The Alexandrian

Posts tagged ‘d&d’

Go to Part 1

SALTED LEGACY (Surena Marie) is set in the Dyn Singh Night Market, an “endlessly changing maze of stalls filled with incredible wares, enticing smells, and magical lights” that I mentioned earlier in the review. It’s an adventure for 1st-level characters, and is designed for the PCs to level up twice (so that the next adventure in the book is for 3rd-level characters).

There are two core concepts in “Salted Legacy.” First, the PCs will compete in a series of market games as part of a festival. Second, they’ll be asked to investigate a series of attacks aimed to sabotage local businesses. The scenario’s primary problem is that it’s structurally swapped the primacy of these two concepts.

Let’s start with the sabotage plot: Kasem Aroon and his twin borther Vi Aroon operate the Spice Brothers stall in the Night Market. Vi, however, is getting married and moving away. Kasem realizes he can’t run the stall by himself, so he concocts a “brilliant” plan! He’ll sabotage the other businesses in the Night Market so that one of them will sell their stall to him. That way he’ll own TWO businesses he can’t run by himself!

So, obviously, this entire premise doesn’t make any sense. (I’d suggest setting things up so that Vi getting married means that Kasem, as the younger son, will be pushed out of the Spice Brothers. Kasem’s plan to acquire another a business, therefore, would make sense. There’s even some evidence this may have been the original ending of the adventure, as the published conclusion includes the option for a happy ending in which Kasem gets adopted into another vendor’s family… which obviously only makes sense as a “solution” if Kasem was not, in fact, going to own the Spice Brothers stall.) But that’s not actually the primary problem.

Structurally, the PCs witness a feud between two of the oldest and most respected families in Night Market, which Kasem has enflamed by using wynlings, winged feys he’s bribing with persimmons, to frame each owner for sabotaging the others’ stall. Both stall owners hire the PCs to get proof that the other family is responsible for all the sabotage!

The double-hire is a clever twist on the hook, but then the PCs start investigating and the adventure says (paraphrasing): “Literally nothing they do works. Your job as the DM is to make sure they cannot solve this mystery. Investigation checks? Nothing. Questioning? Nope. Stake out? Absolutely not!”

The stonewalling is necessary because the ultimate goal is to force the PCs to participate in the Market Games: No one trusts outsiders (er… except the two highly respected families who hired the PCs), so the PCs need to earn their respect by competing in the games. The more respect they earn, the more information they can get.

The “need” to block all lines of investigation leads to all kinds of silliness. For example, the PCs may find persimmon peels at the sabotage sites (from the wynlings). Logically, they should be able to find out who’s selling persimmons and maybe learn that Kasem has suddenly started buying a lot more than usual.

But that’s not allowed, so: “A character who further investigates these fruit peels learns no stalls in the night market currently sell persimmons.”

Ironically, this will likely lead players to hyper-obsess on these persimmons: If they aren’t sold here and nobody eats them, where are they coming from?! (This is never actually answered.)

Anyway, the point here is that the adventure is framed to make the mystery the players’ primary goal, but the mystery is not actually the focus of the adventure: It’s the Market Games. The mystery is just the mechanism used to force the PCs to play the games.

It would make a lot more sense to just have an adventure premise that says “play in the Market Games,” rather than “do this other thing, but I’m going to arbitrarily stop you from doing it until you play in the Market Games.”

Partly because I hate mysteries designed to prevent eh PCs from solving them.

Mostly because it turns the Market Games into a chore that the PCs have to complete. And chores are not fun.

Which is a pity, because once we actually focus on the Market Games, they’re a lot of fun! My personal favorite is the cooking competition:

MC: Welcome to Iron Chef Dyn Singh!
PCs: Awesome!
MC: Your secret ingredient is… SHRIMP!
PCs: Cool, cool…
MC: Giant shrimp.
PCs: Hol’ up.
MC: You will need to kill it first.
PCs: oh shit

Salted Legacy (Giant Shrimp) - Journeys Through the Radiant Citadel (Wizards of the Coast)

“Salted Legacy” is a delicious treat that has been wrapped in unnecessary frustration. But what I want to emphasize is that there’s a pretty solid core here that can make for a fun evening with your group: The Market Games are fun. The cast of characters in the mystery story is memorable and well-drawn.

All you really need to do to tease out these flavors is (a) refocus the hook on the Market Games, (b) have the investigation pop up as a B-plot, and (c) default to yes whenever the players investigate something.

For the scenario hook, you might do something like:

  • The PCs have been selected as competition ambassadors, and have been sent to the Night Market specifically to compete; or
  • There’s a prize for this year’s competition which [thing they want/need].

But since this is also likely the first adventure in your campaign, you could also just tell your players as part of character creation to explain why they’ve all decided to compete in the Market Games this year and use it as the This How You Met framing story for the group.

If you wanted to prepare a revelation list ahead of time, the two key revelations I’d focus on would be:

  • Persimmons are associated with the mischief sites. (And you can then trace the persimmons to Kasem.)
  • There’s some sort of invisible, flying blue monkeys. (And then you can catch and interrogate them or follow them to Kasem.)

Ironically, you can do this pretty easily by just reading through the adventure and, everywhere it says “if the PCs do X, they don’t find anything,” simply replace it with “if the PCs do X, they find [useful information].”

Run as written, I would give this adventure a C grade. Since such minimal effort would probably polish it up into a B or B+ at the actual table, I think I’ll reflect its true value with a C+.

Grade: C+

WRITTEN IN BLOOD (Erin Roberts) is an adventure so good I’d give my left arm to run it.

A local curse/haunting in the land of Godsbreath causes the hands of those who drown in the lake to come back Amalgam - Journeys Through the Radiant Citadel (Wizards of the Coast)as undead crawling claws. When enough of these horrors gather in one place, they form an amalgam entity called a soul shaker.

Like a rat-king, but much, much worse.

“Written in Blood” begins with the PCs heading to Godsbreath for a festival.

… wasn’t there a festival in the last adventure, too?

There was. And there will be in the next adventure and the adventure after that and several more. Honestly, your PCs are going to look back at Tier 1 and remember absolutely nothing, because they spent the whole time stoned out of their minds.

This particular festival is the Festival of Awakening. Its unique calling card is the Awakening Song, a huge oral tradition which records the entire history of Godsbreath. Proclaimers circle through the festival singing sections of the Song, with the crowd intermittently picking up favorite verses and singing along. Later, a Proclaimer will ask to accompany the PCs, believing they are caught up in important events and that their deeds should be woven into the Song’s ever-evolving form.

