The Alexandrian

Posts tagged ‘d&d’

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

Waterfall (Kobold Lair) - Keep on the Shadowfell (Wizards of the Coast)

Go to Table of Contents

Doing a deep pull from the archives today. Back in 2008, when the 4th Edition of Dungeons & Dragons came out, I did a remix of Keep on the Shadowfell, the quickstart adventure that was used to launch the new edition.

One of the things I did was expand the Kobold Lair. You can see my original map of the new version of the lair here:

Keep on the Shadowfell - Kobold Lair

John Leftwich has now created an impressive set of battlemaps which can be used with virtual tabletops or printed out for your home gaming table. You can click the images below to grab full-res images.

LIGHT

Kobold Lair (Light) - Keep on the Shadowfell

NO LIGHT

Kobold Lair (No Light) - Keep on the Shadowfell

Back to Shadowfell Remix

Fleshripper - grandfailure

DISCUSSING
In the Shadow of the Spire – Session 30D: A Plague of Wraiths

“Tee!”

Turning around at the sound of Dominic’s cry, Tee spotted a lamia-shaped wraith and a minotaur-shaped wraith hovering nearby – held at bay only by the divine energy that Dominic was still channeling through his holy symbol. Tee started to move into a firing position, but as she did the wraiths slipped around the far corner and disappeared into the room with the iron cauldron.

Gathering the others they followed the wraiths into the cauldron room. The two larger wraiths were lurking in the shadows here, along with two smaller ones.

Elestra cursed. “It got all of them? We have to kill them all over again?”

Here’s a thing that I don’t think happens nearly as often as it should in a D&D game.

PCs have a habit of leaving big piles of dead bodies in their wake.

You know who loves big piles of dead bodies?

Necromancers.

(Also strange necromantic miasmas, unfathomable alien spirits from beyond our plane of reality looking for a body to inhabit, toxic chemical spills, experimental zombie viruses, etc. etc. etc.)

The point is that if you’ve got a setting where undead are common + the PCs are constantly killing people, it just makes sense that they’re going to see some familiar faces when the shambling hordes show up.

This isn’t just a great seed for restocking your dungeons or dynamically keeping your sandbox in motion: It personalizes what would otherwise be generic undead encounters, while also getting the players to think about the long-term consequences of their actions. (Do we really want to be leaving all these corpses lying around?)

Once you’re thinking in these terms, of course, it’s not much of a leap to realize that this doesn’t have to be limited to slain enemies. Dead friends and allies are an equally fertile field. (Or, since we’re talking about undead, I suppose it might be whatever the opposite of a fertile field is?) This trope — of a one-time friend or family member returning as an undead monster — is actually quite common in horror films, so it’s surprising we don’t see it more frequently at the game table.

(I suspect this is because published adventures generally have to either eschew this sort of thing or take considerable effort to contrive the outcome: The can’t just say “…and then Lord Harlech comes back from the dead!” because they don’t know whether or not Lord Harlech has died in your campaign. But at your own table, of course, you don’t have to worry about infinite possibilities: You know who ranks among the dead. But I digress.)

Regardless, this technique is a great way to ratchet up the stakes and emotional investment of the players in the bad guy.

There is no greater enemy than one who was once a friend.

Campaign Journal: Session 31ARunning the Campaign: When Players Reincorporate
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 30D: A PLAGUE OF WRAITHS

September 20th, 2008
The 17th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Spirit of Smoke - Aleksandr Kondratov (modified)

Sir Gemmell’s letter only affirmed what Tor had already been planning: In order to keep with his image of loyalty to the Order and to Rehobath he needed to attend his training that day as planned. On the morrow he would meet with Sir Kabel and find out the rest of the story.

But by the time he had saddled Blue and begun riding north into the Temple District, Tor began to be plagued with doubt. What if the letter purporting to be from Sir Kabel was a trap of some sort? Surely he wouldn’t have been so foolish as to sign his own name? Why had the two letters arrived at nearly the same time?

Without having reached any sort of firm conclusion, Tor arrived at the Godskeep. He was escorted to the office which had once belonged to Sir Kabel… and were now occupied by Sir Gemmell.

“Master Tor, I’m honored to meet you.”

Tor thanked him and exchanged pleasantries, but Sir Gemmell was quick to his business. “I know that you were squired by Sir Kabel. I don’t know what his intentions were. But you’re a companion of the Chosen of Vehthyl and so I know that you must be faithful to the Church and to the Nine Gods. Know, then, that Kabel has betrayed both the Novarch and the Gods. His treacherous plots have resulted in the death of many of our brothers.”

“All I have ever wanted is to be a knight,” Tor said truthfully.

“Yes. And with Kabel’s treachery it is more important than ever that your training be completed as quickly as possible,” Sir Gemmell said. “It’s very likely that you will be contacted by Kabel. If that happens, you should alert us as quickly as possible. As long as he remains at large, we’re all in danger.”

“You think I might be harmed?” Tor asked blithely.

“Not as long as he thinks that he has some use to you. But after that? Who can say.”

Tor was given over to Sir Lagenn – a knight of the Order that he had not previously met – for his training. Sir Lagenn was burly and heavy-set, with a shaved head and a vicious, purple scar running from his left temple down to his jaw. Despite his brutish temperament, Sir Lagenn proved to be a competent and able teacher.

But as he trained, Tor’s thoughts were distracted by the two letters he had received. By the time Sir Lagenn called a halt to their exertions he had reached his conclusion: The letter from “Sir K” must be a fake. His loyalty was being test by Sir Gemmell.

