• =?UTF-8?Q?Guardian=3a_=e2=80=98People_are_leaving_the_game=e2=80=99?= =

    From kyonshi@21:1/5 to All on Fri Jan 13 14:21:04 2023
    https://www.theguardian.com/games/2023/jan/12/dungeons-and-dragons-wizards-of-the-coast-ogl

    ‘People are leaving the game’: Dungeons & Dragons fans revolt against
    new restrictions

    Wizards of the Coast, which owns the game, is preparing to change
    longstanding licensing rules

    It’s been a tough week for Dungeons & Dragons fans.

    The reins were pulled in on users who come up with their own storylines
    and new characters, creating legions of imaginary worlds that spin off
    of the original fantasy roleplaying game. They have also been able to
    make and sell products required to play or based on the game under an
    open game license (OGL) agreement.

    But as Gizmodo first reported, a leaked new agreement drafted by Wizards
    of the Coast (WoTC), the Hasbro subsidiary that owns D&D, threatens to “tighten” the OGL that has been in place since the early 2000s. It would grant WoTC the ability to “make money off of these products without
    paying the person who made it” and companies that make over $750,000
    will have to start paying Hasbro a 25% cut of their earnings.

    “I almost cried about it two nights ago,” said Baron de Rapp, who is 36
    and lives in Tennessee. He’s been playing D&D since he was nine years
    old, learning the ins and outs from older relatives who shared plans,
    called “adventures”, which map out a general storyline for each game.
    While some adventures are written by D&D itself, many others are written
    by individual “dungeon masters”. Under the proposed license, these plans could soon be owned by Hasbro.

    “It honestly feels like your grandfather paid for your college
    education, and now that you’re 40 years old and have a stable career, he
    says you owe him 25% of all the money you’ve been making,” he said.

    De Rapp moonlights as a dungeon master – the person responsible for
    guiding a group of players through an adventure and describing various
    elements and encounters in that imaginary world – at corporate
    team-building events and runs a local high school’s club. The one word
    that sums up his feelings now is “betrayal”.

    “Many people are simply leaving the game altogether,” said William Earl,
    a 28-year-old YouTuber whose videos largely focus on D&D culture. He
    said he had cancelled his subscription to D&D Beyond, Hasbro’s digital
    game companion, and would never buy another WoTC product.

    More than 66,000 fans signed an open letter addressed to Hasbro, D&D
    Beyond, and WoTC, expressing disgust at the proposed changes. They view
    the changes as nothing but a money rush and an attempt to squash
    small-time creators who do not pose a serious threat to Hasbro. (The
    company did not respond to a request for comment.)

    Fans say the cottage industry they’ve been able to build is what has
    allowed D&D to thrive over the years, and thrive it has. There are more
    than 13 million active players worldwide, and the game’s popularity
    exploded at the height of the pandemic. Groups got together remotely,
    taking on identities like elves and witches, to combat lockdown-induced loneliness. Many did so using software that allowed fans to play
    remotely and was made by creators under the original OGL.

    Players can go back through the history of D&D in guidebooks and online
    forums to find adventures that were written 30, 40, or 50 years ago.
    Then, they can replicate those events at their own table. “I want games
    to live for ever, so that my grandkids can use these plays, too,” De
    Rapp said. He worries that a centralized ownership of adventures by
    Hasbro would put a chokehold on the community’s creativity.

    Jay Cushing, a dungeon master based in New York who has played D&D for
    over a decade, believes that D&D’s “community of nerds” will find inventive ways to get past any proposed licensing.

    They already have: sites like the now defunct Trove allowed users to
    download PDFs of old adventures for free, without compensating creators.
    “We are people who are not always using the correct avenues of content sharing, so nothing is going to stop people from making their own
    content,” Cushing said.
    While fans were still digesting Hasbro’s content restrictions, they were
    hit with news that D&D is headed into the mainstream. This week,
    Paramount+ announced it will adapt D&D into an eight-episode live-action
    series penned by the Dodgeball film-maker Rawson Marshall Thurber. And a
    Chris Pine film set in the universe is coming later this year. But with
    an impending boycott and chaos among creators, will anyone watch?

