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

The whole point of a tabletop game is for the face to face experience away from technology for a bit.
I don't think that's the whole point of a tabletop game.
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 don't really see any difference between a paper character sheet and an electronic one. It's just the material that's changed. It's still just a character sheet. What if it was a cardboard character sheet or a dry-wipe board? Or does it have to be paper? Does it matter what colour ink they use?

I'm being a little silly, admittedly, but none of these things change the experience of the game for me.
 

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It’s not a big deal. Stop being freeloaders as players and buy your own stuff instead of just relying on the DM’s subscription.
Although I do have an opinion about these drops, I do agree with you in general here: Any involved costs of running a campaign should be shared by the entire group, and not paid for by just the DM. Although we play in person and do not use digital aids, we do have a rule that when there are costs involved for something that benefits the entire group (like, but not limited to, a published campaign book) we all pay equal parts for it. Of course, if the dice goblin wants to buy yet another set of dice, those costs are for yourself as these are primarily for you and not the entire group.
 

I think Chris has over estimated how big the percentage of players who use DDB to actually game
Just looking at thier table, only the DM uses it with her screen visible. Maybe the others can see thier characters, but they use paper and pencil. Those TV tables are a DM tool where the software comes in handy, but no need for a player to use the software at all.
 

I don't think that's the whole point of a tabletop game.

I don't really see any difference between a paper character sheet and an electronic one. It's just the material that's changed. It's still just a character sheet. What if it was a cardboard character sheet or a dry-wipe board? Or does it have to be paper? Does it matter what colour ink they use?

I'm being a little silly, admittedly, but none of these things change the experience of the game for me.
I think the difference for some folk with a paper sheet vs. a phone or laptop with a character sheet on it is that the latter can be used for things other than the game- the temptation's there to start browsing social media etc. between your combat turns, or when things are a little slow in the game, etc.

Of course people were still idle or drifted before smart phones etc. during sessions, had side conversations... but doodling, skimming the game book, or having a side conversation with a friend is a bit different from getting sucked into browsing social media because that device is also what you're using for your character sheet.

I'm sure some people don't have this problem, but such things are proven to be addictive and I can see why some tables have a "no phones" policy. Come to think of it, there are groups of friends at dinner that have similar agreements- it's a known issue.

I could be off-base here, but I'm one of those people that needed help detaching from their phone- I eventually found what worked for me, ScreenZen, an app which lets me set up usage limits for certain phone apps. So I can see why others might have similar issues.
 

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.
The good thing is that THIS edition (5e and variants) can still go either way.

Like I have said in a diff thread, I have a face to face game. Could be played totally off line, no electronics (we do have a player with a druid who prefers an electronic character sheet). But with the books we can play forever.

And I have an online group (ex military and economic move from area friends). Totally electronic. VTT makes maps fun and easy.

So "this" edition can still be for you. (I personally think the base rule set is an elegant blend of AD&D and modern game theory, so I'm all in)

Future editions? Not so sure. I can only offer my opinion...like the board games that require an app to download to play...I see them on the shelf and I say..."Pass"... and keep walkin'...
 

I don't think that's the whole point of a tabletop game.

I don't really see any difference between a paper character sheet and an electronic one. It's just the material that's changed. It's still just a character sheet. What if it was a cardboard character sheet or a dry-wipe board? Or does it have to be paper? Does it matter what colour ink they use?

I'm being a little silly, admittedly, but none of these things change the experience of the game for me.
Personal experience and all that, but I do find that players using online/digital character sheets at the table tends to both slow down their ability learn their characters and the system, and make it harder for them to stay focused at the table. And I'm including myself in that, I switched back to mostly paper with a side of digital, and my experience as a player definitely feels better for it.

If I were to hazard a guess as to why that is, I would say that with most of us being trained to see the glowy rectangles as instant dopamine machines, our brain sees the device and craves the hit. Which distracts us from the table in front of us, regardless of whether we actually stick to just using our character sheet on our device or not.

Not commenting on full online play, tried it a couple of times and couldn't get into it.
 

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
How do you display the maps in person?
 

How do you display the maps in person?
The show does it with a big TV built into the table. There are also projectirs not that are making standard TVs obsolete, so you can just throw it on a wall. Also I foubd a picture frame that is decent size, 3 foot by 2 foot, that you can store images and cycle through them.
 


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