games. Since then, huge numbers of new players have found the hobby thanks to Stranger Things and actual plays like Critical Role. These new fans discovered a vibrant and thrumming TTRPG industry. There was the D20 fantasy family of games, dominated by D&D 5E, but rich with other games published under the OGL and the fertile depths of the Old School Renaissance. There were other mainstream publishers with storied brands, such as Call of Cthulhu, Deadlands, and Shadowrun. Lastly, there was a flourishing indie TTRPG scene that revolutionized what a TTRPG was, such as Apocalypse World.

This influx of gamers created a rising tide that lifted all boats. Novice gamers started out playing D&D 5E, yes, but went on to discover other great games. Because of the OGL, countless companies and designers could make money creating for D&D 5E. Because of the increasing number of gamers, even strange, freaky, or weird TTRPG ideas could find an audience. Have you heard of Apollo 47 Technical Manual the RPG?

But recent developments make clear that this radiant golden age is ending, as surely as the steam engine ended the age of sail, or hobbits bearing a ring ended the Third Age of Middle-earth.

The Doom of Our Time Approaches

In the wake of the Open Gaming License scandal of this past winter, a number of companies have successfully launched new TTRPGs intended to move them past the possibility of Wizards of the Coast ever threatening their businesses ever again. Some of the games grossed millions in crowdfunding campaigns. All have been positively reviewed.

Some cite the success of these games, which are intended to replace 5E/OGL content for the companies involved, as signs of the continued health and growth of the TTRPG industry.

They are not.

Rather, they are signs that the industry has peaked, and may be about to enter a decline.

Why?

After the Open Gaming License crisis of 2023, I became pessimistic about the damage the attempt to kill the OGL had done to our hobby. Others told me that the result of the crisis would be the blooming of a thousand flowers. Discouraged from using 5E by Wizards of the Coast’s attempt to kill the OGL, we would all get amazing new TTRPGs.

Maybe every single one of those new TTRPGs is going to be amazing. Maybe every one will be so fun and so captivating that lawns will go unmowed, pets unfed, and diapers unchanged because we are all so busy playing one of those games.

The problem is the TTRPG business is devilishly difficult. Only very rarely does the creation of a phenomenal game actually lead to financial success.

And the death of the OGL and the creation of these games has fundamentally changed the industry in such a way that it will be harder for those companies to make money in the future. A difficult business is about to become more difficult.

Consider the state of the industry a mere eighteen months ago; countless publishers, from MCDM and Kobold Press to Wizards of the Coast, were all making 5E material; it was easy to purchase products from multiple publishers because if you were running 5E, you could use the work of all these companies at your table; this made it easier for companies to share customers.

The new TTRPGs birthed by the OGL crisis are about to make that sort of customer sharing much, much harder. MCDM is publishing a TTRPG where you roll 2D6 to hit. Pathfinder’s 2nd edition remaster has no alignment and changed ability scores. Critical Role has dropped 5E like a dead cockroach and is playtesting its own new fantasy game, Daggerheart, which uses 2D12s, and a horror game named Candela Obscura.

And of course, there is the rising Godzilla that is 6th edition D&D, which scientists say will attack our shores in the spring of 2024. So far, there is no hint of an OGL for whatever that game will be.

The problem is, 5E was not just a game. It was a massive community of players. Countless companies could thrive making products for that community.

These new games are a shattering of that community. Instead of countless companies working to make your 5E game better, they are now asking you to become MCDM, or Darrington Press, or Paizo, or D&D 6E players. We are entering an era of division, faction, and balkanization.

The companies are now asking fans to choose sides. It also means that it is going to become more difficult for them to share customers. How interested will a Pathfinder fan be in an MCDM product? Or 6th edition? History suggests these sorts of barriers depress sales.

All This Has Happened Before

In the 1990s, TSR, the first company to publish Dungeons & Dragons, embarked on publishing setting after setting after setting for the game. By 1997, over a dozen settings were sold by the company. Fans stopped being fans of D&D, and instead became fans of a particular setting, and would only buy products for that setting. In 1997, TSR was near death as setting releases had plummeted from the hundreds of thousands of copies in the 1980s, to a mere 7,152 copies sold for the Birthright campaign setting in its first year of release. D&D was only saved from a terrible fate by Wizards of the Coast and their fat stacks of cash. They purchased TSR in the summer of 1997.

Some might say it is unfair to compare the different settings of the 90s to the different systems of today. Settings and systems are different, after all. And I do agree with the point. Switching systems is a BIGGER ASK than switching settings, therefore this change should have a LARGER IMPACT ON SALES.

And it is all happening again. The TTRPG audience is fracturing at the seams, and it will hurt sales and growth.