This is a great example of the rich texture Roberts weaves into the Godsbreath setting, and the quiet brilliance she displays in weaving that detail into the action of the adventure.

In fact, the only real drawback of “Written in Blood” is that it’s a prime example of limited word count hamstringing development. For example, “characters who spend an hour exploring the festival [listening to the Song] learn much about the history of the land.” But you can’t actually share that with the players.

If you really want to make this adventure sing (pun intended), then you’ll want to bear a wary eye for stuff that’s often literally begging you to flesh it out and seize the opportunity to do so before running this one.

And you’ll definitely want to run this one, because it’s a goddamn creepfest that will put your players on the edge of their seats and then rip their hearts out.

We begin with the land of Godsbreath itself, which is presented in a gazetteer which is simply exceptional (and probably the best one in the book).

The fertile lands of the region are deteriorating, forcing more and more farmers to migrate from the rich lands of the Ribbon into the Rattle, a fertile, but extremely dangerous region.

That, all by itself, is a brilliant premise for endless adventure.

And then Roberts drops this bomb:

Most people in Godsbreath worship one or more of the Covenant gods, who worked together to bring the first folk to this new land. Over long generations since, these deities have stood united as the guardians of Godsbreath. But of late, they have begun to work independently to recruit and reward their own followers.

Through recent prophecies known only to themselves, the members of the Covenant have learned the blood of a deity is needed to revitalize the soil of the Ribbon and stave off potential famine across Godsbreath. In response, the gods are becoming more active, shoring up their power to avoid becoming this necessary sacrifice.

The tension between the Ribbon and Rattle was already incredibly well done.

But to add this to it?

Competing plots of deicide. A religion dedicated to transmitting truth fracturing on its own secrets. A covenant of gods forced to betray one of their own.

It’s simply inspired. Adventure just boils out of it.

All right, so we have the cursed and dying Ribbon that’s forcing people into the strange and dangerous frontier of the Rattle. This is the essence of gothic horror, infused into both the darkest and most hopeful aspects of the modern Africa diaspora, then draped with the most disturbing visions of West African magical realism. It’s redolent with possibility.

And Roberts delivers. The adventure drips with the dry dust of the Ribbon and the eery edge of the Rattle.

Atmosphere is good, but the real meat of “Written in Blood” is the human story at its heart: Of a young girl who lost her friend to the crawling claws and the dark waters of the lake… and now her friend has come back.

When the PCs discover this truth — and the girl — crouching in the dark, everything comes together: The place. The imagery. The characters.

I don’t know what your players’ (or their characters’) reaction will be to this truth.

And that’s the beauty of it.

The terrible beauty.

Grade: A

THE FIEND OF HOLLOW MINE (Mario Ortegón) continues the transplanar pub crawl, with the PCs heading to the city of San Citlán to “enjoy the food, parades, and celebrations of the Night of the Remembered” festival.

I’ve seen some reactions and reviews to Journeys Through the Radiant Citadel express frustration that the specific cultural inspirations aren’t listed for each civilization/adventure. I understand this impulse, but I think it misses the point.

There are certainly cases where it might make it easier for me to, for example, do additional research on fashion so that I can make my NPC descriptions richer. But one of the things I really enjoy about Radiant Citadel is that it’s NOT “here’s fantasy Ethiopia with new labels that we can trademark,” which is a trap I’ve frequently seen projects like this fall into. Radiant Citadel’s authors are being truly inspired by their source material, using it to create something new and unique to their vision, and then blending it with the vast mythos of D&D.

So “Fiend of Hollow Mine,” for example, has clear Mexican inspirations. But there’s also a Mesopotamian-by-way-of-D&D demon lord. And Ortegón takes the Day of the Dead and interprets it through the metaphysics of D&D to create the Night of the Remembered, where the souls of the dead literally manifest.

And then he takes it one step further and asks, “But what would happen if a soul doesn’t cross over at its appointed time?”

The answer is: Simply persist.

And so San Citlán is studded with friendly undead. People who just… kept on “living” when death should have come instead. The olvidados are literally those “forgotten by death.” The result is such a cool and unique place that my only quibble is that, once again, I would have loved to see it fleshed out more.

(Pun intended.)

Okay, so the PCs are heading to San Citlán. They discover that there’s a deadly plague called sereno afflicting the region.

There are a couple of things I really love about sereno. First, it literally spreads via a “cursed wind” that blows at night. Germ theory is great, but in a fantastical land, I love diseases that are fantastical in nature.

Second, sunlight alleviates the illness. And, indeed, it can only be magically cured and only if the spell is cast in sunlight. This is mechanically simple, but gives a distinct and evocative flavor. It also makes the disease relevant to the PCs in a clever way: Although it doesn’t really factor into the adventure, you can imagine PCs contracting this disease deep in a dark dungeon or the Underdark and being unable to cure it (only triage it) until they can return to the surface.

The basic concept of the adventure is that, a generation ago, a warlock named Orencio was caught and executed. Before he died, however, he’d made a deal with the demon lord Pazuzu, trading the soul of his son for great power.

Orencio thought he’d pulled a fast one, but what he didn’t know is that his girlfriend (who was also the one who turned him into the authorities) was pregnant. Their son, Serapio, is approaching his twentieth birthday and, under Pazuzu’s influence, is turning into a tlacatecolo — an owl-demon which spreads pestilence. (In this case, sereno.)

The PCs are pointed in Serapio’s direction by a freedom fighter. Following his trail, they hopefully learn the truth of what’s happening to him and, eventually, bring him to bay.

The biggest problem with “The Fiend of Hollow Mine” is that it’s incredibly fragile. There is a very long sequence of hoops that the PCs need to jump through. Some of these hoops are surprisingly difficult to get through (although Ortegón usually provides some mechanism for the PCs to just keep making skill checks until they finally roll high enough). Other hoops are hidden, which is… fun.

There are a couple of saving graces, however.

First, the middle chunk of the adventure takes place in the small dungeon of Hollow Mine. The map design here is excellent:

Hollow Mine (Side View) - Journeys Through the Radiant Citadel (Wizards of the Coast)

For a small dungeon, this is deliciously xandered. And the key is equally good, with vivid imagery and meaty detail.

The second saving grace is the conclusion of the adventure. Ortegón does a great job framing it so that the PCs will have to decide whether to try to bring Serapio in quietly so that his curse can be removed, or simply kill the corrupted soul.