    Earl, the YouTuber, says it’s impossible to capture the spirit of D&D in
    a major TV series. “D&D is a collaborative, interactive storytelling experience,” he said. “The appeal is that you engage with the narrative
    and share that experience with others. Pizza, potato chips, Diet Coke,
    and laughter, that’s as much a part of the D&D experience as dragons, dwarves, and demons.”

    Dungeon masters who spoke to the Guardian said they would probably give
    the adaptations a shot. But in their eyes, even the most realistic CGI
    or special effects cannot compare to the magic that happens when friends
    gather around a table and improvise.

    “Theater of the mind is really where this game thrives,” Cushing said. “When my players and I reminisce about something that happened in the
    game, we all see it differently in our minds. That multifaceted nature
    is really what makes D&D glow. Your wildest imaginations can be turned
    into media, but you watch it and see that your imagination was better
    the whole time.”

    For De Rapp, D&D media shouldn’t take itself too seriously or follow the
    tone of a moody Marvel-esque blockbuster. “People want to kick in the
    door, steal some goblins, steal some treasure,” he said. “Slapstick,
    campy humor caters to that idea best.”

    --- SoupGate-Win32 v1.05
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  • From Spalls Hurgenson@21:1/5 to kyonshi on Sat Jan 14 15:05:42 2023
    On Fri, 13 Jan 2023 14:21:04 +0100, kyonshi <gmkeros@gmail.com> wrote:

    https://www.theguardian.com/games/2023/jan/12/dungeons-and-dragons-wizards-of-the-coast-ogl

    People are leaving the game: Dungeons & Dragons fans revolt against
    new restrictions

    Wizards of the Coast, which owns the game, is preparing to change >longstanding licensing rules

    A lot of the fuss is overblown.

    While there are some aspects of the OGL 2.0 that are unsettling (most
    notably the potential licensing of all homebrew content to Wizards if
    they use the new license), for most people the changes aren't that
    radical. The thing is, for a lot of content, the OGL was a
    convenience, not a necessity.

    You actually don't need to use the OGL (v1 or v2) to make D&D related content... so long as you don't specifically make use of trademarked
    D&D items. Rules aren't covered by copyright. You can't quote stuff
    from the Monster Manual, or use specific locations and characters (no
    Greyhawk or Lady of Pain), and maybe certain spells (particularly the
    named ones, like Bigby's Grasping Hand) are out of bounds... but if
    you want to make a D&D-compatible adventure? So long as its brand new
    content, legally you're fine.

    That's not to say the OGL was worthless. Coming after a particularly
    litigious era when TSR was in charge, Wizard's promotion of it was a
    statement that said, "hey, go ahead, you can do this stuff and we
    won't sue." Because often when it is a case of individual homebrewer
    and major corporation, it's less an issue of whether who is in the
    right than who has the resources to drag out a case the longest. OGL
    1.0 wasn't important so much in it giving end-users permission to
    create (and share) new material (because those were rights they
    already had) as it was a promise that they wouldn't be dragged into
    court for a case they might win, but only after spending more money
    than it was worth to arrive at the victory.

    So the changes to OGL are really less important than they seem. Want
    to write and sell a D&D adventure but don't like these new
    restrictions? Step 1: Don't use anything that infringes on WOTC's
    trademarks, don't quote directly from their content. Step 2: Don't
    specify OGL 2.0; use CCA or similar. Publish and sell.

    Now, this method does leave you open to potential lawsuit but so long
    as you were careful in step 1, it would be a meritless suit. And
    Wizards is likely to be much more careful in pursuing any case against homebrewers than TSR was; the potential backlash is much greater
    because news of any such suit would travel much more quickly and
    they'd have far less opportunity to spin the case in their favor. And
    should they still pursue the case and they lose, it would only make Wizards/Hasbro look all the more irrelevant.

    In truth, OGL 2.0 really isn't that bad a license... it only looks
    worse coming from OGL 1.0 because its more restrictive. That's not to
    say it's pointless or toothless; some people will be affected by the
    changes. But for most people? It's a lot of noise about nothing.

    (note: I am not your lawyer. For proper legal advice, seek out proper
    legal advice. ;-)

    --- SoupGate-Win32 v1.05
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