To focus only on MCDM, this current BackerKit is likely the most successful campaign the company will ever see. Every campaign after this will struggle to get the same sort of sales numbers as people slowly bleed away to the competition. Paizo will say check out our competing fantasy game. WotC will batter us all with a punishing wave of marketing trying to convince all of us of the newness and hotness of D&D 6th edition. (May it be both new and hot! But I have my doubts…) And fans will bleed away.

Furthermore, what will happen to the YouTube channel that is the foundation of MCDM’s success? Matt Colville is a master communicator and was a major evangelist for D&D in his channel’s heyday. He is passionate, intelligent, and inspiring. If Dungeon Masters could go into the locker room and get a pep talk from their coach in the middle of a game of D&D, that coach would be Matt Colville.

How much time is Colville going to devote to D&D now that it is essentially his competition?

In the past year, he has put out less than 20 videos on his channel. Those videos now range widely in topic, from TV reviews and interviews with language scholars to some D&D content, and a discussion of the creation of his new RPG. Go back five years, and Colville was putting out video after video after video of fantastic advice about running D&D, usually with 5E as the default. He dispensed some of the best advice on TTRPGs I have ever seen.

But it appears his content is fundamentally shifting, and he is asking that his audience go with him somewhere new.

Let’s look at MCDM’s recent efforts from the point of view of Wizards of the Coast. It is all ruin, disaster, and calamity. Master communicator and D&D fanatic Matt Colville has gone from convincing people to try D&D, and explaining how best to play D&D, to instead asking his 439,000 subscribers to stop playing D&D and play his game instead.

Not to mention that Critical Role—a huge reason for the recent surge in popularity of D&D—is likewise stopping their support of D&D, and asking their 2.1 million YouTube subscribers to start playing one of their two new games instead. I will not mention that, lest it further trouble the sleep of the D&D people at Wizards of the Coast… (What if 2.1 million people simply don’t buy 6th edition?)

In summary, all these events are interfering with the developments that created the golden age of TTRPGs. The removal of D&D from Critical Role likely hurts everyone involved. For years, Critical Role’s pitch was “Watch voice actors play D&D!” (A concept even my 80-year-old Aunt Sonja understands.) Now, the pitch is “Watch voice actors play Candela Obscura!”

But what is Candela Obscura? (If asked, Aunt Sonja might guess Candela Obscura was a potpourri scent.) The brand recognition that drove people to Critical Role is gone.

Simultaneously, the splintering of the D&D 5E community will make it harder for new designers to break into the industry, and harder for established companies to attract new customers. Growth in the TTRPG field will slow.

What the Future Might Look Like

And if I’m right, and this is how the golden age of TTRPGs dies, certain things follow naturally from these events. Here are my predictions—Prophecies?—that I may be held accountable for my rashness in writing all this down. I may be wrong, but if I’m right, the following things seem likely to pass:
  • Sixth edition will not do as well as 5th edition. Even more firings will follow. Wizards, which struggled to know what to do with D&D when it was a success (No Honor Among Thieves Starter Set? Really?) will be flummoxed by what to do with it when it is perceived as a failure.
  • No MCDM RPG crowdfunding campaign will ever do better than this initial campaign to fund its TTRPG.
  • Kobold Press’s post-OGL game, Tales of the Valiant, has been criticized for being too similar to 5E. For Kobold Press, I see two futures. Perhaps they will slowly bleed fans in the same way that MCDM will. But if D&D 6th edition is too different, and people really don’t want to move on from 5E, Kobold has positioned themselves to be the next Paizo, and Tales of the Valiant, the next Pathfinder.
  • The frequency of million-dollar TTRPG Kickstarters will decrease.
  • Attendance at major gaming conventions will plateau.
  • TTRPGs will become less interesting. Less exciting. Less creative. And despite all the new systems, it will also grow less diverse as it becomes even harder to make money in a TTRPG community broken into factions.
And so a golden age ends sputters out.

Unless something truly dramatic and game-changing hits the industry.

What could change this grim future? I suppose a group of publishers coalescing around a single system might change matters.

Or something truly inconceivable, something like giving 6th edition D&D an OGL, or putting the rules in the Creative Commons.

And after last month’s blood sacrifices upon the altar of profitability, who is even left at Wizards with the power and experience to advocate for such a thing?

It has been a grand era to be a gamer, one which we have been fortunate to live through.


There are a few inaccuracies in the essay--Critical Role does still play D&D, for example.

Numerous industry professionals have also posted thoughts in response, some agreeing and others disagreeing--you can see their comments on the original Facebook post, which is publicly viewable.

Mike Mearls, who was laid off from WotC a few weeks ago responded "WRONG! The age of fixating on one company and its decisions is dead. Now the audience is in the driver's seat. Let us hope they hit the gas."

Shannon Appelcline, of Designers & Dragons fame, said that he thought "the reports of the OGL's death are greatly exaggerated." He went on to say that fandom has kept WotC "from destroying the Golden Age".

