D&D Beyond Drops are antithetical to D&D Beyond's traditional subscription model

The new service diminishes the traditional value of a subscription, even while adding new content.
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This week, Wizards of the Coast announced a new feature for D&D Beyond, exclusive to subscribers of the service. Drops are a new weekly feature of the site that will add a smattering of new content, such as spells, feats, or monsters to a new compendium accessible only to subscribers. Included in the initial drop were over 100 maps from previously released editions of the game as well as 250 "reveals", all of which are available through D&D Beyond's Maps VTT.

On the outset, the Drops compendium seems like an easy way to add value to D&D Beyond's subscription service. While Drops continues a trend of "digital exclusive" content to D&D Beyond, the content itself (at least initially) seems rather tame. So far, there's no indication that D&D Beyond will add new subclasses or species to the Drops compendium and the feats and spells they initially added hardly seem like "must-have" spells. However, the implementation of Drops marks a notable shift in how D&D Beyond's subscription service works, and it's for the worse.

Traditionally, the core reason to subscribe to D&D Beyond is to unlock content sharing between accounts. If one player subscribes to D&D Beyond and creates a campaign for players to use, other party members in that campaign can access any content the subscriber has purchased through D&D Beyond. However, content released through Drops are locked behind a subscription - it cannot be shared to other party members. What's more, Drops content is only available to those who have an active subscription. If a user lets their subscription lapse or cancels it, they lose access to the content.

It's unclear whether this was a deliberate move or a quirk of D&D Beyond's now decade-old service, but the rollout of Drops as it is now is a step back for D&D Beyond. Since their acquisition of D&D Beyond back in 2022, Wizards has looked to "extract" value from the service. At first, this came in the form of digital exclusive perks available to anyone with an active D&D Beyond account. Then came additional subscriber perks such as early access to new D&D book releases, or additional "DLC" content exclusive to D&D Beyond. Still, these were all "value adds" - ways to increase the value of a subscription or an active account. Although Drops is supposedly the same, excluding the content from the traditional subscription content sharing service is a major setback to what's supposed to be the core reason to have a subscription in the first place.

It's clear that D&D Beyond is attempting to entice the average player to purchase a D&D Beyond subscription. Previously, the business model encouraged a single player from a D&D game to purchase a Master tier subscription and content and share it with fellow players. However, D&D Beyond Drops explicitly encourages every player in a game to purchase a subscription to gain access to player-facing material that would otherwise be unavailable to them. And while I'm sure there's workarounds such as a DM directly adding the content to a player's character sheet or simply screengrabbing the content and passing it along to players, D&D Beyond Drops still represents a notable shift into how D&D Beyond uses its subscription model.

One of the big worries when Dan Ayoub and other gaming executives took over Wizards of the Coast is that they'd look to shift their core games to a live service model. I'd argue that Dungeons & Dragons has always been a live service game, one that's continuously updated via new content. D&D has even featured a subscription model of sorts in the past - many now core parts of Dungeons & Dragons were first released through Dragon Magazine, which of course was available via a subscription. Of course, when Dragon was released, it was easy enough to pass a copy of a magazine with a new class or new spell to another interested party member, and of course ending a Dragon subscription didn't mean losing access to past magazines. Still, D&D Beyond Drops marks a worrying shift as to how D&D's live service model is changing. Previously, a D&D game needed only to pay $54.99 a year to gain access to any content purchased by a subscriber. Now, every player has to pay a minimum of $25.99 a year if they want access to certain spells or feats. It's a clear way to drum up more revenue for the D&D Beyond service while diminishing the value of D&D Beyond's traditional subscription model.
 

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Christian Hoffer

Christian Hoffer


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So 5e is not free, but a developers toolkit in the form of SRD rather than SDK is?
The SRD contains the functional basic rules necessary to play the game: things like combat rules, social rules, exploration rules, a curated selection of spells, feats, items and monsters, and all basic classes with one subclass for each (there may be more, but can't recall). It does not contain every extra option for items, subclasses, spells, feats and monsters, nor setting-specific classes like the Artificer.

The SRD can also be used as a developers toolkit to build your own TTRPG, like others have mentioned. Many RPG's on the market have been built with the SRD as the framework while adding a lot of modifications to fill the gaps.
 
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I am not worried. I have a free D&D Beyond subscription, so, I would not have access to the additional material. I simply purchase the books I am interested in. However, if I wanted the material available for a paid membership via D&D Beyond, it seems entirely reasonable that I would pay for it.

The RPG hobby seems infused with an expectation that work should be given away free -- probably b/c of the strong DIY ethic inherent in the creative process of playing and creating...I am not sure why we must feel compelled to begrudge a company, though, from earning profit from material it is creating for distribution in a commercial environment.
This.
 


Agreed. This is no different than going to DMsGuild or DriveThruRPG (to a point...don't crucify me) and buying additional homebrew spells, adventures, items, etc. The only thing I don't like is that it's not permanent and goes away if I unsubscribe--but if I'm already paying for the subscription, then it's added bonus. Sure, it can't currently be shared with a Master sub, but there are ways around that (homebrew feat, DM add to player sheet, print if pen and paper). Ultimately, I hope they make the player options available in some way to those that don't want to subscribe.
 

Also regarding Maps: it's true that it's lacking compared to other offerings, but a lot of people rather take its simplicity over a bloated service like Foundry with a heavy user learning curve. Maps is not perfect, but it gives you what you need to run official content without too much setup, and WotC is actually investing in improving it now while still keeping it simple (after Sigil bombed).

I've used Roll20 extensively (a lot as a DM and a bit as player) and Owlbear Rodeo quite a bit (as a player).

I greatly prefer Maps to either. It has more than enough functionality for what I need and runs easily and smoothly.
 


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