• Re: WOTC tries to claw back the Deck of Many Things

    From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Fri Apr 25 16:24:16 2025
    From Newsgroup: rec.games.frp.dnd

    On Fri, 25 Apr 2025 11:59:02 +0200, Kyonshi <gmkeros@gmail.com> wrote:



    https://www.geeknative.com/172570/did-wizards-of-the-coast-refresh-their-deck-of-many-things-trademark-before-releasing-dds-srd-5-2/

    https://thaumavore.substack.com/p/i-drafted-a-legal-argument-against

    So it seems that WotC with their response to the widespread criticism
    about their license changes released a lot of things under a Creative >Commons license, and now with the release of SRD 5.2 they are trying to
    get some parts of it back. (specifically they are trying to refresh >trademarks for the Deck of Many Things and the Orb of Dragonkind, which
    mind you, still are in the SRD, but renamed to Mysterious Deck and
    Dragon Orb)

    I wonder how that all will shake out for them.

    Not well.

    I'm actually surprised they left the Deck in the SRD to start with,
    both in names and mechanics. It seemed unique enough -in character and mechanics- that it should have been left out from the start (then
    again, they also left in the (renamed) Apparatus of Kwalish and Sphere
    of Annihilation... or the Bag of Holding, for that matter, all of
    which I might have cut in favor of leaving in only generic +1 Swords
    and ordinary Potions of Healing).

    But having put these items into the SRD, they are there forever. At
    this point, all WOTC/Hasbro wants to do is reclaim the names, and
    under ordinary circumstances I'd be all for that. As I said, I think
    they are unique enough that they deserve them but it's too late for
    that. They were careless to release them to the public in an earlier
    SRD, and that's a one-way road. Even if you argue that users of SRD
    v5.2 aren't granted rights to that name, they can just snag that right
    from SRD v5.1, yank the name, and apply it to an SRD v5.2 game.

    I don't think this was an intentionally malicious ploy of WOTC;
    doubtlessly somebody saw the name "Deck of Many Things" in the SRD and
    said, "Ooh, that's not right, that's our trademark, must've gotten in
    there by accident" and updated the name to something generic. (It's
    what they did with the Appartus of Kwalish, which was renamed
    'Apparatus of the Crab'). Then -if somebody else mentioned that it was
    already in SRD v5.1, they just hoped nobody else would see it. I
    suspect it was more covering-ass than an intentional clawback of
    legally surrendered rights.

    But it's been seen, and WOTC/Hasbro needs to admit fault, eat crow,
    and not fight this in court. If they do, THEN it becomes malicious in
    my eyes.

    Unfortunately, Hasbro is a US company, and the current trend in that
    country seems to be supportive of legal maliciousness, so I don't
    expect them to give up willingly.




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  • From Justisaur@justisaur@yahoo.com to rec.games.frp.dnd on Mon Apr 28 15:58:09 2025
    From Newsgroup: rec.games.frp.dnd

    On 4/25/2025 1:24 PM, Spalls Hurgenson wrote:
    On Fri, 25 Apr 2025 11:59:02 +0200, Kyonshi <gmkeros@gmail.com> wrote:



    https://www.geeknative.com/172570/did-wizards-of-the-coast-refresh-their-deck-of-many-things-trademark-before-releasing-dds-srd-5-2/

    https://thaumavore.substack.com/p/i-drafted-a-legal-argument-against

    So it seems that WotC with their response to the widespread criticism
    about their license changes released a lot of things under a Creative
    Commons license, and now with the release of SRD 5.2 they are trying to
    get some parts of it back. (specifically they are trying to refresh
    trademarks for the Deck of Many Things and the Orb of Dragonkind, which
    mind you, still are in the SRD, but renamed to Mysterious Deck and
    Dragon Orb)


    I wonder how that all will shake out for them.

    Not well.

    I'm actually surprised they left the Deck in the SRD to start with,
    both in names and mechanics. It seemed unique enough -in character and mechanics- that it should have been left out from the start (then
    again, they also left in the (renamed) Apparatus of Kwalish and Sphere
    of Annihilation... or the Bag of Holding, for that matter, all of
    which I might have cut in favor of leaving in only generic +1 Swords
    and ordinary Potions of Healing).

