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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Are they not images you can download and use elsewhere? Make actual stickers with them, print as a map, etc?

What are you talking about? You keep going on like Wlliam Devane telling people to buy gold. Look, Bill, can I call you Bill; nobody is talking about speculative markets. You do not buy hay and apples because you hope to get rich selling manure. You buy them because your horse is hungry, and if you do not feed it, then McDonald's will be selling it as a Big Arch. Everyone is talking about how if you have a physical item, you can recover money some day. $0.01 tomorrow from selling a magazine is worth more than $0.00 from a DNDBeyond account.

1 > 0
This is the simplest way to try to get you to understand. You can not get money back from "as a service".

Who's talking about buying gold? Bill and Joe both have $40. Bill buys digital for $30. Joe buys physical for $40. Bill puts $10 into a mutual fund and compounding interest does it's magic. In 10 years, Joe sells his book (whatever happened to owning the book forever?) and unless Joe is incredibly lucky Bill will have more money in the bank.

It's fine if you want a physical book but justifying it by saying in 10 years Joe will have more money than Bill simply isn't true.
 

Bill buys digital for $30. Joe buys physical for $40. Bill puts $10 into a mutual fund
You still do not get it and refuse to listen. There is no point furthering this conversation with you because you continue to wish to talk about something NOBODY ELSE is talking about, and refuse to attempt to understand what they are saying. You would be better having your conversation with Blackrock or Goldman Sachs since you do not wish to speak to "gamers".

Are you Chris Cocks?
 


Even if the drops were the equivalent of the magazines (they certainly aren't yet), you would have more money in 10 years with a digital version than you would with the extra cost of a physical magazine that you resell unless you get incredibly lucky.

If you want something you "own", that's fine. I don't see a case for justifying it by the theoretical value of selling it later.
Ownership is a big reason. If I only had DDB and it went away, then my 5e collection would be gone. I would have to purchase OOP materials to play 5e again.

While I know that I can copy from DDB, it is illegal.

The sub is a temporary license. It only has immediate value but zero if it disappears. Physical products retain value even in OOP status.

If my home burns down, my insurance pays for the lost value. In fact, I have insurance on my book, TTRPG, Lego, and other collections included.

If DDB vanishes, there is no remaining value.

Now, I do believe digital assets should allow ownership with lasting value but companies prefer to not compete against themselves when they take things away.
 

You still do not get it and refuse to listen. There is no point furthering this conversation with you because you continue to wish to talk about something NOBODY ELSE is talking about, and refuse to attempt to understand what they are saying. You would be better having your conversation with Blackrock or Goldman Sachs since you do not wish to speak to "gamers".

Are you Chris Cocks?


If you want a physical book, go for it! They're going to continue selling them.

I was just responding to people are saying that if they buy a book they can sell it later and get some of their money back. They may be able to get some back but they would have been better off getting the digital version and investing the money they save. I can't help it if you are refusing to accept returns on basic financial investments available to everyone.
 

Ownership is a big reason. If I only had DDB and it went away, then my 5e collection would be gone. I would have to purchase OOP materials to play 5e again.

While I know that I can copy from DDB, it is illegal.

The sub is a temporary license. It only has immediate value but zero if it disappears. Physical products retain value even in OOP status.

If my home burns down, my insurance pays for the lost value. In fact, I have insurance on my book, TTRPG, Lego, and other collections included.

If DDB vanishes, there is no remaining value.

Now, I do believe digital assets should allow ownership with lasting value but companies prefer to not compete against themselves when they take things away.

There is no guarantee you will have your books either. I put the odds of DDB shutting down at only slightly higher than my no longer having the physical books. If you buy a book in DDB you do not need a subscription to access it.
 


:(

You still intentionally do not get it. NOBODY is talking about this topic but you. They have constantly tried to steer you away from it.

Not really. I was responding to the claim that it was better to buy a book because you can sell it later.

Does this help?
Purchase =/= investment

People are talking about a value from a PURCHASE.

Which ... wait for it ... I addressed. They're still selling books. If you want to buy one, do so.
 


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