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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