The OGL -- Just What's Going On?

D&D fandom is in uproar again about purported upcoming changes to the Open Gaming License, and rumours are flooding social media regarding WotC's intentions to 'de-authorize' the existing Open Gaming License in favour of a new one.


What's the OGL?
The Open Gaming License is a share-a-like license created by D&D owner WotC about 20 years ago so that third parties could create material compatible with the then-3E D&D game. This allowed smaller publishers to ensure the game was supported with products which WotC could not make themselves, driving sales of the core rulebooks. D&D 5E's rules are also released under that very same license, which is why you see hundreds of 5E-compatible products on Kickstarter from massive projects like the 5E-powered The One Ring, down to small adventures and supplements. It has been widely believed for two decades that this license is irrevocable (and, indeed, WotC itself believed that -- see below), but it appears that WotC is now attempting to revoke it.

A Quick Recap
A few weeks ago, WotC made a short statement regarding the OGL, followed later by a more in-depth announcement covering revised terms, royalties, and annual revenue reporting.

At the same time, at the end of December, a number of hastily arranged meetings with 'key' third party creators under a strict NDA agreement were set up with WotC's licensing department in order to share the company's plans regarding licensing of D&D going forward (disclaimer -- while WotC also reached out to me, we were unable to schedule a meeting over the busy Christmas period, so I am not party to that information).

A New Rumour Emerges
This all came to a head yesterday when the Roll For Combat YouTube channel released what they said was a leak of the upcoming OGL from multiple trusted but anonymous sources within WotC.

This leak claims the following. Note -- it is impossible to verify these claims at this time.
  • There will be TWO OGL's -- an OCG: Commercial and an OGL: Non-Commercial.
  • The original OGL will become unauthorized. This hinges on the wording of s9 of the current OGL:
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

While the license does indeed grand a 'perpetual' right to use the Open Gaming Content referenced, it appears that WotC currently believes that it can render a version of the license unauthorized. The license itself makes no reference to authorization or the lack thereof, nor does it define any methods of authorization or deauthorization, other than in that line. So this entire thing hinges on that one word, 'authorized' in the original OGL.

RollForCombat posted the following summary -- it is unclear whether this is their own paraphrasing, or that of their anonymous source, or indeed the actual document (although tonally it doesn't sound like it):

"This agreement is, along with the OGL: Non-Commercial, an update to the previously available OGL 1.0(a), which is no longer an authorized license agreement. We can modify or terminate this agreement for any reason whatsoever, provided We give thirty (30) days’ notice. We will provide notice of any such changes by posting the revisions on Our website, and by making public announcements through Our social media channels."

"You own the new and original content You create. You agree to give Us a nonexclusive, perpetual, irrevocable, worldwide, sub-licensable, royalty-free license to use that content for any purpose."

"You waive any right to sue over Our decision on these issues. We’re aware that, if We somehow stretch Our decision of what is or is not objectionable under these clauses too far, We will receive community pushback and bad PR, and We’re more than open to being convinced that We made a wrong decision. But nobody gets to use the threat of a lawsuit as part of an attempt to convince Us."

The ability for WotC to use your Open Gaming Content is not new; the company could do that under the old OGL also; it has rarely exercised that right, though it did reuse a couple of third party monsters in a 3E rulebook.