Grade: C+

Go to Part 4

Discovering the Concord Jewels - Journeys Through the Radiant Citadel (Wizards of the Coast)

Go to Part 1

ADVENTURE OVERVIEW

Each adventure in Journeys Through the Radiant Citadel is built on a common template:

  • Background
  • Setting the Adventure
  • Character Hooks
  • Starting the Adventure

Followed by, of course, the adventure itself and then the accompanying setting gazetteer.

Setting the Adventure suggests three options where each adventure could be set. One is “Through the Radiant Citadel,” which, as noted, indicates where the Concord Jewel is located. Another suggests where this civilization could be slipped into the Forgotten Realms. And the third does the same for some other official D&D campaign setting, either Eberron, Greyhawk, or, in one case, Mystara.

Character Hooks are interesting. Each scenario ostensibly includes multiple hooks (usually three, sometimes only two). There’s some variation here, of course, across the many adventures, but these “hooks” are generally just reasons the characters might be visiting the region. For example:

  • The characters are going to a local festival.
  • The characters are visiting a friend.
  • The characters are hired as guards by someone visiting the area.

In a few cases the “you’re in the area to do X’ can at least loosely qualify as a surprising scenario hook (because it has at least some proximity to the scenario premise), but mostly it’s just, “You’re traveling through Y, and then…”

So the “hooks” are then followed by Starting the Adventure, which is almost always a random encounter that informs the PCs of the scenario’s existence. This random encounter is what I, personally, would consider the actual scenario hook.

The intention of having multiple scenario hooks is great: It would theoretically make it easier for DMs to incorporate these adventures into their campaigns and/or make hooking the PCs into the scenario far more robust (because if one hook failed, there would be additional opportunities). But because the actual hook is the random encounter, this can, unfortunately, lead to very fragile hooks in actual practice. For example, in “The Fiend of Hollow Mine” the PCs need to:

  • Not detect and decide to skip the bounty hunter ambush.
  • Not chase the bounty hunters who are scripted to flee.
  • Accept a random barkeep’s invitation to have a drink, rather than continuing on to their actual goal.
  • Get approached by Paloma the Outlaw and decide NOT to capture her for the bounty they’ve just been informed she has on her head.
  • Finally, accept the job offer from Paloma.

That sequence of events probably happens more often than not when running “Fiend,” but it’s A LOT of potential points of failure to navigate through before the adventure has technically even started.

One more decision I really don’t like in this book is that no clear credit is given to the writer of each adventure. This was done in both Tales from the Yawning Portal and Candlekeep Mysteries, and its absence from Journeys Through the Radiant Citadel feels particularly grody given how much of the marketing campaign for the book was, rightfully, focused on the phenomenal writing talent that made it possible. I should not have to use Google to figure out which author wrote which adventure, which is why I’ll be indicating authorship for each adventure below.

GAZETTEERS

Before we do that, however, let’s take a moment to consider the setting gazetteers that accompany each adventure. These include the usual list of locations (usually labeled on a map) and cultural information, but there are a few notable features I’d like to call special attention to.

Legends of X. This section presents a lovely blend of history and myth, while also typically grounding the setting into a unique fantasy metaphysic. It’s a nice way to neatly encapsulate the unique spin each setting gives to D&D.

Adventures in X, which gives four adventure seeds. These are pretty excellent throughout the entire book: They’re not generic ideas, instead being spiked with specific details that add value. Nor are they vague ideas. Too often I see seeds like this say stuff like, “There’s a weird glowing light, I wonder what it is?” In Radiant Citadel, the seeds reliably tell you exactly what that weird light is. Finally, the details provided generally give a clear direction for development.

Characters from X. If a player chooses to create a character from this civilization, this section includes three questions the DM can ask them to help ground the character into the specific context of the setting. For example, in Yeonido, these are:

  • What is your social class and clan?
  • Do you have a special role in the city’s hierarchy?
  • How have gwishin [the ubiquitous ancestor spirits of the setting] affected you?

Each question is accompanied with a short guide and list of suggestions, perfect for guiding the conversation.

Names. Each gazetteer includes a list of sample names you can use for NPCs. I love having an NPC name list as a resource, and it’s particularly valuable here because the range of cultural inspiration drawn from for Journeys Through the Radiant Citadel is so diverse that literally everyone using this book will almost certainly find that some majority of the cultures detailed are exotic to them (and, therefore, more difficult to improvise appropriate names off-the-cuff).

The only shortcoming here is that it would be great if the sample name list was longer. (Which is why I actually expanded the lists in Journeys Through the Radiant Citadel: A List of Names.)

But this is actually the biggest shortcoming of the gazetteers in general: The practical realities of the book means that the really cool settings can only be sketched in with broad brush strokes. Sometimes this just means that you’re left hungry for more (a great problem to have), but in some cases the lack of detail can really cripple the settings and, in some cases, the adventures connected to them (a much less great problem to have).

For example, in the land of Godsbreath, the Proclaimers of the Covenant are charged by the gods to record the history of the Covenant’s chosen people.

Who are the Covenant?

They’re a pantheon which is “for you to define” (because I’ve hit my word count) “and might include gods appropriate to your campaign’s setting or deities unique to Godsbreath.”

… well, this is probably fine, because the gods are only <checks notes> the primary focus of the entire setting?

Oof.

The lack of detail also spills over and creates a lack of scale. For example, consider this excerpt of text describing Siabsungkoh:

Traders from Siabsungkoh’s scattered communities flock nightly to the Dyn Singh Night Market, an ever-changing, town-sized market…

The [Outer Edges] that border the wilderness … are overgrown with lush greenery and lau-pop flowers. Many of the scattered communities here and across the valley reject the bureaucracy and crowds of the market district, braving the dangers of the nearby wilderness to stay self-sufficient.

And now compare it to this map of the region:

Map: Siabsungkoh - Journeys Through the Radiant Citadel (Wizards of the Coast)

There are no “scattered communities” and the “Outer Edges” are, in fact, only a half mile from the Night Market itself, so (a) you can probably see one from the other and (b) there’s no room for multiple communities, let alone communities in separate “districts.”

Plus, the whole “civilization” is just a half dozen miles wide. A pattern which repeats throughout the book: “empires” that consist of a couple of towns; bustling “metropolises” with only a couple dozen buildings; and so forth.

So what happened here?

