Summary: The company behind the tabletop RPG Dungeons & Dragons leaked its new game license. The update sought to control and restrict derivative creations built on the base game. Because the entire consumer culture around this type of game is built on co-creative practices enabled by the openness of the previous license, the community reacted with outrage. The episode serves as a rich case study for understanding how practices can be fostered and dismantled through a community's licensing model.
In this somewhat "turbulent" start to the year — forgive the euphemism — one controversy may have gone unnoticed by many, but it serves as a valuable case study for understanding how content licensing models can affect the formation and nurturing of co-creative consumer communities. I am talking about the leak of what would become the new license for the most famous tabletop RPG, Dungeons & Dragons (D&D), which caused a great uproar within its community of players and creators. The draft sought to revoke the previous license — which had been valid for over 20 years — in exchange for far greater control, especially financial, over derived content and products.
Before the discussion, some (not so) brief context. Since the days of D&D's 3.5 edition, with the 1.0a license known as the Open Game License (OGL), a series of rules, mechanics, names, ideas, and stories became open to the public as a foundation upon which a diversity of products and content could be created — allowing not just their distribution, but also their monetization. This was a landmark moment in the history of Tabletop Role-Playing Games (TTRPGs), opening the door for other games to be created, bringing an ever-growing audience to the scene, along with numerous customizations for D&D itself, and derivative products that added increasing value to the market. Since D&D dominated that market, this ultimately meant more value for its creators, the company Wizards of the Coast (WotC).
Among the derivative products we can find many creations by small and medium online content creators: character miniatures, dungeons and monsters, cards, dice, costumes, and other objects that provide greater immersion, tangibility, and customization to the tabletop gaming experience, as well as modules with new races, adventures, classes, spells, and rules to be added to or replace the original game according to player preferences. There are also other games based on the 1.0a license that bring their own value — licensed board games (such as Lord of the Rings, Stranger Things, Star Wars, and others) and completely new creations, like the famous Pathfinder and the Brazilian giant Tormenta RPG. Another format that has become very popular is the played-and-streamed adventure, with Critical Role being the most famous example: a mega-production of serialized adventures featuring professional players and game masters that reportedly earned US$14 million between August 2019 and October 2021. Those streamed adventures also spawned the animated series The Legend of Vox Machina, aired on Amazon Prime Video and already renewed for a third season.
Under the pretext of protecting its intellectual properties from the increasingly common and broadly rejected model of cryptocurrencies and NFTs, as well as other forms of exploitation — including sexist, homophobic, transphobic, racist, and prejudiced content — WotC sought to revoke the OGL in favor of a new license. The draft brought two main points of contention with the community: (1) a requirement to report profits once total earnings from license-based creations exceeded US$50,000, and royalty payments starting at US$750,000 in annual profit; (2) WotC ownership of any intellectual property created using the license, giving the company total control over community creations. The issue is not with WotC's desire to protect against and control problematic content — points widely accepted in general, and understandable given the chaos associated with fully open licensing. But the decision was perceived far more as an attack on the co-creators who, alongside WotC, make D&D what it is today.
Platform affordances — that is, the material features of a platform that frame what users can and cannot do — shape what we might call co-creative possibilities. Digital platforms, through their features and how they are designed and presented, are capable of empowering or disempowering their consumers (Kozinets et al., 2021). Beyond that, they can present possibilities for expression, connection, commercialization, and co-creation (Shamayleh & Arsel, 2022), as long as their users perceive them, have the skill to execute them, and they carry legitimacy within the context (Davis & Chouinard, 2016). The material possibilities for action presented by platforms — digital or otherwise — define the range of activities that can be performed through them, even without the original intent of their creators (Nagy & Neff, 2015), sometimes arriving at possibilities that directly contradict the original design (Shaw, 2017). All of this helps us understand the history of D&D and its OGL far more precisely, and explains why the new license was received so negatively.
Viewing the OGL as a platform through which players, individual creators, and small and medium-sized businesses were permitted and encouraged to participate in co-creative processes, we can see how WotC provided nothing less than the dream of every creatively inclined consumer community: the opportunity not just to customize one's consumption experience through individual expression, but to commercialize those creations in individual or collaborative projects. The expressive and creative nature of TTRPGs — where everything begins with creating your own character — clearly establishes enough legitimacy to foster such practices, while each person or group executes those possibilities within their own capacities. Some developed entirely new classes; others epic adventures; others meticulous miniatures; and so on.