iO9 Gets A Copy
However, Linda Codega over at Gizmodo/iO9 got hold of a copy of the current draft of the OGL 1.1.
  • It's long. It's ten times the length of the current OGL, at 9,000 words.
  • No bigots. It prohibits NFTs and bigoted content.
  • Print/PDF only. It also prohibits apps and video games. And pantomimes, apparently. The wording says "including but not limited to things like videos, virtual tabletops or VTT campaigns, computer games, novels, apps, graphics novels, music, songs, dances, and pantomimes."
  • Deauthorizes the previous OGL. The license states that the OGL 1.0a is "no longer an authorized license agreement".
  • It’s soon! Pressingly, the draft also indicates that publishers who wish to sell SRD-based content on or after January 13th (which is just 8 days away!) have only one option: agree to the OGL: Commercial. That gives companies very little time to evaluate the license or make any necessary changes.
  • Clear OGL declarations. The new license contains other restrictions which effectively prohibit companies from identifying their OGC via a separate System Reference Document (which is what games like Pathfinder do); instead the reader must be alerted to Open Gaming Content within the product itself.
  • Royalties. As previously noted, creators who make over $750K will need to pay royalties to WotC. WotC does indicate that it might reach out to succesful creators for a more 'custom (and mutially beneficial) licensing arrangement). Creators are divided into three tiers - under $50K, $50K-$750K, and $750K+. The royalty is 20% or 25% of 'qualifying revenue', which is revenue in excess of $750K. The term used is revenue, not profit.
  • They want you to use Kickstarter. Kickstarter -- their 'preferred' platform -- attracts the lower 20% royalty, and non-Kickstarter crowdfuders attract 25%. It's interesting that WotC even has a preferred crowdfunding platform, let alone that they are trying to influence creators to use it over its competitors like Backerkit, IndieGoGo, Gamefound, and the like.
  • New logo. An identifying badge will be required on products which use the new OGL, and creators will need to send WotC a copy of their product.
The document itself comments that “the Open Game License was always intended to allow the community to help grow D&D and expand it creatively. It wasn’t intended to subsidize major competitors, especially now that PDF is by far the most common form of distribution.” That sounds like it is talking about companies such as Paizo.

Community Reaction
Social media has exploded, with a lot of very negative pushback regarding this news.

Many people have weighed in with their interpretations of s9 (above), both lawyers and non-lawyers. There seems to be little agreement in that area right now. If the above rumous is true, then WotC's current leadership clearly believes that previous iterations of the OGL can be 'de-authorized'. It's interesting to note that previous WotC administrations believed otherwise, and said as much in their own official OGL FAQ:

7. Can't Wizards of the Coast change the License in a way that I wouldn't like?

Yes, it could. However, the License already defines what will happen to content that has been previously distributed using an earlier version, in Section 9. As a result, even if Wizards made a change you disagreed with, you could continue to use an earlier, acceptable version at your option. In other words, there's no reason for Wizards to ever make a change that the community of people using the Open Gaming License would object to, because the community would just ignore the change anyway.

OGL architect Ryan Dancey also appears to have felt otherwise. In an article right here on EN World he said:

I also had the goal that the release of the SRD would ensure that D&D in a format that I felt was true to its legacy could never be removed from the market by capricious decisions by its owners.

Of course, many game systems are released using that license: Pathfinder, Fate, Open d6, WOIN, and many, many more -- many of them have nothing at all to do with D&D and simply use the license as a useful tool for enabling third-party content creators; while Pathfinder is, of course, the industry's largest OGL game and published by Paizo, the industry's second largest TTRPG comapmny after WotC itself. If the original OGL were somehow to become invalid, all these games would be affected.

There are other bits to the current rumour -- a 30 day notice period during which WotC can change the license any way they wish, and a waiver over the right to sue the company.

It's hard to get a clear picture of what's going on right now. I haven't seen the new OGL, and other than a handul of 'key' creators, it seems like very few have. WotC did indicate that it would be unveiled very soon.

Is it an OGL?
While it may be called "Open Gaming License v1.1", if the above is true, this isn't really an update to the OGL, it's an entirely new license. Ryan Dancey, architect of the original OGL. and who runs the Open Gaming Foundation, defines open gaming licenses as --
1. Game Rules and materials that use those rules that can be freely copied, modified and distributed.​
2. A system for ensuring that material contributed to the Open Gaming community will remain Open and cannot be made Closed once contributed.​
By these definitions, it appears that the new OGL is not actually an open gaming license, and has more in common with the Game System License WotC used for D&D 4th Edition.

So, What Now?
Now, we wait and see. Many eyes will be on the bigger players -- Paizo, Kobold Press, Green Ronin, etc. -- to see what action they take. As yet, none of these have commented publicly except for Green Ronin's Chris Pramas who told Gizmodo that they had not yet seen the new license, but they do not believe there is "any benefit to switching to the new one as described.” As for Paizo, Gizmodo says "Paizo Inc., publisher of the Pathfinder RPG, one of D&D’s largest competitors, declined to comment on the changes for this article, stating that the rules update was a complicated and ongoing situation."

Will these companies go along with it? Will they ignore it? Will they challenge it? We'll have to wait and see!

