D&D General Ray Winninger on 5e’s success, product cadence, the OGL, and more.

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It was released in January 1974, you don't celebrate your 50th anniversary on the 51st anniversary.
Was it though?

It turns out we do not have one specific day that can conclusively be said to be the release date for D&D. Early copies of the rules were being circulated in mid-1973, but as The Making of Original Dungeons & Dragons tells it, it was only on February 7th that Gygax wrote to Arneson to say "printer has D&D nearly done". And according to the Acaeum, the set "very likely was not publicly available until the second quarter of 1974".

Give the impossibility of accurately celebrating a precise 50th anniversary day, it seems entirely appropriate that WotC viewed this as an anniversary year. After all, the first print run of 1000 copies of D&D apparently took eleven months to sell out, well into 1975.​
 
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We were selling a lot of Starter Sets and Essentials Kits through mass market stores like WalMart and Target. Short story is that Starter Set was old enough that both outlets were talking about no longer carrying. We didn't want to lose the shelf space so we agreed to produce a new version of the Starter Set. We were planning a more ambitious starter product to follow the new core books, but that was still several years away and there was no time to wait.

With the new core books, the plan was first to focus on driving adoption by existing fans in their debut year, then to push harder for new fans--with the new, more ambitious starter product--thereafter.
I appreciate the insight. I did have a question about the Starter Sets though. A lot of people have been asking for a way to get a digital copy on DDB of books purchased at places like FLGS and I do understand that is a complicated problem so I won't get into that, but I do want to ask about that concept for the Starter Set boxed sets. The Essentials Kit came with a code in the box to get the Dragon of Icespire Peak adventure on DDB for free and also provided a 50% off coupon for the PHB. As someone who was skeptical of DDB at the time, it got me to make an account and use both codes to check the platform out. And it worked because I ended up liking what I saw and spending a couple hundred dollars rebuying stuff I already owned in print over the next few years. The noteworthy thing at the time was WotC had not yet purchased DDB, so there had to be cooperation between both companies to make that promo happen. It would be like WotC including a coupon for Roll20 copies of the 2025 Starter Set adventure when that releases.

Is there a reason that a similar promo was not done for the Dragon of Stormwreck Isle Starter Set? Since the set is designed to on-board new players, also on-boarding them to the digital platform seems like it would have been a good thing so I'm curious if there was a reason this didn't happen.
 

I organize D&D at two large Seattle conventions, PAX and ECCC. As I've shared on my blog, the number of people interested in D&D is enormous. And a lot of them this past August had heard of '24 and were super excited about it. We had a pre-release copy of the PH and people were texting their friends pictures, wanted to hold it, etc. Out of many many hundreds of people I spoke to, exactly one person was negative on '24. Similarly, at ECCC earlier in the year, exactly two people were negative on D&D overall. (We helped them find one of the areas running other RPGs. I love all kinds of RPGs.)
This is one of the many things I love about TTRPGs and tabletop in general - there's no easy, one stop reference to figure out how the community has reacted to something. I popping into Alphastream's comment with because it dovetails nicely with my process for figuring out what's going on in the market.

My approach for research the tabletop market comes from my first hand experiences with the fall of D&D 4e and the rise of 5e. It was interesting to see where the two diverged, and where they converged, in terms of the community. A model emerged that helps me guide my work in games.

Tabletop games are community driven. They require players to engage socially, leading to the rise of a social ecosystem around them. Like any ecosystem, the system around TTRPGs has some elements that are very sensitive to change, and others that are indifferent to it. Within that range, some areas default to negativity and others filter for positive fans.

Cons are a pretty good example of positive indicators. People go to cons to engage with stuff they like. You'd have to be psychotic to drop money on a hotel, travel, food, and a convention pass to go hate on something. 4e D&D hit rock bottom when people at Gen Con were negative about it, but I think that was driven by Paizo's strong presence there. D&D always had a good presence at PAX, so it doesn't surprise me to see enthusiasm.

That doesn't mean that these indicators are useless. It just means that we need to look at things in context. Alphastream's experience at PAX, and seeing things at Gen Con last year, indicates to me that we're not seeing a dramatic shift in D&D's fortunes in either direction.

As a counter example, think of Twitter. Are people on Twitter or Reddit being negative about D&D? Yes. Has that always been the case? Pretty much, yes. There's no dramatic change in tone in either place, which lies up with what I see at conventions.

Digging a little deeper requires you to look for areas where you can track change. Here's one I just updated my research on this morning - DMs Guild publishing activity. Publishing is a good indicator of overall energy. It's a bottom of the funnel activity.

Think of the top of the funnel as where casual players sit. There are lots of them. Some journey down the funnel as they become more engaged, with smaller and more engaged audiences at each tier. IME, the most engaged TTRPG enthusiasts publish their own material. Doing so takes time, money, and lots of energy, so to me its a good gauge for the enthusiasm and engagement in the hobby. Plus, we can track new releases to see how many people are active at this tier.

