• [Reason] Dungeons & Dragons at 50: You Can't Copyright Fun

    From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd,rec.games.frp.advocacy on Wed May 1 12:26:57 2024
    From Newsgroup: rec.games.frp.dnd

    Source: https://reason.com/2024/04/29/50-years-of-dd-you-cant-copyright-fun/

    Intellectual Property
    Dungeons & Dragons at 50: You Can't Copyright Fun
    How lax intellectual property rules created a nerd culture phenomenon

    C.J. Ciaramella | From the May 2024 issue

    This year marks the 50th anniversary of the original edition of Dungeons
    & Dragons (D&D), the granddaddy of tabletop role-playing games and one
    of the urtexts of nerd culture.

    The golden anniversary could hardly have come at a better time; over the
    past decade, the game has undergone an unexpected renaissance, reaching
    levels of cultural saturation and sales that exceed even its 1980s
    heyday. Critical Role, a live-play D&D podcast, sold out London's
    12,000-seat Wembley Arena last October. Even a passingly good Dungeons & Dragons movie helped mark the game's half-centennial.

    If it seems strange that something as anachronistic and exquisitely
    dorky as D&D is popular again, consider that those qualities may be
    exactly why people are drawn to it. The Atlantic recently reported that Americans are suffering a "kind of ritual recession, with fewer community-based routines" and face-to-face meetups. It's perhaps not surprising that D&D has become a redoubt for old-fashioned, goofy fun in
    our digital age.

    But there's another reason D&D has weathered 50 years of critical
    successes and failures: It radically empowered its fans to create their
    own adventures and games, keeping the tabletop gaming hobby alive even
    when its flagship was floundering. The 50-year history of D&D is an entrepreneurial success story, yes, but it's also a story of the
    advantages of an open-source, loose approach to intellectual property,
    and the disadvantages of being miserly with it.

    When Gary Gygax, a Wisconsin war-gaming enthusiast, published the first edition of D&D in 1974, he was unemployed and cobbling shoes in his
    basement for spare cash. He had to recruit business partners and form
    their own company, TSR, to publish the game, because every major board
    game company passed on it.

    In fairness to the suits who turned down a golden goose, D&D would have sounded incomprehensible on paper in 1974. You played fantasy
    characters, who worked together? Where is the game board you play on? No
    one wins? Wait, what's this about a "dungeon master"?

    But the genius of D&D is better demonstrated than explained, and that's
    how the game spreadrCofrom friend group to friend group, slowly at first
    and then faster as the number of Johnny Appleseeds lugging their Dungeon Master's Guides around grew exponentially. It turned out that when you
    sat people down, told them they were wizards and knights and
    what-have-you, and got them rolling dice, they loved it. And they loved
    it across age groups: children, teens, and adults.

    The revolutionary idea of D&D was its "expansive and generous belief in
    its players' creative potential," as I wrote in a 2018 Reason feature on
    the history of the game. It used the combat mechanics of tabletop war
    games, but as a framework for what was in essence a collaborative
    fantasy story generated by the players' choices. Dice were used to
    simulate randomness and risk, so a player had the freedom to, say,
    pickpocket a nobleman, but they might have to roll well to avoid being
    caught. Dungeon masters, the neutral referees who lead D&D sessions, had
    even more freedom. They could create their own campaigns and even whole fantasy worlds.

    This encouragement of creativity extended to D&D's business model. In
    its early days, TSR gave its blessing to unofficial fan magazines and
    helped distribute unlicensed third-party content from small-press
    publishers.

    Besides mutual advantage, TSR had good reason to not be too stingy with
    its copyright. The content of D&D was a mishmash of fantasy tropes and
    races that Gygax himself lifted from classic works in the genre. For
    example, the earliest versions of D&D used the term "hobbits," until TSR received a strongly worded letter from the company that owned the rights
    to J.R.R. Tolkien's works. Ever since then, the fantasy worlds of D&D
    have been populated by "halflings" instead.

    Things changed when tabletop role playing became a multimillion-dollar industry in the 1980s. TSR's position toward its intellectual property
    became increasingly litigious, roughly at the same time as its
    popularity plateaued and its product quality began declining. Relations between the company and tabletop gamers hit a low point in 1994, when
    TSR sent cease-and-desist letters to numerous websites hosting harmless
    D&D fan content, accusing them of infringing on the company's copyright.

    When the third edition of D&D was released in 2000, under new ownership
    by the company Wizards of the Coast, it included a significant olive
    branch to the hobbyists that TSR had alienated: a "perpetual, worldwide, non-exclusive license" allowing other publishers to use a chunk of the
    core D&D rules to create new games and material, royalty-free.

    The Open Gaming License (OGL), as it became known, was a huge success, spawning classic computer games, reams of D&D material, and new
    role-playing games like Pathfinder. Today there are Kickstarters raising millions of dollars for third-party supplements to the current Fifth
    Edition D&D. (I have even self-published a D&D adventure online using
    the OGL. It sells enough units every year to support my gaming habit.)

    So the entire tabletop gaming industry understandably flew into a
    barbarian rage last year when news leaked that Wizards of the Coast was
    going to "update" the OGL. The update included voiding the
    two-decade-old agreement and its guarantee of perpetuity.

    Wizards of the Coast is scheduled to release a new edition of D&D later
    this year, and it was tired of seeing competitors use its secret sauce
    for free. But this felt like a betrayal to the independent artists,
    writers, and designers in the industry, who in an open letter compared
    Wizards of the Coast to a "dragon on top of the hoard, willing to burn
    the thriving village if only to get a few more gold pieces."

    Wizards of the Coast backed down, but the controversy led several of the biggest third-party publishers to announce they were creating their own role-playing games unconnected to D&D. Paizo, publisher of Pathfinder,
    also created a new system-agnostic license for independent game
    creators, the Open RPG Creative License (ORC). When the new edition of
    D&D is released this year, it will have more competition, and game
    masters will have more freedom to choose which adventures they take
    their friends on outside the copyright owner's fantasy reservation.

    One suspects the late Gygax, who was ousted from TSR in the 1980s and
    then sued for trying to publish his own games, would only approve.
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