7 days is not enough time for even a small publisher to overhaul its entire product line to comply with new rules, let along a large one like Paizo. I have to assume there is an allowed time period to do this, otherwise it's practically impossible to do. It does seem that -- if proven enforceable -- the de-athorization of the existing OGL would drive many companies out of business, especially those which produce or lean heavily on electronic apps and the like.

It also remains to be seen how WotC goes about the task of persuading creators to use its new license -- will it tempt them with a carrot (such as access to the D&D Beyond platform), or try to force them with a stick (such as threat of legal action)? And how will the TTRPG community react, because this goes far beyond just D&D.

It sounds like we'll hear something more solid imminently.
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Plot summaries and recordings here, for those interested (mind you, this isn't a professional standard stream or anything, just friends having fun with a microphone on during game sessions)


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No I did not miss that, though there have been people making up quotes. Them wanting to use a new subscription is not the same as making players pay more. And they never said the Game was undermonitized they said the BRAND was undermonitized, which is related more to thing like merch.
Most players pay nothing. Getting them to pay for anything at all is paying more.

Wotc knows how profitable subscriptions are in other markets, how easy it is to extract a bit of money from people every single month if you can just get them to sign up once.


Remember I am unfamiliar with Pathfinder, what are main differences?

Both 5e and PF2 evolve from 3e (and 4e!), so there should be meaningful ways to contrast them.
Within the domain of D&D-like games, PF2 is quite different from 5e. There's a family resemblance, but they're more like cousins than siblings. Other than the action economy, which has been mentioned, the main thing about it is Very Tight Math.

Your most-relevant numbers are very strongly correlated to your level. You can make bad choices and fall below the curve (e.g. a rogue putting a low stat in Dexterity), but you kind of have to make that an active choice. It is pretty much impossible to go above the curve, at least with combat stats.

There's also a crit system, where a success/failure by 10 or more is a critical success/failure. A natural 20/1 also upgrades the result one step, making it almost always a crit (unless something is so easy/hard you really shouldn't be rolling). This means that small differences in numbers have a stronger impact, as they not only increase/decrease the chance of success, they also affect the chances of one of the crits. This in turn means that level differentials are felt a whole lot more in Pathfinder. Fighting a creature that's 2 levels higher than you in PF2 feels really hard. You're probably only hitting like a third of your first attacks (and shouldn't bother making second or third attacks, do something useful with those actions instead), and forget about critting. Meanwhile, they'll be hitting like three attacks out of four, and in addition to having a somewhat higher base damage for being higher level, a fairly large portion of those attacks will be crits which means they hit like a frickin' truck. But relatively small situational modifiers can compensate for that. That makes PF2 a very tactical game, where you look for opportunities to change those odds in your favor.

Meanwhile, 5e is a game where bounded accuracy means that the difference between a level 7 and a level 9 monster isn't so big. I remember a fight where a bunch of relatively low level PCs (maybe 6th level?) drove off a lich. Mind you, that was with a lot of luck (two crit smites from the paladin, and the cleric managing to dispel the lich's cloudkill spell), and the lich originally mostly wanting to drive the PCs off, but still. There's no way that would have happened in PF2.

Pathfinder also has a lot more customization than 5e. For most classes in 5e, once you have made your subclass choice at level 1-3, your character is pretty much on rails mechanically other than choosing stat bonuses/feats every 4 levels. In PF2, you're probably making two or more choices with every level: ancestry/general/skill/class feat, skill increases, and maybe other things as well. These tend not to increase your Main Numbers (except maybe bringing things below the curve up to the curve), but rather add options, improve your action economy, and the like.

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Yeah but on the other hand...

Advantage/Disadvantage is so boring. :LOL:
Make them either
1) Stack-able aka roll as many d20 as you have advantages, keep the best/worst, each dis/advantage cancel each other.

2) Use the Boon/Bane system of SotDL aka each Boon is 1d6 you roll in addition to your d20, but you only keep the best result of all those d6s.

Micah Sweet

Level Up & OSR Enthusiast
That's got nothing to do with it and frankly that's a rude, uncalled for accusation.
I don't think so. They want to destroy an industry that sprung up around a contract that was supposed to be irrevocable, and has been chugging along creating content, spurring creativity, and creating  jobs for over 20 years, all so they can exercise complete control and make a few extra bucks.

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