Wizards Pulls D&D PDFs, Forgets Its Own Open-Source Equivalent
Wizards of the Coast upset a lot of geeks yesterday. From table-top dice throwers to the online retailers that sell their products, all who dabble in the funny world of Dungeons and Dragons depend on the game's tomes of information to run their fantasy worlds. Whether you're a twentieth-level enthusiast whose lined his (or her) bookshelves with Player's Handbooks, Dungeon Master's Guides, Monster Manuals, and legions upon printed legions of supplemental adventures... or you're just a fledgling geek with one 20-sided die to his name, the printed Dungeons and Dragon materials are your bread and butter.

Wizards of the Coast, arbiters of the D&D universe, have been trying to cross over into the digital realm by giving retailers the option to sell downloadable PDFs of core D&D material. But that's all past-tense now: WotC abruptly pulled the plug on the project yesterday, leaving those who originally purchased the cyber-materials with no available resource, save for going out and buying the tangible, printed books.
The reason? Piracy. Which makes about much sense as a Lich Paladin, given that anyone can freely download the requisite D&D materials straight off of WotC's Web site. Yes, WotC's d20 system -- the underlying mechanics behind the company's third-edition D&D product -- is completely open-source.
Why did WotC do this? Well, with the release of the third edition of the D&D ruleset, the level 10 WotC marketers realized that a lot of people were buying the core books for the game. That was a constant. Not as many people, however, were buying the additional supplements -- the print campaigns that various entities would craft for players to purchase and run in the comfort of their own homes and/or basements. The decision was made to open-source the entire d20 framework, thereby reducing the cost and effort required for publishers of all skill levels and setups to create additional D&D material. WotC surmised that this would increase overall interest in Dungeons and Dragons, period, eventually leading more gamers back to the core products: The Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
"The logical conclusion says that reducing the "cost" to other people to publishing and supporting the core D&D game to zero should eventually drive support for all other game systems to the lowest level possible in the market, create customer resistance to the introduction of new systems, and the result of all that "support" redirected to the D&D game will be to steadily increase the number of people who play D&D, thus driving sales of the core books," said Ryan Dancey, former WoTC Vice President, in an interview on the official WotC site. "This is a feedback cycle -- the more effective the support is, the more people play D&D. The more people play D&D, the more effective the support is"
In short, WotC wanted to create a Linux phenomenon: release a free, underlying core mechanic, then celebrate when your standard becomes prevalent and use this success to drive consumers to your premium offering. Do companies make money selling open-source Linux? Not necessarily. They make money from all the add-ons, packages, and support bundled around this core base. That's Dungeons and Dragons. While the open-source, available information is thorough, it nevertheless leaves out just enough of the critical Dungeons and Dragons framework (like experience and level advancement, for example) to maintain some kind of value for D&D. And the more the d20 standard permeates the marketplace, the more people will be interested in the premium, stereotypical offering.
So while it's sad to see WotC pull digital distribution of their content, it's laugh-inducing to watch them push their claims of piracy. Ninety percent of the game's content is freely available online by their own design. And the parts that aren't? Well, all it takes is a trip to your local gaming table to figure out the rest. But perhaps WotC is more aware of this fact than one would expect: the latest, fourth-edition release of Dungeons and Dragons operates under a more restrictive license than the d20 System's Open Game License. That, and a data-dump of the rule set is gone, substituted by a reference document that details what parts of the related core WotC books one is allowed to use in an original piece of work. Time for a trip back to the comic store...
Comments
Comments are closed on this article
![]()
ubuwalker31
April 12, 2009 at 7:58am
Game rules are not copyrightable. The idea for a game is not
protected by copyright. The same is true of the name or title given to
the game and of the method or methods for playing it....Copyright
protection does not extend to any idea, system, method, device, or
trademark material involved in the development, merchandising, or
playing of a game. See http://www.copyright.gov/fls/fl108.htmlIssues over copyright have come up in D&D over character generators...but making these computer programs is fair use. Why? Because the very game
itself requires you to generate your own character! Automating that
process by a computer program is therefore fair use, so long as you
don’t steal WoTC computer code.So what about The Player’s handbook? Since it is a particular expression of
game rules, the work itself is protected by copyright, but the rules
themselves are not. Even if there is only one reasonable way of
describing a rule, even that particular expression cannot be restricted
by copyright.