I went through and looked at how many new products were added to the Guild from January 1 to January 27 in 2025, 2024, and 2023. Here's what I found:

2025: 273 new products
2024: 314 new products
2023: 348 new products

Aha! The number is trending down. D&D is dying. Case closed, let's take a break for margaritas!

Nope, not so fast. It's an indicator, but we have to, once again, put in context.

(But, a margarita sounds good now. I'm not sure what other parents are going through, but the flu is nasty this year. Half my daughter's class and her teacher are out sick with it. Anyway...)

I'd expect this number to bounce up in 2025. There's a new version of the game out and a new setting added to the Guild. Historically, we've seen a rush of new fan content when a game releases a new version, but we're not seeing it here. However, we only see part of the picture.

In this case, I'll next look at DrivethruRPG.com and see what the numbers look like on new products. Are there fewer titles overall in publishing? Does the Guild show a distinct trend, or is there a larger trend at work?

These questions help you get a clearer picture. In general, my experience with this research is that it goes much better if you approach it like this:

Your job is to find the next question, not find the final answer. There is no final answer, because the market and the community are in a constant state of change. Data is always out of date, and no line continues on the same trend forever.

I'm going to dig up the DTRPG numbers right now and will post an update on that in a bit. I'm very curious to see what we'll learn.
 

It is a bit hard to say, "the 2025 Monster Manual for the 2024 revision of D&D," as I did in today's video. Whew. I had to actually refilm it because I said it wrong and didn't notice.

My own style guide is:

"D&D 2024" for the whole system.
"D&D 2024 Player's Handbook" or "D&D 2024 Dungeon Master's Guide"
and "D&D 2025 Monster Manual". (I'm willing to omit "D&D" on those if the context allows.

That works for me and helps clarify it from other 5e books coming out around the same time. If I said 5e Player's Guide, no one would know I'm talking about the Tales of the Valiant Player's Guide.

As someone else said, the context is likely to tell us what people mean, but for me. 5.5 doesn't work, particularly when we see other publishers build off of the 5.2 SRD. 6e? Meh.
 

OK, I took a look at Drivethru. I couldn't get data for '23 yet, so right now I have only a '25 vs '24 comparison. Remember, this is for new products from January 1 to January 27:

DTRPG 2025: 1,471
DTRPG 2024: 1,400

5% growth. Interesting to compare to the Guild's 14% drop. That fits into the broader pattern I'm seeing, with the new edition of D&D continuing the brand's overall downward slump. It's not a sharp drop like we've seen from some digital games, but it's not a story of ongoing growth.

That doesn't mean the mystery is solved or that this one data point seals the case. It's one piece of data among many. You need to step back and see what the trend is across your findings, while remembering to update your findings and watch how that trend might be changing.

Up thread Ray mentioned that big box stores asked for a refresh of the Starter Set. Can we find some way to measure its performance against the original Starter Set and the Essentials Kit? Here is how I'll do that:

Let's use Amazon as a baseline. The products were all available there, though the Essentials Kit started as a Target exclusive. We'll need to put an asterisk next to it as we work.

We also need a measure that accounts for each product's different life span. The first Starter Set was available much longer, but was also put out of product in 2022. Let's find a measure that levels the playing field.

For Amazon, I like to use reviews posted per day of a product's availability. It's not perfect, but it give me a glimpse into how many people Amazon was able to motivate to slap a star review on a product. We can assume that it's a constant percentage across the number of buyers. It's also the same entity - Amazon - soliciting reviews, so we can assume mostly consistent behavior across each product.

Let's start with a flat, simple measure: reviews per day from the product's release to today. I'd expect this to help the newest products and hurt the ones that are out of production (Essentials Kit, original Starter Set):

Starter Set Reviews Per Day: 5.7
Essentials Kit Reviews Per Day: 10.9
Starter Set Revised Reviews Per Day: 1.8

That's wild. I'm not going to try to bother accounting for the starter set being out of print for 2.5 years. It's far ahead of the replacement starter set. It's interesting to see that both products that were available during the pandemic are far ahead of the product that came out as lockdowns were ending.

Again, another data point, but another one pointing to D&D coming down off a pandemic high and slowing down. The case isn't closed, but we see another were hard data shows a drop.

From here I'd look for other vendors that I could make similar comps within. I can't find the original Starter Set listed on Target.com, but I can find the Essentials Kit and the new Starter Set. Target has far fewer ratings than Amazon, but the comp is still valid within that site IMO:

Essentials Kit Reviews Per Day: 0.16
Starter Set Revised Reviews Per Day: 0.08

Again, a downward trend. The earlier product has significantly more reviews.

This doesn't prove anything, but you can see the general story that could emerge. Like building a puzzle, it gives you a starting point that new findings can contrast or support.
 

