TSR TSR3 Throws In Towel, Rebrands Wonderfilled

In the news story that never ends, after reversing its position earlier and admitting that it was NOT the original TSR reincarnated, the new TSR company, embroiled in acrimony for the last two weeks, and having blamed the widespread criticism it has received on Wizards of the Coast, has deleted its own Twitter account and rebranded its website, misspelling it’s own name in the process. In...

In the news story that never ends, after reversing its position earlier and admitting that it was NOT the original TSR reincarnated, the new TSR company, embroiled in acrimony for the last two weeks, and having blamed the widespread criticism it has received on Wizards of the Coast, has deleted its own Twitter account and rebranded its website, misspelling it’s own name in the process.

In just a week a much-loved trademark, which was associated with the creation of our entire hobby, and which generally attracted nostalgic affection as recently as a fortnight ago, has been utterly trashed in an astonishing display of self-destructive publicity and incompetence. Two companies (one of which was directly responsible for the damage) have now divested themselves of it, and most major conventions have banned the company behind it, due to the actions and statements of three people: Justin LaNasa, Stephen Dinehart, and Ernie Gygax. "TSR" is no longer a brand which anybody wants to be associated with — not even the company which ‘relaunched’ it two weeks ago, let alone the company they sniped it from. It has been a spectacular masterclass in how not to manage a brand.

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This followed an astonishing day of activity where one of the three TSR3 founders, Stephen Dinehart announced - publicly! - that he had blocked WotC and Hasbro on Twitter. After everybody thought things couldn't get any more ridiculous, they did.

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As TSR2 rebranded to Solarian this week (after TSR3 sniped their name and trademark due to a missed filing), we've now gone from two TSRs to zero TSRs in the space of a few days.

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Most people assume that WotC (or Hasbro) has been in contact with TSR3 regarding its use of copyrighted imagery.

Meanwhile, search teams have been sent out for Michael, the mysterious PR officer announced last week who made two posts and then was never heard from again. In the meantime, somebody has set up a parody Twitter account for him.
 

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Jer

Legend
Supporter
WOTC is such an evil selfish corporation, that one of the first things they did was create the Open Game License.
I mean, the OGL (and more importantly at the time the d20 trademark) were explicitly a way to try to distance themselves from the legacy of TSR. Instead of suing small game companies, Wizards was saying "hey we'll provide a license so that you can make D&D products and so long as you follow these rules you don't even have to ask us to do it". That was revolutionary at the time but it was needed because TSR had been so heavy-handed with licensing that Wizards had a lot to prove.

(Eventually they forgot all of these lessons and tried to put the genie back in the bottle with a super-restrictive license on 4e - which blew up in their faces because it prevented the game from getting the wide-spread support that 3e had gotten and also blew up their reputation as a reliable partner for 3rd party publishers, so with 5e they had to go out of their way again to try to mea cupla their bad behavior. But that was much later, and after a lot of turnover in the company.)
 

Bolares

Hero
I mean, the OGL (and more importantly at the time the d20 trademark) were explicitly a way to try to distance themselves from the legacy of TSR.
I don't know if the legacy of a dead company would be so heavy on their minds to dictate company policy...
 

Mannahnin

Scion of Murgen (He/Him)
I don't know if the legacy of a dead company would be so heavy on their minds to dictate company policy...
Why not? TSR had spent a lot of the prior decade alienating fans. D&D itself had become unfashionable in a lot of gaming circles, with a bunch of younger gamers moving on to White Wolf and other games.

Part of Adkison's mandate to "Save D&D" was also to win back the fans and consumer confidence, beyond just buying TSR and its IP to prevent the mess of creditors from locking the brand/game/IP away.
 

Marc_C

Solitary Role Playing
So I leave this place for one day and miss all this drama!

Changing name doesn't wash away what was said. It's still the same people behind. I guess they got a C&D from WoTC.
 
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Abstruse

Legend
Why not Hasbro to buy the brand to use this like a subsidiary in the same way than Avalon Hill? For example for a new videogame studio more focused into CRPG.
Why? I mean even if they wanted to use the TSR name, why would they buy the company? They'd just start using it. They bought the original company, they own the copyright on all artwork for the logos and the text for the games, they've been actively using "TSR" to sell reprint products on DriveThruRPG plus the White Box and AD&D 1st/2nd Ed collector reprint boxes they did. The only argument for an abandoned trademark is that Jayson Elliot's TSR Games was allowed to use the trademark unchallenged for most of a decade, but that's more of a defense of TSR2 or TSR3 using the trademark and not something that would prevent Wizards of the Coast from using it.