Keith Strohm, D&D brand manager in the early 2000s, and later COO of Paizo, commented that it was "an exceptionally astute analysis" and that it was like "watching history repeat itself". He talked about the intent of the OGL and ended by saying "I don't want to be a prophet of doom, so I'm rooting for all of these companies, many of whom are either founded by or employ my friends and colleagues. However, I wouldn't launch a new system in this current environment."

Marvel Multiverse RPG designer Matt Forbeck said that "It might herald the end of a golden age of D&D, but other games may yet thrive".

Industry veteran Owen KC Stephens remarked "This is a well-considered, well-reasoned analysis. I disagree with almost all of it."

James Lowder, who directed various lines for TSR in the 80s and 90s, feels that "It's a Second Golden Age for game design and variety." He commented on WotC's possible plans for a digital-first edition of D&D--"If Hasbro/WotC tries to make the new edition a subscription-based, highly monetized walled garden, with radically increased direct-to-consumer sales, they will likely blight the market and the hobby--this is likely to happen whether they succeed or fail. This kind of move will roll back the overall audience for everyone and could well remove RPGs from many stores that rely on D&D sales in order to justify devoting the shelf space to RPGs."
 

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Yes and no. Choosing 6E over "2024 edition" (which he could do via find and replace) is taking a stand. And it certainly lines up with his underlying thesis that the new books are a big breaking point, which many people, on all sides of the issue, would take issue with.
These are the sort of premature stances that often erode your future credibility through basic hindsight.
 

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Eh, debating the finer points of what was said is par for the course around here, but as usual misses the point.

Is it better to spread out the player base, or have a central point of reference that is relatable to 'everyone' would seem to be the question.
 


I consider 5e (and the previous 3e and 4e) to be actually AD&D 5th edition. They just dropped the "Advanced" from the title. Thus, all the WotC editions are of the Advanced lineage. At least in my opinion.
Jon Peterson's Game Wizards has a good take on this; my take is that it was a way of re-packaging the various rules from the boxed sets and pamphlets into a cohesive book, slapping the Advanced to it was marketing which also served in Gygax's dispute with Arneson.
 

We are talking about the end of the best years of a line, not about the next fall into the abyss.

Let's remember in the past before internet TTRPGs only could be sold in the biggest cities, not in smaller villages.

Other point is the forgotten no-English-speaker market.

Some mistakes were done by WotC, but not everything was their fault. There were also some external reasons.

If the new generations have discovered D&D and they enjoy the hobby, they are't going to stop suddenly.

If D&D can be for all ages, this should allow an easier generational replacement. I doubt parents wanted to play World of Darkness with their little children, not even Changeling: the Dreaming.

WotC sell mainly "crunch", but the settings can't be replaced easily.
 

As long as we're all presenting uninformed, doom scenarios for the future of the hobby, I'll add mine...
1) Tales of the Valiant will flop. Kobold Press will jump back to D&D '24.
2) Matt Colville will produce a nice video basically saying "we tried something new, and I got to live a dream. Like Icarus, I flew too high." I think their RPG will be seen as an experiment but they will return to D&D '24 content once the design of the system stabilizes. Or he'll retire.
3) Paizo will keep being Paizo.
4) D&D '24 won't be a big update. They'll put the "bridging language" in the SRD and Creative Commons to bring those up to speed. Books (and even the rules themselves) will cease to be less important to the corporation. They will be making many times the money from monthly subscriptions than they ever did on each player buying a core rulebook every ten years.
5) The book sales of D&D '24 will not reach what '14 reached. This was the "Elvis year" of D&D. The factors that made D&D a huge success (Critical Role, Stranger Things, the pandemic, etc.) aren't as important anymore.
6) With D&D print making even less money than before, you can bet other methods of monetizing (or shuttering the brand) will be on the table for Hasbro.

tl;dr
My prediction: every rival (Daggerheart, Tales of the Valiant, MCDM, etc.) is going to be a fantasy heartbreaker. They will be dropped by their company within 1-2 years when D&D '24 has stabilized. Luckily, because of crowdfunding, they'll sell a lot of these initial books - but then why keep maintaining the product line when you can go back to D&D? This will give the companies some cash while they wait for D&D to figure out its stuff.