Has anyone probed the limits of what DMsG’s “perpetual exclusive right to publish your content” actually means? Can I, for instance, publish an OGL “mass battle system” on DTRPG and simultaneously publish a subset of that system that includes army lists for proprietary D&D settings like Forgotten Realms, Dragonlance, et. al. via the DMsG? After all, those are certainly not the same product. What if the DMsG product shares the same system, but doesn’t incorporate the actual text of the DTRPG product? What if the DMsG product is just the army lists and customers need to purchase the DTRP product to use them?

I have always assumed a clause like this is more protection from parallel or ignorant duplicated develop that could happen than any realistic expectation WotC might intentionally reuse a DMsG product material.
 

This is one of the many things I love about TTRPGs and tabletop in general - there's no easy, one stop reference to figure out how the community has reacted to something. I popping into Alphastream's comment with because it dovetails nicely with my process for figuring out what's going on in the market.

My approach for research the tabletop market comes from my first hand experiences with the fall of D&D 4e and the rise of 5e. It was interesting to see where the two diverged, and where they converged, in terms of the community. A model emerged that helps me guide my work in games.

Tabletop games are community driven. They require players to engage socially, leading to the rise of a social ecosystem around them. Like any ecosystem, the system around TTRPGs has some elements that are very sensitive to change, and others that are indifferent to it. Within that range, some areas default to negativity and others filter for positive fans.

Cons are a pretty good example of positive indicators. People go to cons to engage with stuff they like. You'd have to be psychotic to drop money on a hotel, travel, food, and a convention pass to go hate on something. 4e D&D hit rock bottom when people at Gen Con were negative about it, but I think that was driven by Paizo's strong presence there. D&D always had a good presence at PAX, so it doesn't surprise me to see enthusiasm.

That doesn't mean that these indicators are useless. It just means that we need to look at things in context. Alphastream's experience at PAX, and seeing things at Gen Con last year, indicates to me that we're not seeing a dramatic shift in D&D's fortunes in either direction.

As a counter example, think of Twitter. Are people on Twitter or Reddit being negative about D&D? Yes. Has that always been the case? Pretty much, yes. There's no dramatic change in tone in either place, which lies up with what I see at conventions.

Digging a little deeper requires you to look for areas where you can track change. Here's one I just updated my research on this morning - DMs Guild publishing activity. Publishing is a good indicator of overall energy. It's a bottom of the funnel activity.

Think of the top of the funnel as where casual players sit. There are lots of them. Some journey down the funnel as they become more engaged, with smaller and more engaged audiences at each tier. IME, the most engaged TTRPG enthusiasts publish their own material. Doing so takes time, money, and lots of energy, so to me its a good gauge for the enthusiasm and engagement in the hobby. Plus, we can track new releases to see how many people are active at this tier.

I went through and looked at how many new products were added to the Guild from January 1 to January 27 in 2025, 2024, and 2023. Here's what I found:

2025: 273 new products
2024: 314 new products
2023: 348 new products

Aha! The number is trending down. D&D is dying. Case closed, let's take a break for margaritas!

Nope, not so fast. It's an indicator, but we have to, once again, put in context.

(But, a margarita sounds good now. I'm not sure what other parents are going through, but the flu is nasty this year. Half my daughter's class and her teacher are out sick with it. Anyway...)

I'd expect this number to bounce up in 2025. There's a new version of the game out and a new setting added to the Guild. Historically, we've seen a rush of new fan content when a game releases a new version, but we're not seeing it here. However, we only see part of the picture.

In this case, I'll next look at DrivethruRPG.com and see what the numbers look like on new products. Are there fewer titles overall in publishing? Does the Guild show a distinct trend, or is there a larger trend at work?

These questions help you get a clearer picture. In general, my experience with this research is that it goes much better if you approach it like this:

Your job is to find the next question, not find the final answer. There is no final answer, because the market and the community are in a constant state of change. Data is always out of date, and no line continues on the same trend forever.

I'm going to dig up the DTRPG numbers right now and will post an update on that in a bit. I'm very curious to see what we'll learn.
Wouldn't this be more relevant once creators have the actual monster manual... assuming adventures are one of the major products that are published and they... well need the MM to create them.

Edit: I guess that's where I'm seeing issues with alot of your comparrisons... the new edition isnt completely out yet... and imo that has to be skewing results.
 

Wouldn't this be more relevant once creators have the actual monster manual... assuming adventures are one of the major products that are published and they... well need the MM to create them.

Edit: I guess that's where I'm seeing issues with alot of your comparrisons... the new edition isnt completely out yet... and imo that has to be skewing results.
Maybe, but remember that the new rules have been heavily marketed as fully backward compatible. Things could change over time, but that's why it's important to keep updating sources and looking at how things change. It'll be interesting to see how/if things change once the 5.5 MM is out.
 


Maybe, but remember that the new rules have been heavily marketed as fully backward compatible. Things could change over time, but that's why it's important to keep updating sources and looking at how things change. It'll be interesting to see how/if things change once the 5.5 MM is out.
I think this marketing could also be suppressing demand. After all there is no rush to get it to keep up.

Also I think the latest starter set was also a short term Target exclusive.
 

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