    I'm sure the Deck was a thinly veiled copy of something in some fantasy
    book, like so many other things, like the Apparatus of Kwalish which I remember finding came from somewhere else originally. Bag of Holding,
    really? "It's bigger on the inside." Sphere of Annihilation = micro
    black hole.
    --
    -Justisaur

    |+-|+
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    -|-4'\( ,_.-'
    \\
    ^'
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Tue Apr 29 10:48:05 2025
    From Newsgroup: rec.games.frp.dnd

    On Mon, 28 Apr 2025 15:58:09 -0700, Justisaur <justisaur@yahoo.com>
    wrote:


    I'm sure the Deck was a thinly veiled copy of something in some fantasy >book, like so many other things, like the Apparatus of Kwalish which I >remember finding came from somewhere else originally. Bag of Holding, >really? "It's bigger on the inside." Sphere of Annihilation = micro
    black hole.


    From https://rpg.stackexchange.com/questions/212052/what-is-the-origin-of-the-deck-of-many-things

    "The Deck of Many Things has appeared in every edition of D&D
    so far, and while the exacting particulars have varied, the
    overall feel of the deck has remained consistent: the rules for
    how to draw cards, what the cards do, and when and where those
    effects happen (often immediately and in the presence of the
    card-drawer) are fairly similar across nearly 50 years since
    its first appearance in Greyhawk (1975), but never does the
    Deck of Many Things explain itself as an item - why does the
    deck exist, and why do these cards have these effects?

    "Is the Deck based on a real life equivalent? It calls out
    the usage of a Tarot deck for some later editions, but as
    I understand it, a deck of Tarot or Tarock cards were
    historically performing the same function as a deck of
    playing cards today: they were utilized in an established
    card game, not as a mystical or "magick" tool. Indeed, when
    Tarot cards are utilized for fortune-telling in fiction (or
    if you've ever had a tarot reading) the fortune-telling is
    never as immediate as what the Deck does.

    "Of course, this makes some sense for a fortune-teller: if
    the fortune teller were predicting a massive windfall (or
    a massive personal loss) for the customer that occurred
    starting right now, it would be much easier for the customer
    to identify the fortune-teller as a charlatan, a rogue,
    a scoundrel who is using the fear of future uncertainty to
    make money.

    "Fortune-telling itself usually relies on the vague
    interpretation of prediction, as well as some psychological
    elements of fear, uncertainty, and a lack of control... but
    the Deck, in many ways, does the opposite: it gives the
    creature control over the Deck, it gives the creature
    exacting certainty in its outcomes, and not a single card
    in the original causes fear of any kind. Moreover, the
    original Deck of Many Things has proportionally far more
    positive outcomes than negative outcomes (five negative
    outcomes out of a total of eighteen possible outcomes),
    making the Deck potentially a risky, but very "fun" element
    of the game, but also very different from a Tarot fortun-
    telling, where the cards have a roughly 50/50 chance of
    telling a good or bad fortune upon each draw. [Granted,
    the Deck itself claims to have a 50/50 split of good and
    bad outcomes, but this just doesn't square with the
    effects of the deck and the gameplay of D&D. Certainly,
    as the game evolved, this discrepancy almost certainly
    was noticed but not meaningfully corrected, which means
    that at some internal level, the Deck is operating as
    intended.]

    "So, why does the Deck of Many Things operate as it does?
    Is there a culturally relevant reason or reasons coming
    from fiction or real life that Gary Gygax or Rob Kuntz
    (or Dave Arneson or David Megarry or others that they
    were playing with those proto-D&D rules in 1972-4) may
    have had to create the Deck as such a potent, immediate,
    and yet somewhat controlled type of item? Is it even
    truly connected to Tarot in any meaningful way, or is
    the later cribbing of Tarot cards for use with the Deck
    a kind of appropriation for game purposes?"

    And from a comment on that same article:

    "In Dragon Magazine #386 (April 2010), Bart Carroll and
    Steve Winter discussed the origins of the deck of many
    things, but were unable to discern exactly. Their best
    guess is that Gary Gygax, a long-time fan of games of
    all sorts, could easily have looked for a way to add
    playing cards to D&D"




    While you can doubtlessly trace the underlying idea of the Deck to
    other ideas in literature and myth (an item that randomly bestows
    blessings or curse, isn't that unusual; heck, at its broadest
    interpretation it describes poker cards ;-) the actual implementation
    --a deck of cards, with fixed effects dependent on the card pulled,
    and the effects themselves-- seems to be entirely unique to D&D.


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