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

That has nothing to do with what I said. I was talking about the fragility of safety and security caused by living online, in response to you mentioning how doing everything online is not even a choice for them, but seemingly more like a reflex.

Maybe being always online is a cause for their anxiety? This push to more being online will not help.
I do think constantly being online, especially social media, is bad for their anxiety. Though so is the poop sandwich of a world their elders expect them to fix for us. I don’t think subscription services are the issue with being online; I think it’s social media.
 

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Choice? What choice? We have to pay property tax online now by debit card. You are not even allowed to pay in cash!

I can see the benefit of offering both options, but who are raising these weak minded kids?

We came home from school walking 2 miles to an empty house. You waited until someone came home to get in, and if you were bored until then you coukd go milk the cow of collect eggs from the chickens. You learned how to do things and how to stay safe.

These people keep letting their kids do everything online, when every week some new business gets hacked giving away all your financial details? Our parents were called neglectful for working to make ends meet, while todays parents can not even teach their kids basic safety?
As a kid in his mid-50s, it is truly unfortunate that I'm so weak-minded that I've fallen into the trap of subscribing to DDB. Please teach me how to be safe online, as I've obviously learned nothing after more than 30 years working in IT.

In the meantime I'll start figuring out how to milk some chickens.
 

As a kid in his mid-50s, it is truly unfortunate that I'm so weak-minded that I've fallen into the trap of subscribing to DDB. Please teach me how to be safe online, as I've obviously learned nothing after more than 30 years working in IT.
So you fit the demographic that was being mentioned how?
suspect many of the older folks who frequent this forum (I'm 58) underestimate the ubiquity of online tools. For most folks younger than us, using digital tools or a subscription is not a controversial choice; it's hardly noteworthy. It's just how things are.
I think he was talking about other/younger generations.
 


Are you aware of the incredibly high numbers of DDB users currently? It is the default way that D&D is played now. It has demonstrably *over*performed. WotC doesn't have to "estimate" that, grossly or otherwise. And I have seldom heard anyone complain about the value it provides, save for a few people on this forum who would never use it to begin with. And it is easy enough that I understood it instantly, and I'm old and not exactly a tech genius.

I'm not sure what your sample size is, but I assure you that WotC's is larger.
There's a phenomenon that if you look at what you are attracting you may miss what you aren't.

My groups have never used D&Dbeyond, and have no interest in doing so. The whole point of a tabletop game is for the face to face experience away from technology for a bit.

All this news told me was that this edition of D&D is not for me anymore. I said in 2022 when that awful presentation of everyone playing D&D by sitting in front of laptops at a table was shown, that the game was going in the wrong direction. I remember that. And my position hasn't changed since.
 

I ran Wild Beyond the Witchlight a little while ago, in person, but my players and I loved DDB for character management.
We have DDB open at every game...whether we are online, in person, or mixed.

We sometimes use Maps at our fully in person thursday night game, because it is simpler than using physical assets for a small scene that isnt all that complex, or because the map is gonna change multiple times, or simply because there is a perfect map and i can do monster reveals, etc.

It is great
 

I assumed you were being ironic - "back in my day we walked two miles to school, uphill both ways" etc. - but now I'm not sure. I don't have much patience for "kids these days..." complaints, as those making them invariably forget all the complaints old people had about us. Written as a proud member of the "slacker" generation.

Statistically speaking, kids these days are much better behaved than my generation. I'm a teacher, and our main problem isn't with kids these days not working hard enough, it's with anxiety disorders being through the roof while they all try to do much much.
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There's a phenomenon that if you look at what you are attracting you may miss what you aren't.

My groups have never used D&Dbeyond, and have no interest in doing so. The whole point of a tabletop game is for the face to face experience away from technology for a bit.

All this news told me was that this edition of D&D is not for me anymore. I said in 2022 when that awful presentation of everyone playing D&D by sitting in front of laptops at a table was shown, that the game was going in the wrong direction. I remember that. And my position hasn't changed since.

At least a 4th of my players use DDB, if not 3/4 of them. However, they can't use it in the game...ironically. Every Character they make has to be double checked by me to ensure it works in the game....and as our game is via the table rather than on the DDB itself, they are not allowed to use DDB itself during the session as I have a no phones allowed policy.

I think Chris has over estimated how big the percentage of players who use DDB to actually game (rather than help with their game) is...but I also think he's right that there is a large chunk of players that do use it in the middle of their games or as literally the place that they game, and these people will bring more money in via subscriptions (if they have to ram those subscriptions down their throats) than the typical TT player in the past has.).

That said, they put together characters using DDB all the time. 3 dollars from 5 players for 12 months during the year is around the same as 180 dollars from the DM, however, past that first year...you keep going and suddenly you have doubled your money after two years (because while the books are a static one time costs...subscriptions keep going). After 5 years you've made quite a bit more from that one group than you may have with just them being offline.
 

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