There are two very important points here: these practices as enhancers of TTRPG consumption, and these practices as TTRPG consumption itself. While someone like me — who doesn't make a living from co-creation and plays D&D and other RPGs occasionally — benefits from all derivative products as enhancements to my D&D experience, for many others, whether those who earn their living from co-creation or those who do it purely as a hobby, the consumption of TTRPGs is even more fundamentally tied to the co-creative process. In both cases, it is essential to understand that consuming D&D today passes through practices that are sustained by the OGL, and revoking it in favor of a more controlling model — however well-intentioned the change may be — could produce no other outcome than boycott and rejection.
All of this flows from an initial perception that such possibilities are available to all, openly and freely. Kozinets et al. (2021) showed that while certain platform features can increase user empowerment on one hand, they can limit it on the other. The new model WotC proposed sought to empower co-creators aligned with the company, its product, values, and beliefs — at the expense of undesired and problematic derivatives. As WotC presented greater levels of control and restriction over these practices — however noble its intentions, however insignificant the actual results might be — the mere imagination of such powerful possibilities becoming impossibilities was sufficient to set the entire community ablaze.
It is not new for companies to seek value generation through co-creation from consumer communities. This practice is well-established and highly successful when well executed. The game Elder Scrolls V: Skyrim, for example, maintains much of its relevance more than 10 years after its release thanks to mods created by the player community (Kretzschmar & Stanfill, 2019). In the virtual world of Roblox, all the most popular experiences and most-visited, most-lucrative worlds were created by the community. And what can be said of social networks like YouTube, Twitter, or TikTok, where all content is created by users, interrupted only by intrusive ads that sustain operations? Yet few companies manage to reach this level of relationship with their consumers when it comes to physical products — even fundamentally experiential ones like TTRPGs. Centralizing and controlling consumption environments seem increasingly like relics of a distant past, disconnected from the realities of current consumption practices.
The OGL has always been one of the greatest and best-executed examples of a platform that truly empowers its consumers, generating value for the entire TTRPG market. Even though WotC did not profit individually from every product offered in that market, it has always remained at the top as the holder of the largest market share. The strategy has always been built on a logic of letting a cake be created collaboratively — where WotC gives up having all the pieces, but ends up with more cake than it would have if it tried to do everything alone.
Even if the existence or non-existence of the new license makes some difference to the derivative products and content of D&D, with this proposed change the strategy seemed to shift toward abandoning the shared cake and becoming the owner of the crumbs. The TTRPG cake is now up for grabs — and whoever controls the game may no longer be Wizards of the Coast. If it ever was.
¹ Modifications created for games by consumers, generally shared in online communities. They can alter and/or add both content and mechanics.
References
- Davis, J. L., & Chouinard, J. B. (2016). Theorizing Affordances: From Request to Refuse. Bulletin of Science, Technology & Society, 36(4), 241–248.
- Kozinets, R. V., Ferreira, D. A., & Chimenti, P. (2021). How Do Platforms Empower Consumers? Insights from the Affordances and Constraints of Reclame Aqui. Journal of Consumer Research, 48(3), 428–455.
- Kretzschmar, M., & Stanfill, M. (2019). Mods as Lightning Rods: A Typology of Video Game Mods, Intellectual Property, and Social Benefit/Harm. Social & Legal Studies, 28(4), 517–536.
- Nagy, P., & Neff, G. (2015). Imagined Affordance: Reconstructing a Keyword for Communication Theory. Social Media + Society, 1(2).
- Shamayleh, G., & Arsel, Z. (2022). From Blogs to Platforms: Content Landscape and Affordances. In R. Llamas & R. Belk, Routledge Handbook of Digital Consumption. Routledge.
- Shaw, A. (2017). Encoding and decoding affordances: Stuart Hall and interactive media technologies. Media, Culture & Society, 39(4), 592–602.
// Note: This is a translated and lightly adapted version of the original Portuguese text. The author will review and revise this translation.