Well, based on my experience, I think it’s almost certain that the cartographer accurately (and evocatively) presented everything that was likely on the design sketch they were given to work from. But because there’s only room to present the setting in the broadest strokes, there just wasn’t enough detail on the design sketch.

Even without the scale that locks it in on the final version, barrenness on a map is interpreted as tininess.

What I do love about the Siabsungkoh map is the inclusion of locations NOT described in the limited text, including Monkey Mask Farm, Silver Carp Farm, and so forth. I’m a big believer in RPG maps inviting the user — including the DM — to explore the world. To ask, “What’s this?”

Is Monkey Mask Farm run by awakened monkeys?

Does it literally grow monkey masks on magically enhanced teak trees?

Do the farms of Siabsungkoh hang masks above their gate, representing the patron animal who protects their crops? (Are some of these masks possessed/enchanted?)

Tabula rasa is the scraped tablet. The empty spaces on the map. Those spaces can be fun to fill. But rasa is the fundamental flavor or essence of creation, and offering just a hint of it can often by even more powerful than the blank spaces.

So my bottom line on the setting gazetteers is this: What’s here seems consistently good-to-great. But issues with limited word count seem to consistently choke out their potential.

As a final note, I will suggest that the book could have done itself a lot of favors by presenting the setting gazetteers before each adventure, instead of after.

First, because the adventure comes first, the writers feel obligated to include a whole bunch of explanatory detail in the adventure that more logically belongs in the gazetteer (i.e., cultural information).

And then, second, many of the writers fall prey to the trap of using the limited space in their gazetteer to repeat descriptions of locations that are already amply detailed in the adventure itself. Yes, it’s easy to think, “This list of ‘Noteworthy Sites’ is supposed to include all the locations in the setting, so it logically must include all the places we visited in the adventure.” But, particularly when you’re fighting word count, this can really hurt the utility of your work.

If the gazetteers came first, both the temptation and necessity of repeating information would’ve been drastically reduced, freeing and encouraging the writers to pack more value into the book.

Go to Part 3

Journeys Through the Radiant Citadel - Wizards of the Coast (Alternative Cover)

SPOILERS FOR JOURNEYS THROUGH THE RADIANT CITADEL

If you go way, way back to the earliest days of D&D, one of the coolest things is just how much of a kitchen sink it was: Read something cool in a fantasy book on Tuesday, get a crazy idea on Thursday, dump ‘em into your game on Sunday.

Over time, the lore of D&D has tended — as the lore of such things often does — to ossify. But the game is still at its best, in my opinion, when the taps are open and the sink is overflowing.

This, of course, brings us to Journeys Through the Radiant Citadel, an anthology of thirteen adventures for 5th Edition D&D, which foregoes the taps and opens the floodgates.

The concept here is that there’s a magical city floating within the Deep Ethereal. A set of giant gemstones-slash-transport vehicles orbit the city and connect it to fifteen civilizations across multiple realities. Each adventure in the anthology takes the PCs to one of these civilizations, effectively slamming open the doors, taking the wildest, most amazing fantasy visions available, and pouring them into a fantasy crossroads where they can all swirl and mix together into a beautiful smorgasbord of the fantastic.

AMONGST THE CONCORD JEWELS

The Radiant Citadel is a “fossil” that’s wrapped around a gargantuan gemstone called the Auroral Diamond. And the 15-page gazetteer describing the Citadel is, if you’ll pardon the pun, the jewel of this book.

Right off the bat, I’m immediately tantalized by the Citadel’s mysteries. (A fossil of what I’d love to have an answer to!) I also love the three-dimensional nature of the city’s spiral.

But here, unfortunately, we run into a bit of friction, because the spiral of the city means that Mike Schley’s map is rather flawed: Because the upper turns are blocking the lower turns, it appears that more than a third of the city is missing.

Radiant Citadel Map - Mike Schley (Wizards of the Coast)

And, to be painfully honest, this will set something of a theme for the Citadel: What’s included in the gazetteer is fantastic. What’s missing, on the other hand, can undercut a lot of its strengths.

To start with, however, let’s focus on the positive.

Returning to the Auroral Diamond, this is the heart of the city, in more ways than one. It has life-giving powers which blanket the entire city, and it also glows with magical colors. Legend says that each color represents a civilization being born somewhere in the multiverse; and if the color repeats, that civilization has died.

Orbiting the Auroral Diamond are the Concord Jewels. Each jewel, as I mentioned above, is actually a magical transport vessel connected to a separate civilization on one of many worlds. There are twenty-seven jewels in total, each “capable of holding hundreds of people and tons of goods,” but at the moment only fifteen of them are active. At some point in the past, a catastrophe befell the Radiant Citadel and it was abandoned, severing its connection to the great civilizations which were once connected to it. Recently, however, the descendants of some of these civilizations have returned to the Citadel, and they hope that still others can be re-contacted.

The connection between the Citadel and these civilizations is more than just physical. Within the Auroral Diamond is the Preserve of the Ancestors, a liminal space that is one part civic center and one part mystic savannah. Notable here are the Incarnates, such as the obsidian eagle and the ruby pangolin.

Obsidian Eagle & Ruby Pangolin - Journeys Through the Radiant Citadel (Wizards of the Coast)

Souls of those who die within civilizations linked to the Citadel have their spirits incarnated within gemstones, and these gemstones aggregate together into the Incarnates. Other entities from the civilizations, such as nature spirits, may also be incarnated within the gems. Each Incarnate, therefore, is a gestalt of a civilization’s souls, speaking with the wisdom of centuries, the insight of myriad points of view, and the authority of cultural hegemony.

The incarnates somehow manage to be simultaneously one of the most wholesome and one of the most metal-as-fuck things I’ve ever seen.

There are three major institutions in the Citadel:

  • The House of Convalescence uses the Auroral Diamond’s healing properties to create a powerful center for magical healing.
  • The Palace of Exiles takes advantage of the Citadel’s existence as a dimensional nexus to provide refuge to the desperate and downtrodden from multiple worlds.
  • The Shieldbearers are a search-and-rescue organization that ventures from the Citadel into the many worlds on a wide variety of special ops.

The first two organizations serve as Great Attractors. You can use them to easily justify bringing PCs or adventure hooks to the Citadel. And once the PCs are there, you can hang a full campaign on the concept of being Shieldbearer agents without breaking a sweat.

