D&D General WotC Continues D&D's Advance To Digital First Brand

D&D "advanced our evolution to a digital-first play and IP company".
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It's been apparent for some time that Dungeons & Dragons is moving towards a digital-first brand, centered around D&D Beyond, accompanied by a larger a shift into IP and lifestyle property.

D&D has had cartoons, toys, comics, and so on for decades, so this is not new, but the focus on these IP-based licenses appears to be gowing.

In Hasbro's latest earnings call, CEO Chris Cocks notes that the company -- by which he is referring to Hasbro, WotC, and their digital studio teams -- "delighted more than 1 billion kids, families and fans, secured partnerships that further underwrite future growth, advanced our evolution to a digital-first play and IP company and delivered record profits for our shareholders."

As we enter 2026, we view playing to Win and more importantly, the execution behind it by our Hasbro, Wizards of the Coast and digital studio teams as a clear success. Despite market volatility and a shift in consumer environment, we returned this company to growth in a meaningful way. We delighted more than 1 billion kids, families and fans, secured partnerships that further underwrite future growth, advanced our evolution to a digital-first play and IP company and delivered record profits for our shareholders.

As previously mentioned, this isn't really new information, but it is informative to see it clearly laid out by Hasbro's CEO. In the last couple of years, the company has had massive success with Baldur's Gate 3, and critical (if not commercial) success with the movie Honor Amongst Thieves. At least two D&D TV shows are currently in development--one from HBO as a sequel to Baldur's Gate 3, and another from Netflix, also set in the Forgotten Realms. In the earnings call, Cocks notes that they have "top-tier creative partners across more than 60 active entertainment projects."

Digital sales currently make up 60% of D&D's revenue. With digital-exclusive expansions being sold on D&D Beyond, a robust virtual tabletop integration, and the bringing in of the larger third-party D&D content creators as partnered content, D&D's move towards digital-first is well underway. While there is no indication that the physical books will go away, they are slowly becoming secondary or collector's items rather than the primary product.
 

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Excuse me if this may be a little off-topic but if Hasbro now is mainly a brand/franchise manager company then this could become the possible acquisition targert by a bigger company. We aren't talking only about money but the entertaiment industry like a tool of "soft power".

* Should Hasbro to allow any space to publish amateur fan-fiction about its IPs? For example fanart of Dark Sun or chuanshu(reincarnation within a literare work) of Dragonlance. Something like White Wolf's "Dark Pack".
 

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What are you trying to ask/say here? Nobody knows why they stopped as they have not made it public, or even announced why or that they have stopped, hence the lack of apparent care.
I am bemoaning the lack of some digital products from an article where the WotC CEO says they are digital first, yet other publishers do it better. I have also said nothing about the other digital products that failed.
Pathfinder was published as pdf from day one. The products were expressly designed to be sold as PDFs and alongside the subscription model that was one of their main routes to market. They were also a scrappy insurgency so had a reason to want their products out there cheaply and easily.

It’s very different to saying a company are obliged to go back and make a back catalogue of everything they have ever written over 50 years and make it available to you. Particularly for products that are unlikely to sell any copies.
 

Should Hasbro to allow any space to publish amateur fan-fiction about its IPs? For example fanart of Dark Sun or chuanshu(reincarnation within a literare work) of Dragonlance. Something like White Wolf's "Dark Pack".

WOTC already has its Fan Content Policy, which allows a lot of such things so long as they're clearly marked unofficial and with reference to the FCP; are freely available to the public with essentially no barriers at all; are not being licensed to anybody else for any kind of compensation; and are open to everybody else to reuse and build upon under the same terms, without your approval or even needing to give you credit; and subject to their disapproval (as in, you don't need their explicit prior approval to publish; but they can demand that you take down your short story collection if it's about Faerunian heroes turning to the dark side and running drug cartels and prostitution rackets, etc).

Anything else, such as if you want to sell it ala carte or lock it behind paid Patreon tiers or w/e, you'd need to make other arrangements with WOTC. DMsGuild for instance would not host it, as their agreements require that whatever is there be supplemental or useful to actual gameplay (campaigns and character options, yes; novellas, no).
 