For example, there's been two similar disputes over trademark in comics. One was over the term "superhero". Both DC and Marvel claimed they owned the trademark on the word. It went to court and was decided that BOTH companies owned the trademark, but only for the specific presentation "Super-hero" (note the dash). DC and Marvel were both fine with this because they got to keep using the trademark but also prevented anyone else from using it. The other was for the superhero "Captain Marvel". Both companies had classic characters using that name. DC owned the Captain Marvel that was child Billy Batson who, when he said the word "SHAZAM!" turned into a superhero from their purchase of Fawcett Comics. Marvel owned the Captain Marvel that was Mar-Vell, a member of the Kree Militia. This led to fighting over the trademark to the name "Captain Marvel", which was decided in court: They both owned the name so long as they continued to use it. This is why there has always been a Captain Marvel comic in print up until recently (DC finally gave up on the fight with movies about to come out for both Captain Marvels to avoid dragging the film studios into the confusing mess).

So basically, if Wizards of the Coast wanted to use the TSR trademark, they could just start anytime they want. Whether they could stop Jayson Elliot from using it is a question that courts would have to decide (and likely part of the reason why Elliot didn't want to bother once Justin LaNasa and Stephen Dinehart's TSR Games started attracting negative attention). The only thing purchasing TSR3 would do is give money to a bunch of people who have gone out of their way to be antagonistic toward Wizards of the Coast and the D&D 5e fanbase.
 

Yaarel

He Mage
I mean, the OGL (and more importantly at the time the d20 trademark) were explicitly a way to try to distance themselves from the legacy of TSR. Instead of suing small game companies, Wizards was saying "hey we'll provide a license so that you can make D&D products and so long as you follow these rules you don't even have to ask us to do it". That was revolutionary at the time but it was needed because TSR had been so heavy-handed with licensing that Wizards had a lot to prove.

(Eventually they forgot all of these lessons and tried to put the genie back in the bottle with a super-restrictive license on 4e - which blew up in their faces because it prevented the game from getting the wide-spread support that 3e had gotten and also blew up their reputation as a reliable partner for 3rd party publishers, so with 5e they had to go out of their way again to try to mea cupla their bad behavior. But that was much later, and after a lot of turnover in the company.)
I feel a main reason 4e failed is because they failed to supply an OGL. If third party could confidently fill what some players felt was missing, then 4e would have benefited. Popular options would eventually find their way into official 4e.

Even in the formative period, when 4e was still being put together, I knew the lack of an OGL would be disastrous. I said so. In hindsight I feel correct.

Part of the success of 5e is an OGL, and I feel the DMsGuild is an elegant way to benefit from player needs and creativity.

Coming up with a completely different setting for 5e means not using DMsGuild, and doing much work to create a stand-alone product. But it is fair, and some companies do this.
 


I feel a main reason 4e failed is because they failed to supply an OGL. If third party could confidently fill what some players felt was missing, then 4e would have benefited. Popular options would eventually find their way into official 4e.

Even in the formative period, when 4e was still being put together, I knew the lack of an OGL would be disastrous. I said so. In hindsight I feel correct.
The other issue 4e had was that what was released was a buggy beta version that could have used about an extra year in development for some bugfixing and a whole lot of polishing (in part because they went back to the drawing board ten months in to a two year development cycle). I do consider the final version of 4e was excellent and that 5e is basically 4e lite with a layer of paint disguising its 4e roots - but you never get a second chance to make a first impression.

Oh, and the third issue 4e had was not just that the PHB was undercooked but the initial adventure was just plain bad. The Keep on the Shadowfell was terrible to the point that the best thing you could do to fix it was simply drop a meteor onto the keep itself. Before the keep is fine, but the keep itself boils down to over a dozen (from memory 17) fights in a row in cramped static environments with terrain you can't interact with. No D&D will survive that but it would be hard to have designed an adventure to more sabotage 4e.
 
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