This is phenomenally precise and insightful design, packing a ton of utility into minimal word count with laser-like precision. You can see similar design instincts being exercised with the NPCs included in the gazetteer. Space appears to be limited, so only a few are described, but they include:

Sholeh, the elder Speaker and brass dragon who’s such a nervous wreck that she neurotically “picks her scales in private as she tries to find relief.”

And also, Arayat, the leader of the shieldbearers. “He bristles against the rules of engagement imposed by the Speakers. He has cremated a hundred fallen comrades-in-arms and seen horrors few can comprehend. The toll has pushed him to his limits.”

This is really subtle worldbuilding and I love it.

Look at our utopia! Isn’t it beautiful and lovely and perfect?

Also, all of our leaders are nervous wrecks on the verge of cracking open like a rotten egg.

… interesting. Very interesting.

A PROMISE UNFULFILLED

In case I haven’t been clear, I really love the Radiant Citadel gazetteer. I love the concept of the setting. I love how much rich detail and flavor gets packed into its slim page count. This Gathering Place of Strangers and Stories is a pure delight. Stunningly evocative. Intensely creative. Packed with dynamic elements ready to explode across your campaign.

But, of course, it’s only a fraction of the content in Journeys Through the Radiant Citadel. The other 200+ pages are dedicated to the thirteen adventures that will take the PCs through a grand tour of the civilizations linked through the Citadel. Each of these adventures consists of the adventure itself, plus a short gazetteer (usually accompanied by a map) that describes the civilization itself, opening it up for further exploration in your campaign.

Unfortunately, there’s a missed connection here. Or, rather, thirteen missed connections.

The Radiant Citadel, as described in its gazetteer, is a collaborative society jointly ruled by its member civilizations. It’s a major hub of trade, linking these civilizations together in a pandimensional society. There are diplomats and embassies. On the darker side, there are references to revolutionary groups using the Citadel as a staging ground for “incursions against their home governments.”

But when you flip over to the setting gazetteers, none of this is true.

There are no embassies. No indication of trade or travel between the civilizations. No suggestion that there is, in fact, any connection between these settings and the Radiant Citadel.

For example, consider the Concord Jewels. These are the vital arteries connecting these civilizations; they are the links through which all trade and travel occur. But although each adventure includes a “Through the Radiant Citadel” section describing where the civilization’s Jewel arrives, this is clearly an afterthought. It’s never depicted on the maps, is almost always located in the middle of nowhere (in many cases there’s not even a road!), and frequently is not even given a specific location (instead just being described as, for example, “within a few miles”).

This would be like arriving at O’Hare International Airport and having the GM describe it as, “Your plane lands in the middle of a small forest clearing. There is no road, but your flight attendant tells you that if you walk south for a few hours you should see some signs of civilization.”

The metaphysics don’t link up any better. For example, I mentioned that the Incarnates are made up of constituent spirits, including the souls of the dead from the founding civilizations. That seems like a pretty big deal, but it’s not reflected in the religious beliefs or customs of any of the civilizations, many of which have completely different (and, in my opinion, incompatible) cosmologies for their afterlife.

Even on the structural level, I’m surprised by the disconnect between the Citadel gazetteer and the setting gazetteers. For example, the Shieldbearers are clearly set up to serve as a campaign frame: Join the Shieldbearers, travel to extradimensional civilizations, meet interesting and exciting people, and save them!

So where are the Shieldbearer scenario hooks? Each adventure includes three different hooks (more on those later), but only one of the thirteen adventures includes one for members of the Shieldbearers.

Obviously what happened here is that the whole book was written at the same time, and there either wasn’t time or a development process (or both) to harmonize everything into a coherent vision. It would be fascinating to see what the original spec sheet for the freelancers looked like: Did the concept of the Radiant Citadel already exist, and simply wasn’t detailed enough for the writers to sync their material to it? Or was the original pitch just focused on the mini-settings and the Radiant Citadel was added later as a bridging device, but without the ability to fully revamp the adventures accordingly?

Regardless, as much as I love the setting presented in the Radiant Citadel gazetteer, the “O’Hare in a forest” problem rather badly undercuts it in actual practice. The easiest solution (recharacterizing the Citadel as a motley assembly of refugees without strong political or economic ties to the individual civilizations) unfortunately moves the Citadel away from a lot of the stuff that, in my opinion, makes it so cool. Going the other direction and keeping the vision of the Citadel intact, on the other hand, would require rather extensive modifications to more than a dozen individual settings.

Go to Part 2

The Leap - PThira89 (Edited)

Go to Part 1

REBOOTING 3rd EDITION

As a result of the Open Gaming License (OGL), D&D was sitting at the top of, and benefiting from, a huge pyramid of support material. Wizards wanted to shut that down, but there was no way to do that because the license couldn’t be revoked.

What Wizards COULD do, though, was reboot the game. And that’s exactly what they did in 2003, releasing the revised 3.5 Edition of D&D.

The way in which they did this was significant. Before 3.5 was released, Wizards made a big deal in all of its marketing about how the game was going to be “backwards compatible.” It wasn’t going to make your existing 3.0 books obsolete, and players should have no qualms about continuing buy 3.0 books because they would still work with the new 3.5 rulebooks.

But when 3.5 was actually released, a switch was flipped in the marketing: The 3.0 books were now worthless. Those black-and-white softcovers we were selling? Get rid of ‘em. Time to buy the new full color hardcover splatbooks! The evergreen strategy was out, and the splatbook strategy was back, with Wizards using the 3.5 reboot to upgrade their splatbooks so that they could compete with the high quality third-party supplements.

But it wasn’t just the customers who had been caught flatfooted by this abrupt one-eighty in marketing. OGL publishers had taken Wizards at their word, and continued developing, writing, playtesting, and printing 3.0 supplements they had been told would be completely compatible with the new rulebooks, but which their customers were now being told were worthless.

And it wasn’t just the publishers. It was the local game stores, too, who had continued investing their capital in merchandise they thought they could sell, but which Wizards was now telling their customers should be left to rot on the shelves.

Hundreds of games stores went out of business. Dozens of publishers followed. The “D20 bubble” had burst, having been either accidentally — or, according to some — deliberately popped by Wizards.

But 3.5 was, in fact, pretty similar to 3.0. Even if WotC hadn’t released an updated SRD for the 3.5 rules, third-party publishers would have been able to continue producing compatible books using the existing OGL. For now, at least, Wizards decided it made more sense to stay on top of the pyramid.

That would change, however, five years later with the release of 4th Edition.