![]()
DMex
April 11, 2009 at 12:39pm
/hate Wizards of the Coast's Face!!!
WTF are they thinking...It's just like Microsoft taking FASA and running that whole company and chain of games into the ground. All my child hood favs are gone and in the toilet. /cry
Long live 2nd Ed DnD!!!
![]()
Stry8993
April 11, 2009 at 8:50am
I bought GTA IV off of Steam, to support ROckstar, since i don't have a console, and I couldn't play the game because of the SecuROM Launcher... I mean, just because you put your movie on DVD's, doesn't mean something douche isn't going to steal it, but why hurt the guy that pays for it.
The real sad thing is, is that people, we all know, were playing GTA IV that they'd pirated from wherever, playing it and enjoying, it, and I had to wait two weeks doing everything, redownloading and installing 15GB's (thats the steam dir's size for GTA IV) over and over, Rockstar didn't help, SecuROM just sent the cookie cutter near-robotic sounding messages, over and over, and Valve, well, its not their game, so obviously they told me they couldn't assist.
Sad guys... sad.
![]()
timmyw
April 11, 2009 at 8:17am
TSR and now WotC have repeatly made inexplicable business decisions that manage to piss off their fans. They don't understand that if you treat a hobby as strictly a business you are gonna inflame your audience.
The good news is that D&D has always survived despite the business practices of the companies.
![]()
jwalch.hawk
April 10, 2009 at 9:13pm
WotC maintains a pretty bipolar relationship with the whole notion of actually being digital.
This is a pretty good example. Another is one of their other major games, Magic: The Gathering. It's been around as a paper trading card game since like the early '90s, then they decided to try to make an online version of it in like 2k2 or something. And I use the word 'try' pretty loosely, because it seems they've done everything in their power to screw it up and never let it fully take off. It's like they feel like they should be going digital, but they don't really want to.
I suppose they're in a bit of a funny market where it's not immediately obvious to what degree they should be a "digital company" and how much they should still be in print media.
![]()
TheMurph
April 11, 2009 at 12:56pm
Oof. I hear you, jwalch.hawk. if i remember right, the original launch of the magic digital version was pretty great. It was the massive "update" they did to the software/service that utterly killed it.
![]()
jnutley
April 10, 2009 at 6:02pm
D&D runs in your mind. If I'm fed up with WotC I can pull out my old TSR version. If I want to use someone's Dungeon that's built for the new rules, or for GURPS or for Tri-Stat, I just have to sit down with a pencil and paper and do some quick conversions. Chances are I was going to spice it up that way even if it matched the core rules exactly. No hardware issues, short translation across most platforms, even if the rules are 20 years old or more.
So they COULDN'T rely on keeping the core stuff proprietary, every book ever published and not eaten by a passing kobold was competing for their customer base.
And since I believe that, I have to guess that this is actually some game their lawyers are engaging in prior to licensing a property or just to grab more status in the company staff heirarchy. Halting electronic production will have negative effect on their abilibity to attract and exploit customers.
![]()
nekollx
April 11, 2009 at 8:41am
couldn't agree more, the entire d20 fiasco caught like wild fire and it seemed like other publishers dove in, geting WoTC fever and destroying their fan base. A good example is White Wolf Gamining Systems who killed off their World Of Darkness line then rebooted it as d20 and complety mutilated the setting....less then a year after their version 3 revision...uggggg
Log in to MaximumPC directly or log in using Facebook
Forgot your username or password?
Click here for help.