Pathfinder was published as pdf from day one. The products were expressly designed to be sold as PDFs and alongside the subscription model that was one of their main routes to market. They were also a scrappy insurgency so had a reason to want their products out there cheaply and easily.

It’s very different to saying a company are obliged to go back and make a back catalogue of everything they have ever written over 50 years and make it available to you. Particularly for products that are unlikely to sell any copies.
I’ll bet the WOTC/TSR pdfs sold well. I know that I have slowly purchased most of them over the years.
 

It makes me laugh a little, the willful ignorance of digital first. The game is built on in-person experiences. Hanging out with friends, being an outsider, and finding acceptance. It grew immensely because of things like Critical Role, an in-person experience. It grew even more with traveling productions where people watched people play - in person games. It grew because of the bastion that a lot of tables are non-judgmental. It grew because game stores started to make room for in-person play, sometimes adding entire rooms. All of those things are foundational to its success.

But we want it to be "digital first." And before anyone rebuts, I understand that digital first could also be maps on monitors people use on their in-person table, or simple digital books that allow for quick searches, or even video games. I get that. But anyone hearing a CEO in charge not focused on in-person growth is not thinking long term. (Or I am wrong, and they definitely are thinking long term.)
 

It makes me laugh a little, the willful ignorance of digital first. The game is built on in-person experiences. Hanging out with friends, being an outsider, and finding acceptance. It grew immensely because of things like Critical Role, an in-person experience. It grew even more with traveling productions where people watched people play - in person games. It grew because of the bastion that a lot of tables are non-judgmental. It grew because game stores started to make room for in-person play, sometimes adding entire rooms. All of those things are foundational to its success.

But we want it to be "digital first." And before anyone rebuts, I understand that digital first could also be maps on monitors people use on their in-person table, or simple digital books that allow for quick searches, or even video games. I get that. But anyone hearing a CEO in charge not focused on in-person growth is not thinking long term. (Or I am wrong, and they definitely are thinking long term.)

But here’s the rub - if you watch them play Critical Role, everyone at that table is managing their character via a tablet. In person and digital aren’t mutually exclusive.
 

But here’s the rub - if you watch them play Critical Role, everyone at that table is managing their character via a tablet. In person and digital aren’t mutually exclusive.
I get that. I even posted it in my second paragraph.
And before anyone rebuts, I understand that digital first could also be maps on monitors people use on their in-person table, or simple digital books that allow for quick searches, or even video games. I get that.
So I understand they are not mutually exclusive. It still does not negate the CEO overlooking the core reason its product was successful and why it's grown.
 


I know it's popular to portray WotC/Hasbro as an Evil(tm) Machiavellian multinational, but...

WotC/Hasbro is following the market. The market started to change drastically six years ago (pandemic). At this point WotC/Hasbro is selling more digital D&D product then printed D&D product, and apparently this has been the case for a while. So is it surprising that they are shifting the focus to the most selling product format?

We started playing D&D 35+ years ago, yes we're old D&D players. We preferred playing in person, because we're a bunch of friends and seeing everyone in person is just more fun. I was already using a laptop for high level play as a DM back in the 3e era (due to the complexity of tracking high level combats), that wasn't ideal. But while we played in person, we didn't play that often, that was further complicated when one of our players moved to another country for work. It became really difficult when that player moved to the other side of the world. We first started playing with the rest of the group in person and one person calling in via a tablet on the table, it worked. But eventually we started using Foundry VTT, everyone at home and playing over the Internet. That worked FAR better then we ever expected, and we started playing more often as we cut the travel times, for some of us significantly. We still play when we can in person, but that's often relegated to a long weekend in a cottage us playing D&D and boardgames all day. Even if we still mostly life in the same small country, we don't live near enough for a 20min bike ride anymore. We play on Sunday mornings (every two weeks) and the folks with kids still have the whole afternoon to do things with them, while previously the added travel time meant that most of the Sunday was spent on D&D and travel.