LET’S KILL THE OGL

The story of the release and many, many failures of 4th Edition is a saga in its own right, so I’m going to try to keep it as simple as possible and also stay focused on the OGL.

The short version is around 2005, Hasbro decided to split its brands into core brands, which had more than $50 million in annual sales, and non-core brands, which didn’t. Core brands would get investments in development, marketing, and licensing. Non-core brands would not, and in fact many of them would be mothballed, allowed to lie dormant for years before being potentially brought back for a fresh start.

D&D was not a $50 million brand. It was a $30 million brand.

So the D&D team had a big problem: At best, most of them were about to lose their jobs. At worst, D&D was once again on the corporate chopping block.

So they came up with a big plan for saving D&D by growing its annual revenues. This included a virtual tabletop, digital DLC, increased miniature and merch sales, and a subscription platform to get regular, monthly income from their fans just like an MMO. They also believed that they needed to kill all outside licensing, including the OGL, so that they could claw as much of that revenue back as they could.

But, of course, the OGL could not be revoked.

Do I know for an absolute fact that the design team of 4th Edition D&D was given a corporate directive to design a game that required the use of either miniatures or a virtual tabletop, both of which Wizards would sell; strongly encourage the use the of a digital character creation subscription service; and so fundamentally alter the core gameplay of D&D that the OGL could no longer be used to create compatible supplements?

I don’t.

So you can make up your own mind about that.

What we do know is that Hasbro killed the OGL for 4th Edition. And we also know that Wizards didn’t really want to publicly admit that, so they spent a lot of time before 4th Edition came out hemming and hawing. They talked a lot about their commitment to open gaming and assured people that a license for “third-party and fan creations” would definitely be made available for 4th Edition.

There was a lot of back-and-forth here, and the timeline is made a lot muddier because there were both public announcements being made and private meetings with third-party publishers shielded with NDAs. There are a few key milestones that are probably worth establishing, though.

First, Wizards eventually admitted that 4th Edition would not use the OGL. Instead, they were creating a new Gaming System License, or GSL. But the details of this new license still weren’t being made public.

Wizards then announced that people could pay them $5,000 in order to get early access to the 4th Edition SRD and GSL, but still didn’t tell anyone what the terms of the GSL were. This went over like a lead balloon and the program was cancelled.

When the GSL was finally released, it contained a poisoned pill: If you used the GSL, you could not publish anything in the same product line using the OGL.

It also contained a termination clause, just like the one used in the D20 System Trademark License: Hasbro could unilaterally cancel the GSL at any time, at which point you would need to immediately de-list your books and pulp your inventory.

After more public outcry and pressure, they eventually dropped the poisoned pill. But the termination clause stuck. That was, after all, more or less the whole point of the exercise.

(Ironically, as far as I know, that termination clause has never been activated.)

THE RISE OF PATHFINDER

At this point, Wizards had a few problems.

First, their GSL shenanigans were just one of several ways in which they’d alienated large chunks of their fanbase.

Second, even though they’d willfully abandoned their position on top of the vast pyramid of 3rd Edition support material, that pyramid was still there. And people were still free to create more of it.

Third, they’d pushed a company called Paizo Publishing into a desperate situation.

When Wizards decided they didn’t want to keep publishing Dragon and Dungeon Magazine in 2002, they licensed those magazines to Paizo, a company which had been founded by former Wizards executives to specifically do that.

In preparation for 4th Edition, Wizards announced that Paizo’s license would not be renewed and, in fact, that Dragon and Dungeon would no longer be published as physical magazines at all. Paizo, of course, still had the subscription lists, so they started publishing the Pathfinder Adventure Path as a new monthly periodical for their customers.

Paizo’s intention was to transition the Pathfinder Adventure Path to 4th Edition when the new game came out, but Wizards’ lengthy delays in making the GSL available put Paizo in a bind, which only became worse when it became clear that, whatever the Top Secret terms of the new license were going to be, they certainly weren’t going to be particularly friendly.

The result was the Pathfinder Roleplaying Game. Published by Paizo, it was essentially a “3.75” edition of D&D that, because of the subscription lists, could be marketed directly to the most hardcore of D&D’s fans by a company that had already spent years selling them premiere adventures and support material. It also became a banner for all those disaffected by Wizards’ actions, the gameplay of 4th Edition, or both.

Wizards had completely blown their dismount from the OGL and managed to create their single largest competitor. Furthermore, Pathfinder made it certain that the OGL — and the wealth of third-party support made possible by the OGL — would continue through the long winter of 4th Edition.

THE RETURN OF THE OGL

Let’s fast forward now to 2015.

Whatever your personal opinion of 4th Edition as a game, there’s little question that it was a failure for Wizards of the Coast. They attempted to relaunch the game in late 2011, and then cancelled it entirely in 2012. The leadership responsible for 4th Edition was fired and development began on what would eventually become 5th Edition, which was released in the fall of 2014.

A lot of the marketing around 5th Edition took the form of mea culpas. As we’ve noted, Wizards had burnt a lot of bridges in 2008, and they were now working overtime to repair them. For example, whereas 4th Edition had seen them cancel all their third-party licenses, they would now reach out to third-party companies to develop their first official campaigns for the new edition.

In the spirit of bridge-building, they similarly announced, in May 2014, that 5th Edition would be returning to the OGL. Unlike in 2000, this wouldn’t happen on the day of the game’s release in September 2014, but would instead follow in the spring of 2015.

There would also be no trademark license this time, but the approach to the OGL itself would be similar: An SRD would be released under the license, containing all of the open game content required to make 5th Edition-compatible adventures and supplements.

Behind the scenes, this détente had actually required a titanic struggle with Hasbro’s lawyers. The compromise that was made was that nothing would be included in the 5th Edition SRD unless it had already been included in the 3rd Edition SRD.

So, for example, the magic missile spell had appeared in 3rd Edition, so it’s also in the 5th Edition SRD. Arcane gate, on the other hand, wasn’t a spell in 3rd Edition, so it doesn’t appear in the 5th Edition SRD.

This also means that the 5th Edition SRD contains enough material to allow for the creation of 5th Edition-compatible supplements, but not so much that something like the Pathfinder Roleplaying Game could be easily created by another company.

MEANWHILE, IN THE GUILD…

In terms of community content, however, the SRD and the OGL aren’t the whole story for 5th Edition. There’s also the Dungeon Masters Guild.

