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.

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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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you remember Games Workshop and when them being jerks and money grubbing drove them out of business'... good times.

I'm sure Hasbro doesn't have a better shot then games workshop
Games Workshop has a bit more of a captive audience, I'd suggest. Literally from the late '80s to until about 2016 D&D has enough competition/alternatives that it's never been in the same "catbird seat" that WotC got into with 5E. Ironically the OGL helped both maintain that competition AND get WotC into that "catbird seat"*.

When GW started to get into the really bad behaviour in the late '90s and onwards, they'd already basically wiped out all competition and there was no culture, at all, certainly with 40K players, of even considering other TT minis games. People kept trying to break into the industry, but it was very hard, because you just didn't have 40K players talking about other TT minis games at all in so many cases, and one thing that really helped GW there was the earlier purge of non-GW products form GW stores. I mean, I bought all my initial 2E AD&D stuff from a GW store. But quite soon after that they became GW-only.

And in the UK at least, those stores would be on the high street and stuff. So I kid might come into one, and be introduced to this amazing world, and they'd literally never know other minis games even existed. You had to go to hyperspecialist stores, which were few in number, and often primarily (in the '90s) dedicated to historical wargaming - rather than SF or fantasy, and where the other customers were guys in their 30s and older who smelled of pipe tobacco! Rather than fellow kids and conventional nerds.

This situation allowed GW to get away with a ton. And WHFB didn't quite have the same culture, and that DID in fact lose people to other wargames, because of that combined with GW's bad behaviour. That's part of why WHFB started flagging (by GW standards), and got remade into AoS, which was designed to be much more marketable in a 40K-ish fashion.

Also GW have just done a lot of really clever little manuevers, not all of them evil, which no version of WotC has ever done.

So what am I saying?

I don't think Hasbro/WotC are in quite the same position. Maybe I'm wrong, but I think with the prevalence of social media (and how important stuff like CR has been to D&D's success), the fact that D&D players skew young, optimistic and open-minded (rather than many idolizing space-fascists as all too many 40K fans do - c.f. GW's own statement on the matter!), and the fact that TTRPGs have a much much longer tradition of coexisting and existing as alternatives to each other - something I've been increasingly seeing discussed on places like the 5E reddit and the D&D reddit, even before this - all adds up to WotC being in a significantly softer position than GW was in in the '90s and '00s.



* = One subtle point I'd like to make here is, if there was no or a weak tradition of making 3PP material for D&D, as was the case in the 1990s thanks to They Sue Regularly, then there probably wouldn't have been any big Kickstarters for D&D material, and people like Critical Role would have been less invested, because they'd have been in a riskier position if they wanted to ever monetize certain aspects of their business. And I think the combination of those two things, in geek/nerd culture - being able to Kickstart "cool stuff" for the game you like, together with there being tons of creative nerd stuff for/about it - has really significantly helped ensure D&D got huge.
 
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I just don’t see a lot of casual gamers, which make up the majority, following companies to a new gaming system. I am sure that is WoTC feeling as well.
One advantage companies have with convincing people to change systems, over, for example, videogames, is that you only really need to convince one person in five or so, and that person is the DM. If you convince enough DMs - who tend to be significantly less "casual" than the rest of the players, and much more likely to be aware of D&D news, other RPGs, etc. - they can do most of the job of convincing the players.

I very much doubt WotC really considered that. And DMs are thus also the most likely to be cheesed off by this move.

To me, this whole thing is premature on WotC's part. The main reason to stick with D&D is that you love the brand/lifestyle. WotC/Hasbro have been working to push D&D more and more into being a brand/lifestyle. That gives people a special kind of loyalty that you can't get merely from being the "preferred system". You see it with Apple in computing products - a lot of people aren't buying them because they're "better" - or even because they're familiar - but because they're part of a lifestyle/brand/ecosystem.

But I don't D&D is far enough along that road for this move to rely on that. Things like a mainstream-success D&D movie, D&D TV shows, etc. could all have really helped push that brand/lifestyle angle. But I think we're like 2-5 years away from the "critical mass" there. I could be wrong - maybe we're already across the rubicon, but I don't think so.

I get that WotC, from a practical perspective, probably couldn't wait too long, and didn't want to derail the launch of 1D&D/3D VTT in 2024 by doing this closer to the time, but I just think they're gone too hard, too early.
 

Games Workshop has a bit more of a captive audience, I'd suggest.
I'd suggest the executives at Hasbro really don't see it that way. Or if they do, changing that is a core part of their product strategy. I think this was evident even before the OGL kerfuffle. Full disclosure, I was reasonably happy in principle to be captured before all this. I was one of those in the subscription thread saying I'd pay $500/year if they give me enough value for it.
 

One advantage companies have with convincing people to change systems, over, for example, videogames, is that you only really need to convince one person in five or so, and that person is the DM. If you convince enough DMs - who tend to be significantly less "casual" than the rest of the players, and much more likely to be aware of D&D news, other RPGs, etc. - they can do most of the job of convincing the players.

I very much doubt WotC really considered that. And DMs are thus also the most likely to be cheesed off by this move.

To me, this whole thing is premature on WotC's part. The main reason to stick with D&D is that you love the brand/lifestyle. WotC/Hasbro have been working to push D&D more and more into being a brand/lifestyle. That gives people a special kind of loyalty that you can't get merely from being the "preferred system". You see it with Apple in computing products - a lot of people aren't buying them because they're "better" - or even because they're familiar - but because they're part of a lifestyle/brand/ecosystem.