We have four people, I'm the only one that actually uses the FVTT D&D character sheets, two still use their paper character sheets, and one does everything in Notepad (or something like that). One of us still prefers physical books strongly over digital ones, two others still buy D&D physical books, and I'm currently the only one that moved to digital only (FVTT modules, not DDB). And I'm someone that's been collecting books for decades (I own most 2e/3e/e books, plus a ton of other stuff), the reason I had to stop more physical books was due to not having anymore room in by library. One still has a collection of D&D books, another got rid of most of their collection, another just buys what they use (PHB/DMG/MM). After buying a house and moving a year ago, and realizing how much I have, the work, the cost (of moving it all), the realization that quite a bit has never been opened, and I hadn't touched 99,99% of my physical book collection in years... I'm getting ready to get rid of most of my book collection. What people don't realize is that books are heavy, and a LARGE book collection weighs a LOT! I already read and search for most D&D content (and other RPGs) digitally. Now also realize how many books fit in a 2TB iPad, how much that weighs, how big that is, and how much money (and trees) are saved...

D&D was for a long, LONG time a very small niche. Sure it was a big potato in the small field of pnp RPGs, but it was small. Eventually it got into the mainstream, and everyone rejoiced. But there's a consequence to that, when ity gets as big as it is now, they need to make/earn money on totally different scales. Small revenues and profits are not worth their time, as such, they follow the largest stream in the mainstream, and currently that is digital, but that also means other directions that many of us have complained about (but are out of scope for this discussion).

I suspect that WotC/Hasbro will continue to produce physical products, (core) rulebooks, and atleast one adventure book per year. But some more niche stuff might be relegated to digital products only, as we've seen a couple of times happen already. This is not new either, this already happend in early 3e, which is 25+ years ago. There might even have been some instances of that happening with 2e, I haven't looked too hard. The advantage then was, it were PDFs, and if you wanted to, you could print them out and bind them. With DDB that is very difficult and won't look good without some work (DTP, although you can do that these days with Affinity for free).

And there have been some complaints about not 'owning' the content. First let me correct that, you NEVER owned the content! You owned the physical medium the content was in. With DDB, just as with the 4e equivalent, when they pull the plug, you don't have anything. You can export those product though to html or even certain VTTs with intermediary applications/services. BUT there are also other licensed VTTs that have official D&D content that isn't directly connected to a web service. Fantasy Grounds and Foundry VTT for example you run locally, and you can locally download and backup the content. That's why I'm buying the FVTT D&D content, making both backups of FVTT on my NAS, as well as the (paid) modules, and if I want, I can always run older versions of the software locally. Heck, I'm even making modules of products that aren't available officially on FVTT for our group use.

There might come a time in the future where WotC/Hasbro no longer see any benefit in selling physical books. As the digital share becomes larger, the physical share becomes smaller, production costs go up and aren't compensated by more sales, books will get more and more expensive. Adventures in Faerun (288 pages) is already $75 MSRP, that's already 20% above US inflation for the last couple of decades. One person in my group bought both Faerun books physically and didn't think (after the fact) that they were worth that price, as more and more people experience that, less and less will be sold, the higher the price goes. That effect snowballs to eventually unsustainable numbers, with maybe POD and special editions as the exception... I doubt we'll see that happen soon for something like the PHB/DMG/MM and a starterbox, but for world specific splat books, that could certainly happen...

And again a (physical) D&D product becomes a niche for those that prefer physical products. Most of us have dealt with that situation before, you can as well in the future when that happens. You can also keep playing with what you have, look outside of official D&D, other systems that aren't chained to mainstream expectations, etc.

And let's be clear, we were already playing D&D on Foundry VTT without official support. People can build the systems without official approval and folks can add the content themselves. They can still do that today with the official stuff being out, but most of us with a brain prefer to spend the $30/module (module=book) then mess with entering things manually, we tend to do that only when there's no other choice (It's a LOT of work and time=money). Even if WotC/Hasbro 'forced' everyone to DDB tomorrow, I have enough D&D5e material 'ready' to last us a decade, and I could easily have enough to last us a lifetime...
 

I get that. I even posted it in my second paragraph.

So I understand they are not mutually exclusive. It still does not negate the CEO overlooking the core reason its product was successful and why it's grown.
Okay sorry, I missed that point amongst the rest. While you think it doesn’t negate the CEO is overlooking the in person aspect, neither do I think it proves it.
 

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