To understand the origins of the DMs Guild, we need to go back in time to the early days of 3rd Edition. During this time, a company called RPGNow had signed an agreement with Wizards of the Coast to sell D&D PDFs. This included PDF versions of older books, too, going all the way back to the original 1974 game.

RPGnow would eventually merge with DriveThruRPG to form a company called OneBookShelf, which continued selling the D&D PDFs.

When Wizards started yanking all their external licenses with the release of 4th Edition, however, this included OneBookShelf’s license. This was, rather infamously, done without any prior announcement and included preventing people who had previously purchased the books from downloading them. (Remember what I said about alienating large chunks of their fanbase?)

In 2012, with leadership changing in the wake of 4th Edition’s failure and the corporate strategy switching from No One Shall Play With Our Toys to Y’All Come Back Now, Ya Hear?, OneBookShelf was able to negotiate a new license, launching D&D Classics in 2013 to once again offer PDFs from all previous editions of D&D.

In 2016, D&D Classics was rebranded the Dungeon Masters Guild, and a community content program was launched: Independent creators could now create and sell content based not only on the SRD, but on all official D&D 5th Edition books. This included the Forgotten Realms, and has since expanded to include other official settings including Ravenloft, Eberron, Ravnica, Theros, and Dragonlance.

The license for the Dungeon Masters Guild has nothing to do with the OGL, and those using this license can ONLY sell their books through the Dungeon Masters Guild website. Furthermore, if you publish a book through the DMs Guild, you are prohibited from publishing any derivative work.

So, for example, you could not publish a book through the DMs Guild, then remove all the D&D-related material and publish it using a different set of rules. Nor could you publish a novel or comic book based on your DMs Guild book.

Finally, unlike the OGL, the DMs Guild license can once again be unilaterally terminated by Hasbro. This does not, crucially, end the exclusivity agreement, so you would still be unable to remove the D&D IP and publish your work somewhere else.

This means that there will come a day when Hasbro decides to shut down the DMs Guild and everything on the site will simply… vanish. Forever.

You’ll hear some people say that this would never happen, because Hasbro would never want to deal with the huge public backlash that would follow. But, as we’ve seen, this isn’t really a hypothetical: Hasbro HAS cancelled licenses just like this one. It’s not a question of if they’ll do it again, just when.

Does this mean that no one should publish on the DMs Guild? Not necessarily. Being able to commercially access the entire lore of D&D’s official campaign settings and produce tie-ins and support products for their most recent adventure modules is an incredibly unique and creatively special privilege.

But unless you’re doing that, you may want to take that whole “some day you’ll never be able to show anyone your work ever again” thing into consideration.

Regardless, with the OGL and the DMs Guild, 5th Edition ushered in a second golden age of third-party content for D&D. As with the OGL and D20 System Trademark License for 3rd Edition, you can argue about exactly how much this openness has contributed to the success of the game, but there’s no question that the game has succeeded brilliantly, with 5th Edition exceeding all expectations and finally achieving the lofty revenue goals that 4th Edition tried so desperately to grasp.

THE NEXT CHAPTER

Now, in the waning days of 2022, preparations are being made for D&D’s next chapter. A new edition of the game, currently referred to as OneD&D, has entered public playtesting and is scheduled for release in 2024 during the game’s 50th anniversary.

A few days ago, Wizards of the Coast announced that OneD&D, like 4th Edition before it, would NOT be using the OGL. Instead, a new version of the license – currently referred to as the OGL v1.1 – will be used. We don’t know a lot about this license, but we do know that:

  • Those using the license will need to file their documents with Hasbro.
  • Those using the license who have at least $50,000 in OGL-related revenue will need to start reporting their income to Hasbro.
  • Those who have $750,000 in revenue or more will need to start paying a royalty to Hasbro.
  • There are other changes in the terms of the license which have not yet been announced.

Any or all of this, of course, might still change. And what the final form of this 1.1 license will be is something we can really only speculate about. Will it have one or more poison pills? Will it give Hasbro the right to make unilateral changes to the license or otherwise be revocable?

As we look back over the history of the Open Gaming License, it seems as if we’re in a period of time quite similar to 2008: New leadership has taken control of Wizards. They have a new edition coming out. Corporate leadership is calling for increased monetization of the D&D property. After hemming and hawing, Wizards has been forced to make a public statement about the future of the Open Gaming License.

And what we know for certain right now is that their intention is for OneD&D to be less open than 5th Edition.

How MUCH less open it will be is the unanswered question.

FURTHER READING
Do I Need to Use the OGL?

Hasbro & the Open Gaming License

What the heck is an Open Gaming License?

And why should you care?

The Open Gaming License, or OGL, is what lets people sell D&D-compatible adventures and supplements without getting Hasbro’s specific permission to do so.

So if you’re someone making D&D-compatible stuff, you should probably care about the OGL quite a bit, since it’s one of only two ways to do that. (The other being the Dungeon Masters Guild, which we’ll talk about later.)

But most of you watching this probably aren’t trying to sell D&D-compatible stuff. You’re probably just trying to run and play in your Saturday night sessions. So why should you care?

Well, probably because a lot of the stuff you love and use in your games has been produced using the OGL. And if it isn’t, then there’s a ton of really amazing stuff out there that you should really check out.

For example, maybe you’re a fan of Critical Role. If so, you may be familiar with the Tal’Dorei campaign setting book. They were only able to publish that because of the OGL.

Or maybe you’ve played Adventures in Middle Earth, the 5th Edition compatible Lord of the Rings roleplaying game. Again, OGL.

Maybe you’re a fan of my work, in which case you might be familiar with the adventures I’ve published with Fantasy Flight Games, Atlas Games, and others. Again, none of these would exist without the OGL. There’s a lot of content on my website, the Alexandrian, that wouldn’t exist without the OGL.

Okay, so the OGL makes cool stuff possible. So where does it come from? How does it work? Why is everyone screaming and yelling about it?

WIZARDS AND D&D

Well, the OGL has been around for about twenty years now. It was first released in 2000. But to really understand its roots, we have to go back a few years before it existed.

In 1997, a company called Tactical Studies Rules — TSR, Inc. — was going bankrupt. There were a lot of complicated reasons for this, and we’re not going to dive into it here. But this was significant because TSR was the original publisher and still owner of Dungeons & Dragons. The thing to understand is that D&D was in real jeopardy here: TSR’s assets were going to be hacked up and its parts divvied out among its many, many creditors.

