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

Regarding the exaggeration of D&D Beyond users, they do have the stats on active use beyond inactive or temporary. Characters who have HP changes over a short time. When resources are expended. When levels are gained incrementally. Ways to show that a character is being actively played, not just theory-crafted or created for fun.

D&D Beyond has been around for a while, and though WotC isn't that transparent, they've not always been the ones in charge and others were more transparent. This isn't an assumption, they've told us before that they track and use these numbers.

And while the people in charge have changed, many of them are the very people who have been around for years inside D&D Beyond. Jay Jani who is in charge of Drops was a 2019 hire, and received direct training and oversight by the original leadership and data entry teams.

They still have the means of getting those kind of stats, which remain useful to plan business strategies around.
 

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So you fit the demographic that was being mentioned how?

I think he was talking about other/younger generations.
Really dodging the issue there. So if younger folks choose to use digital tools and/or a subscription service, it's because they are (in your word) "always online", "weak minded", and don't understand "basic safety", doomed to "have all theur money taken by some hacker and not even care" [sic].

But you're implying that if an older person makes the same choice, they aren't all those things because... why? What difference does age make in evaluating the choice? Why so judgmental when young people make the same choices that older people do?
 


How do you display the maps in person?
I frequently don't use maps in person. Or they're a tiny sketch for scene setting. Rarely I'll print something out.

And yet, all but one player in my post pandemic campaigns uses Beyond for their characters.
 

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.
That’s nowhere in any rules I’ve ever seen. Sounds like a personal preference.
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.
Cool. You do you. Understand that your perspective is not universal, and this game going in the wrong direction is somehow more popular than ever.
 

Really dodging the issue there. So if younger folks choose to use digital tools and/or a subscription service, it's because they are (in your word) "always online", "weak minded", and don't understand "basic safety", doomed to "have all theur money taken by some hacker and not even care" [sic].

But you're implying that if an older person makes the same choice, they aren't all those things because... why? What difference does age make in evaluating the choice? Why so judgmental when young people make the same choices that older people do?
I suspect it's because for a number of the older generations, the younger generations are making commonplace things that the olders would prefer not to use or wish existed... but if it has to, then at least they themselves have the "foresight" from life experience to not let it get away from them and can use it "correctly" (he says sarcastically).

They're p.o.d that something they don't like has become popular... so they will "punish" the people who made it popular by asserting a "You just don't know any better" position over them. "If this bad/dumb thing has to exist... at least I will know how to use it the least-bad way, unlike all you dumb kids."

It's mainly just sour grapes. Life has moved on without them and they just can't handle it. Which is unsurprisingly like how a lot of D&D players sound whenever WotC makes a new D&D edition that have stuff in it that they don't like. ;)
 


It is extra content that is free, right?
It is extra content that is free and available only to paying D&D Beyond subscribers while they continue to subscribe.
If so, how is that bad?
It seems to me that most of unhappiness is about the access model (and perhaps more about what that might imply for D&D's future) rather than the existence of the free stuff.
 

With all of the discussion back and forth, I am confused about what Drops are.

It is extra content that is free, right?

If so, how is that bad?
If I understand correctly, the (one of the) thing(s) seems to be that you (the DM) cannot share the content with people (the PC's) if they do not have an active subscription as well. Something which is/was possible for other content: if the DM bought content (perhaps like a campaign 'book' ? not sure) then that content could be shared with people - who do have an account - but not an active subscription. So it seems like people are not pleased that they will now also have to have an active subscription in order to be able to use the free content.

Please correct me if I'm totally wrong here.
 

With all of the discussion back and forth, I am confused about what Drops are.

It is extra content that is free, right?

If so, how is that bad?
A lot of us don't think it is. But for others, the arguments seem to be...

- Drops are not available to be used by players unless they themselves have a DDB subscription... whereas a lot of other items in DDB can be "unlocked" for players so long as only the DM has one. (So some are mad that WotC actually wants everyone to potentially pay for material they use on DDB, rather than just one person.)

- Drops are not published in book or paper form, which means that those who do not subscribe cannot have access to it at all. (We'll just ignore the little issue that any book that same person doesn't actually buy is ALSO material they don't have access to, but to them it's different.)
 
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