But I don't D&D is far enough along that road for this move to rely on that. Things like a mainstream-success D&D movie, D&D TV shows, etc. could all have really helped push that brand/lifestyle angle. But I think we're like 2-5 years away from the "critical mass" there. I could be wrong - maybe we're already across the rubicon, but I don't think so.

I get that WotC, from a practical perspective, probably couldn't wait too long, and didn't want to derail the launch of 1D&D/3D VTT in 2024 by doing this closer to the time, but I just think they're gone too hard, too early.
I agree WoTC made a mistake and underestimated the damage to their brand but likewise 3PP should be wary when estimating how many people will come over to a new system. I think it will be low in the long run especially if the movie is a huge success.
 

One advantage companies have with convincing people to change systems, over, for example, videogames, is that you only really need to convince one person in five or so, and that person is the DM. If you convince enough DMs - who tend to be significantly less "casual" than the rest of the players, and much more likely to be aware of D&D news, other RPGs, etc. - they can do most of the job of convincing the players.
as a DM that is not a fan of 5e (it is in my top 10 but not really my fav system) I can't get players to move to 4e, or Vampire, or Torg easily.
I very much doubt WotC really considered that. And DMs are thus also the most likely to be cheesed off by this move.
I'm sure that WotC knows they have the power. They will expect to lose SOME groups, but they are betting on what people have been saying for the last 10 years... All games are D&D.
But I don't D&D is far enough along that road for this move to rely on that. Things like a mainstream-success D&D movie, D&D TV shows, etc. could all have really helped push that brand/lifestyle angle. But I think we're like 2-5 years away from the "critical mass" there. I could be wrong - maybe we're already across the rubicon, but I don't think so.
yeah I don't know if they count as main stream yet... but I can't imagine that the OGL is going to be the first thing someone not in the main hardcore D&D fan base will think of... they will think of stranger things or big bang, or critical role...
I get that WotC, from a practical perspective, probably couldn't wait too long, and didn't want to derail the launch of 1D&D/3D VTT in 2024 by doing this closer to the time, but I just think they're gone too hard, too early.
that is the BIGEST thing... they want us rageing in 2023 and ready to "Come back" for 2024
 

I get that WotC, from a practical perspective, probably couldn't wait too long, and didn't want to derail the launch of 1D&D/3D VTT in 2024 by doing this closer to the time, but I just think they're gone too hard, too early.
Why did they have to act now? I do not seem then running out of time, with someone else about to eat their lunch. If anything, this endangers 1DD more than doing nothing.

I agree that if you do it regardless, the sooner is the better, but I still do not see it being needed or even beneficial at all.
 

Why did they have to act now? I do not seem then running out of time, with someone else about to eat their lunch. If anything, this endangers 1DD more than doing nothing.
again, if they did this 3 months before 1D&D people would still be mad... they are assuming (right or wrong) that 1 year from now with a full year of getting used to this, we will forget and be ready to go back.
 


I agree WoTC made a mistake and underestimated the damage to their brand but likewise 3PP should be wary when estimating how many people will come over to a new system. I think it will be low in the long run especially if the movie is a huge success.
Oh I think it'll be low too, but once the drift starts people start seeing people they follow on Twitch, YouTube, Twitter, Instagram and so on playing games that aren't D&D that sound cool, we might easily end up back in '90s-type situation where D&D remains the single-most-played game, but that is increasingly declining.
as a DM that is not a fan of 5e (it is in my top 10 but not really my fav system) I can't get players to move to 4e, or Vampire, or Torg easily.
I'd say Vampire and TORG are such huge jumps of tone and subject that it doesn't surprise me with those two, and 4E has been propagandized against so extremely effectively online that loads of people who've never played it immediately say "Oh that's the edition that sucks, right?" whenever it comes up (interestingly people often say "No actually" and explain, but still, it's the default understanding). You see this on videogame sites and stuff. People who've never even played TTRPGs say it! So it's very easy to see that people who hadn't played it, or maybe only played 5E ("why would we go back an edition?"), or played it and disliked it, would be hard to convert to it.

I suspect any RPG that does get significant traction would probably be:

1) Very pretty and modern and full-colour, art-wise.

2) At least as accessible player-side as 5E.

And I'm sorry PF2 fans, it's a cool game, but it vastly more overwhelming than 5E, player-side and in terms of what you perceive yourself as needing to learn. Rules Lawyer (the YouTuber) made some excellent intro videos but it's like, if those were 5E, they could be literally 30-50% the length and require far fewer diagrams and explanations! The trade-off is that PF2 does let you do what I'd argue were more interesting and tactical stuff in combat, and perhaps even slightly more naturalistic stuff in exploration/social, but it's a trade-off.

3) Species/class/level-based.

4) Capable of handling multiple settings, not hard-married to one (PF2 is very close to being hard-married to Golarion, as it doesn't have "generic" options for race or the like, something even Worlds Without Number has.)

5) Fantasy setting, though I'd be very unsurprised if a significantly more "techno-magic" or "steampunk" default/implied setting.

Probably also d20-based. Bonus points if there's some way to "convert your characters", no matter how dubious it actually is.
 

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