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

Author of 'Slaying the Dragon' predicts an end to the current boom.
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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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A Golden Age rpgs: for whom, exactly?

Measured as income or growth for WotC as the market leader? I have no idea about 6e (or for that matter, 5e, last D&D I tried was 4e, and then some 13th Age).

Measured in convention attendance: Sure, GenCon is the biggest event in the industry. There are plenty other big and local events catering to the general role-playing public, and in addition there are game- or publisher-centered conventions with attendance in the hundreds catering to hard-core fans and the curious. The local and genre-centered conventions have been my home turf for these last 40 years, alongside online activity.

Friends in the industry tell me that the US market generates the lion's share of (English language) sales, mainly for D&D. There are markets for other languages, often including licensed translations, locally grown games and people playing foreign language games (mostly English).

I have no idea about other anglophone markets for D&D and other major systems, and how strongly D&D dominates there.

RPG sales and games actually played are two different figures, too. I have supported a number of successful rpg kickstarters that I still haven't played, and I have a physical library of rpgs and supplements that I have bought and read but not necessarily played or GMed. Digital documents complement that collection.

The nature of the rpg hobby is that while companies generating sales from rules and rules updates and possibly new content helps getting people prepared for playing rpgs, they aren't really required. You could have a VTT with some other rules system that is familiar enough and play your own game, or independently published or distributed scenarios by other people, without any major game publisher involved. At your dinner table or your gaming club, all you need is a GM with either good creativity or a good back log of adventures, some dice, some ergonomically laid out sheets to track your character abilities and achievements, and players who show up and are willing to buy in. My own start into the hobby (and as a GM) used the 2D6 rules from "Warlock of the Firetop Mountain" books and some improvised gaming, first a (non-standard) dungeon and then a wilderness game. I had read a little secondary literature before trying this, but that was all that was needed.

I tried a number of commercially available games, including translations the first two boxes of BECMI, before I gravitated to RuneQuest and its community - at first on a national level (at the time when the Avalon Hill edition temporarily faltered), then internationally and connecting through the (upcoming) internet. Playing a niche game/setting gives you a different perspective on the concept of Golden Age. Something about people you keep in contact with about the game and its setting, meeting them online or at conventions, even through times when there was little or nothing in the way of official support, roping in new faces while saying good bye to old travel companions. Having a thriving community content program certainly helps, as do collaborations of people in the community, or having communicators in the community. Fanzines or APA publications from back when now are community content or online formats.
 

A Golden Age rpgs: for whom, exactly?
...for RPGs. You answered your own question.

"Golden Age" doesn't refer to the experience of an individual but to society or culture as a whole.

There are now more players, more ways of playing, more access to RPG tools, more RPG variety, and even more acceptance as a hobby. I could literally play RPGs for the rest of my life for free, and I'm not talking about pirated stuff, but stuff companies and people have shared online for nothing. If I'm willing to spend money, I can pretty much get anything I want, including stuff published in the 70s and 80s. I am constantly seeing stuff that I didn't know I wanted, but suddenly "have to have." I can go online and find players from around the world with the same interests. If I don't want to play online, I can still find players through multiple media that I didn't have access to 30 years ago. I found my current group through a Facebook group. We have now completed a three-year campaign, and they are among my closest friends.

This is a Golden Age for RPGs by any stretch of the imagination. The only thing I don't have more of is time.
 
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It's always impossible to call current time the Golden Age of something with certainty, because that term is often used in comparison to the times coming before and after. But I can definitely say that in my lifetime, the RPG industry has never teemed with more products and ideas, and the quality has never been higher.

As @whimsychris123 says, I wish I had more time.

Now, we don't know what the future holds. So maybe the golden ages are ahead, but if that's the case, it's just good news.
 

It is so easy to start a roleplaying game company these days. I do think that most of these "companies" do have one great product that fades away into obscurity. That is because for whatever reason a core book sells a whole lot better than everything that comes after.

I can respect Paizo for actually creating a real company and carrying forward with a decent setting and adventures. I'm more sandboxy than them but I can respect many gamers are not and they give them what they want.

I expect most of these like MCDM and Cosmere to be flashes in the pan. They already made their money. You have to be willing to really support a game before it becomes a D&D or a Pathfinder.
 

I expect most of these like MCDM and Cosmere to be flashes in the pan. They already made their money. You have to be willing to really support a game before it becomes a D&D or a Pathfinder.
MCDM has pretty heavy support for Draw Steel in the pipeline. Multiple smaller adventures, a full length adventure, 2 classes, 6 ancestries, and a book of encounters/dungeons you can drop into a game have all been announced as being in the works. They seem to be all in on Draw Steel support.
 

MCDM has pretty heavy support for Draw Steel in the pipeline. Multiple smaller adventures, a full length adventure, 2 classes, 6 ancestries, and a book of encounters/dungeons you can drop into a game have all been announced as being in the works. They seem to be all in on Draw Steel support.
That is great if so. If they put that work in and produce quality then they will join the ranks of serious companies. Most won't though.
 

MCDM has pretty heavy support for Draw Steel in the pipeline. Multiple smaller adventures, a full length adventure, 2 classes, 6 ancestries, and a book of encounters/dungeons you can drop into a game have all been announced as being in the works. They seem to be all in on Draw Steel support.
Yeah, if success is measured by "active support", then Draw Steel, Daggerheart, and the Cosmere RPG are in good shape as their companies all have multi-year aggressive product release plans including supplements and adventures, in addition to Open Gaming support.
 


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