It was very possible that someone would end up owning D&D who had no interest in publishing a tabletop roleplaying game: They’d exploit the IP for novels, video games, TV shows, or whatever, but they wouldn’t necessarily publish an RPG. D&D as we know it would be dead.

Fortunately, a company called Wizards of the Coast had published a little indie card game called Magic the Gathering a few years earlier. You may have heard of it. They used the money they’d gained from Magic to purchase TSR outright. D&D was now in the hands of people who loved the roleplaying game. D&D was saved.

Now at this point a couple things happen pretty fast: First, Wizards of the Coast begins developing the third edition of Dungeons & Dragons. Second, in 1999, just a couple years later, Wizards itself is bought out by Hasbro, a huge toy and game conglomerate.

A year later, in 2000, the 3rd Edition of D&D is released. And a major pillar of its marketing campaign is the Open Gaming License: Anyone could publish third-party supplements that were compatible with the official version of D&D.

And they did: When the Player’s Handbook was released at Gen Con in the summer of 2000, two compatible modules were immediately available the same day. Atlas Games’ Three Days to Kill by John Tynes and Green Ronin’s Death in Freeport by Chris Pramas.

HOW THE OGL WORKS

The OGL can actually apply to a lot of different types of products, but to keep things simple we’re just going to talk in terms of RPG supplements published as books.

There are three key things to understand about the OGL.

First, not everything in a book published under the OGL is free to use with the license. Instead, the publisher must explicitly declare what content in the book is Open Game Content. This is material that other people can use in their own OGL books. The only requirement is that any open game content you use from someone else MUST be declared as open content and credited in the copyright section of the copy of the OGL you print in your book.

Second, the publisher of an OGL book can also choose to declare Product Identity. This might be trademarks or character names or artwork. There’s lots of stuff that can be Product Identity. The key thing is that Product Identity can never be open game content, even if the declaration of open game content would otherwise apply.

This provides a safety net that makes it easy for publishers to avoid accidentally opening their trademarks or other IP. For example, if they declare that “trugglewomps” are product identity and they declare that “everything in Chapter 2 is open content,” then trugglewomps won’t be open content even if they appear in Chapter 2.

This is good because it will encourage publishers to use the OGL, since they won’t have to worry about accidentally voiding their IP rights. It’s also good because it encourages liberal and clear declarations of open game content.

If product identity didn’t exist, for example, a publisher might only declare very small parts of Chapter 2 open content, to make sure they didn’t accidentally put trugglewomps on the open market.

The third thing to understand is that the D&D core rulebooks were NOT released under the OGL.

Instead, Wizards of the Coast copied SOME of the rules and lore from the core rulebooks into a digital file called the System Reference Document. It was this System Reference Document — or SRD — that was released under the OGL, and thus made available to other publishers using the OGL.

The final thing to know is that the OGL is unrevocable. Once you release open game content under the OGL, it will ALWAYS be open game content. There’s no Undo button. Not even for Hasbro.

So why did Wizards do this?

Well, they had two goals.

First, Ryan Dancey — who was in charge of D&D at the time and schemed up the OGL — believed that Wizards needed to be publishing a lot fewer supplements and adventures for D&D. He’d seen TSR’s books and he believed flooding the market with D&D books had been a major factor in the company’s failure.

There were certain core titles — including the core rulebooks — which were far and away the most profitable books TSR published. Dancey believed Wizards should focus on producing those books. The most profitable ones. He called them evergreen titles.

But he also knew that supplement support was important for an RPG to thrive. The Open Gaming License would get other publishers — publishers who didn’t have the huge overhead of Wizards and would be much more successful in turning profits on smaller print runs — to provide a constant flow of adventures and other support material for D&D.

That support material would make more people interested in buying and playing D&D. And this, in turn, would grow the network externality of D&D.

I’m not going to dive into network externality at length, but the short version is that the more people there are playing D&D, the more likely it is that someone looking to play a roleplaying game will find a group playing D&D. That will make it more likely that they become a D&D player, which increases the number of D&D players, and therefore increases the likelihood that the NEXT player will ALSO become a D&D player.

Dancey’s argument, in short, is that D&D’s biggest strength is that it’s the roleplaying game you’re most likely to find when you go looking for a roleplaying game, and the open gaming license was designed to make that even more true.

Second, the OGL meant that D&D would never again be at risk of being killed due to corporate malfeasance. Remember that just a couple years earlier D&D had almost died as a result of TSR’s bankruptcy, and now it was owned by Hasbro, who could decide at any time that they weren’t interested in publishing a tabletop roleplaying game.

But the OGL has no Undo button. Once the rules of D&D were placed under the OGL, it could never truly be taken out of print by the actions of a single corporation.

In addition to the OGL, Wizards also released the D20 System Trademark License. Basically, they wanted a method by which third-party publishers could indicate their compatibility with D&D, but they didn’t want to let them use the D&D trademark. So they created a new “D20 System” trademark, including logo, and let the publishers use that.

The D20 System Trademark License required publishers to use the OGL, but it added a number of restrictions. For example, books published under the D20 System Trademark License couldn’t include any rules for character creation.

The most notable of these restrictions, however, was the D20 System Trademark License could be unliterally canceled by Wizards of the Coast at any time, after which publishers would have to stop selling any books that used the D20 System trademark.

(Spoilers: This will be significant later.)

THE PROBLEM WITH SUCCESS

The OGL ended up being more successful than anyone could have imagined. Dozens of companies began publishing third-party support for D&D. Entirely new companies were founded, many of which have become major players in the RPG industry. And for players and DMs there was an unprecedented wealth of amazing material – new adventures, new classes, new settings.

All of this fueled a D&D renaissance.

But not everything was going according to plan.

First, Dancey’s evergreen books – like the Epic Level Handbook and the Psionics Handbook – weren’t selling the way he had hoped they would.

Second, the thing about a plan to design and publish fewer books is that you can downsize the design department. And the design department at Wizards of the Coast had some strong opinions about that.

Third, competition between third-party publishers was driving a radical improvement in production values. Wizards of the Coast was still making the softcover, black-and-white books they’d always been publishing. OGL publishers, on the other hand, were producing full color books in hardcover. Wizards’ books, which should have been premiere products, instead looked cheap and second rate.

By 2003, leadership at Wizards of the Coast was also changing. Most of the designers of 3rd Edition were gone, and Dancey had also left the company. The new leadership was, at best, skeptical of the OGL. According to many accounts, they were actively hostile to it.

But, of course, they had a problem: the OGL couldn’t be revoked.

Go to Part 2

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.