Uninformed...but pretty reasonable guesses. My general opinions are pretty much in line with these. As much as I like Kobold Press, I have a hard time envisioning Tales of the Valiant taking over many tables. I've been introducing my players to new rules ever since the OGL fiasco, but it takes me a while to get up to speed on them well enough that I feel comfortable running them. So far, I've only actually run two other systems beyond 5e--Shadow of the Demon Lord and very recently Blade Runner RPG. One of my players plays another campaign of Pathfinder, but the rest of us are not ready to dive into that. I think one big factor for us is...we're perfectly happy with 5e for a high fantasy. Even though we all don't "love" WOTC or Hasbro, we don't have much motivation to switch rule systems that are 5e adjacent. If we're going to switch, I think we all mostly feel we want to switch genres. Hence Blade Runner. I'll probably try to run Aliens next. I'm trying to get a superhero (Champions) campaign started with them, but we just don't have the time to get together frequently enough to adopt multiple campaigns. There's bandwidth for GMs to learn and bandwidth to actually schedule and play. Adopting new systems and investing in the time (and cost) is not a no-brainer.

I agree with many of the critiques of the flubs in the article. But I think one aspect of what he is trying to say is not so much about the community but is about the business or companies producing TTRPG material. As Mike Shea is fond of saying, we can all keep playing with the rules we already own or that are released in the commons. But how many companies can sustain themselves producing new material? The industry side is appearing to become more fragmented so how many companies can thrive in that context? Producing physical books is very expensive. Even producing quality PDFs is expensive. Both affected by commissioning great art and having strong writing and storytelling. Whether you are producing an adventure or a supplement or a whole new rule set, to do quality work takes a lot of time, energy and money. It's arguable pricing of books is too low to pay a decent living to the folks who contributed. Producing books and selling to a smaller pool makes paying your staff difficult. Freelancers are mostly underpaid as it is. So the question is more around how sustainable running these businesses will be that we want to be healthy. Folks also assume that Kickstarters are going to succeed for these companies. They could flop too, there's no guarantee they will do well enough to pay for themselves. The actual profit is much lower after costs. I just saw a Kickstarter for a pair of well-known Youtubers fail to meet its goal

Perhaps the future of these small businesses will be producing everything via crowdfunding followed by a Patreon style program of continuously generated content for pay. Just spitballing here, there may be new business models required in a more fragmented industry. On the other hand, some companies with a strong niche have been able to sustain with independent systems--the aforementioned SotDL from Schwalb Entertainment. I'm personally in favor of diversification, but that doesn't necessarily lead to sustaining businesses. Perhaps like Retreater hypothesizes, many of these medium size companies will squat back on 5e when 2024 5e settles. Time will tell, but I think the key point that I do agree with from the original article is that selling books to a smaller pool of people is harder than selling to a larger pool around 5e. It can succeed but in a tough business, it's increasing the Difficulty Class of success.
 
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Many of us here disagree with Riggs assessment, but . . . it's far from drivel. How exactly does D&D losing market dominance impact Rigg's bottom line? He writes books about the hobby, which he can continue to do regardless of whether WotC and D&D are doing well or not-so-well.
He repeatedly presents conclusions that don't follow from the facts presented. It's clear he is completely oblivious to what's going on outside the (admittedly very large) D&D bubble. And, in his summary on Reddit, he incorrectly refers to the end of an age for the hobby, when the article actually talks about the industry -- which is fine if he's just some internet rando, but failing to understand the distinction doesn't speak well of someone who has made a name for himself writing about the industry.

Specifically, his reputation mostly involves writing and talking about D&D. So yes, if people become less interested in D&D, it will impact his ability to make money from D&D -- and you only have to read the article to see that, if he's being honest, this is something he is genuinely afraid of and upset by.

I mean, the basic premise that the article is built on is that a golden age is ending and a dark age coming because lots of people chose to spend money on TTRPG products for non-D&D games.
 

Perhaps the golden age is ending - and we're moving to a platinum age?
What I can say is that I have full tables in person and online. I have shelves full of excellent books to read and play. I have files of fantastic PDFs from small publishers, OOP classics, and more. I have miniatures to paint.
So even in my "uninformed doom scenario" I posted earlier, I'm doing okay.
 

Perhaps the golden age is ending - and we're moving to a platinum age?
What I can say is that I have full tables in person and online. I have shelves full of excellent books to read and play. I have files of fantastic PDFs from small publishers, OOP classics, and more. I have miniatures to paint.
So even in my "uninformed doom scenario" I posted earlier, I'm doing okay.
You are totally right. There is a discussion hidden in that Rigg essay, but its cloaked in a false existential crisis, which just poisons the well.
 

The difference is that we used to have several mid-sized games (Vampire, Shadowrun, etc) that, while smaller than D&D, weren't just rounding errors. Now we have D&D, near-D&D, and everything else is a rounding error.
In the 1990s when the D&D battleship was wallowing and close to sinking, games like Vampire appeared to be a big deal. For some, they were. In the grand scheme of things, however, those games was still just tugboats.
And that, crucially, is where we disagree. Because what's good for D&D isn't always what's good for the rest of us.
That's because you and I are already in and established.

What's good for D&D is good for the greater hobby, however, in that a thriving D&D means a continued stream of new entrants into said hobby, who may (or may not) then branch out into other RPGs.
 

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