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

My prediction is that this will eventually peter out. People who spend a lot of time on the internet and gaming sites assume everyone else does too, but many gamers just don't bother. There are so many gamers who just don't bother with online stuff (or even follow it). With any online service, you have to balance the monetary expectations with the value provided and the ease of use.

What I think will happen is that the service will under perform (as WotC, IMO, tends to grossly overestimates how many people use online services or are even aware of them), and the people who do use it will be a mix of people happy with the service, people who think it doesn't add enough value, and people confused about what it does/doesn't allow you to do. Regardless, WotC will end up disappointed as nothing they do is ever going to convince tabletop gamers to flock to online services in the numbers that WotC wants them to.
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.
 

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D&D Beyond subscriptions will probably still mostly appeal to DMs who play online...
Where are you guys getting this stuff?

I vastly prefer to play in person, and DDB is an essential tool for me. If you primarily play online, it is even more useful due to the integrated Maps VTT, but DDB currently has millions of users, and online games are as yet a small part of the player base. According to WotC's most recent reports, it is now the primary sales engine for D&D.
 

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).
 

Where are you guys getting this stuff?

I vastly prefer to play in person, and DDB is an essential tool for me. If you primarily play online, it is even more useful due to the integrated Maps VTT, but DDB currently has millions of users, and online games are as yet a small part of the player base. According to WotC's most recent reports, it is now the primary sales engine for D&D.
Same, I play and DM in person.
A small tablet, a set of physical dice is how I play and a tiny notebook. When I DM there are a dozen notecards.
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Goblin artificer with 2014 rules, so three different books I didn't need to lug around

PREP is usually via the hardback books piled around me like a law intern.
 

Also if I read/heard correctly, Dragon was not official game content. It was fan content, but the drops are official?
Eventually they put "100% Official D&D Content" on the cover of Dragon, but that was later in the 3.5 era. It was always just fanbrew before that.
 

Where are you guys getting this stuff?

I vastly prefer to play in person, and DDB is an essential tool for me. If you primarily play online, it is even more useful due to the integrated Maps VTT, but DDB currently has millions of users, and online games are as yet a small part of the player base. According to WotC's most recent reports, it is now the primary sales engine for D&D.

I am not entirely sure why you quoted me. Even when using D&D Beyond for in-person games, you are still technically online. I use the platform for both my in-person sessions and my internet-based games. In my view, an offline DM is someone who does not use any internet-based tools at all, acting instead as a traditional pen and paper DM. The main point of my post was that drops are not a major issue. Do you disagree with that?
 


I'm not sure. I get the impression that kids these days need something physical to hold (like a truck), even if only to hit their peers on the head with (but no more than strictly necessary).
Those are the kids you take the toys away from and take them to see what a jail cell looks like so they can prepare for their future. Someone shoud have done it to Biff, and Marty would have had a better life.
 


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