Tor returned to Sir Gemmell’s office and gave the letter to him.

After reading it through, Sir Gemmell looked up at him. “Why didn’t you give this to me before?”

“To speak truthfully,” Tor said. “I felt torn in my loyalty between the Order and someone who had quickly become a mentor to me.”

“Well, your loyalty in this matter will no longer be tested. We shall attend to things from here. And do not seek any contact with Sir Kabel.”

“Of course,” Tor said.

Sir Gemmell looked back at the letter. “Why would he ask for the Chosen of Vehthyl?”

“I don’t know,” Tor said.

“Should Dominic’s trust in the Novarch be doubted?”

“I would never question it,” Tor said truthfully. (There was no question about it: Dominic didn’t trust him.)

A PLAGUE OF WRAITHS

Tee, meanwhile, had returned to the Banewarrens.

While fighting the wraiths the night before, Kalerecent had suffered a wound. At first he had thought it a small and inconsequential thing, but it wasn’t healing properly. In fact, it proved to be beyond the healing skills of both Kalerecent and Dominic combined. As a result, Kalerecent was forced to leave the Banewarrens to seek more powerful healing from the Church.

This proved fortunate, however, when Tor arrived before Kalerecent returned – giving them a chance to converse privately.

“I need to tell you what’s happened,” Tor said.

“Should we sit down again?” Elestra asked.

Tor nodded emphatically and then began his tale.

“And you’re sure the letter from Kabel was a fake?” Tee asked.

“It had to be,” Tor said.

Before they could discuss it further, Dominic heard Kalerecent returning down the tunnel and silently signaled the others.

With Kalerecent back on guard duty and Tor returned they were free to go back to the Banewarrens and continue their explorations.

But Tee had only barely emerged into the first chamber of the Banewarrens when she spotted two purplish wraiths trying to get past the warded door they had shut the night before. One of the wraiths might have been the one they had encountered before, but the other was larger… and shaped like the half-leonid lamia they had slain the day before.

Tee crept back to where Dominic was waiting and told him what she’d seen.

“That’s bullshit!”

“I know,” Tee agreed.

Tee led them back into the chamber. Dominic was considerably less stealthy than Tee had been and the wraiths heard his approach. But it didn’t matter: Raising the cross of Athor, he banished them into nothingness.

Tee went over to the warded door and locked it securely (which proved difficult to do without a key).

“Tee!”

Turning around at the sound of Dominic’s cry, Tee spotted a lamia-shaped wraith and a minotaur-shaped wraith hovering nearby – held at bay only by the divine energy that Dominic was still channeling through his holy symbol. Tee started to move into a firing position, but as she did the wraiths slipped around the far corner and disappeared into the room with the iron cauldron.

Gathering the others they followed the wraiths into the cauldron room. The two larger wraiths were lurking in the shadows here, along with two smaller ones.

Elestra cursed. “It got all of them? We have to kill them all over again?”

Agnarr took the lead and Ranthir took the opportunity to demonstrate how he had used his arcane arts to duplicate Dominic’s feat of divine infusion: He enlarged Agnarr to twice his normal height and girth.

Elestra and Tor worked the corners, keeping the wraiths from circling around Agnarr’s massive shoulders. But most of the damage was actually coming from Tee’s dragon pistol: Agnarr’s blade passed through the wraiths again and again, but frustratingly couldn’t seem to find any purchase in their semi-ethereal forms.

With the battle largely stalemated into one of stark attrition, Tor eventually got daring. Pushing his way past Tee he plunged through one of the wraiths, ripping it apart on the tip of his electrified blade. From there he raced behind the minotaur-shaped wraith, providing enough of a distraction – and a few wounding blows – for Agnarr to finally finish it off.

With the larger wraiths dispatched, the two smaller ones were quickly driven back up the stairs on the far side of the room and overwhelmed. But even as they were finishing off these smaller wraiths, four more of the goblin-spawned wraiths drifted up from behind them. In fact, they were nearly taken by surprise – only Dominic’s wary eyes saved them.

Ranthir hurried up the stairs and away from the wraiths, while everyone else headed down the stairs to face them. But the wraiths – perhaps sensing weakness – passed directly through the walls and emerged to assault Ranthir. Their spectral limbs plunged through him, and Ranthir felt the living breath and warmth of vitality fleeing from his limbs.

Tor dashed back up the stairs and, half shoving Ranthir out of the way, interposed himself between the staggered mage and the wraiths. But in the process, he, too was struck by their soul-icing touch.

Their tactical control of the situation was rapidly deteriorating. They had been flanked, separated, and badly wounded. But Dominic, having barely ducked away from the wraiths’ assault himself, raised his holy symbol again and called upon the power of his faith.

The wraiths fled. As they turned away, Tor destroyed one of them and Agnarr cut down another.

Two of the wraiths escaped and they cursed their luck, knowing that they would almost certainly be troubled by them again.

But perhaps it was for the best. Several of them could still feel the cold, cloying miasma of the wraiths sapping their strength and vitality. Knowing that, as with Kalerecent, only a more powerful channeling of divine energy could alleviate the pall, they resolved to abandon their current explorations and return to the surface.

Running the Campaign: The Undead Sequel  Campaign Journal: Session 31A
In the Shadow of the Spire: Index

Go to Part 1

The finale of Call of the Netherdeep is, of course, the Netherdeep. It culminates the sequence of excellent, varied dungeons that form the backbone of the campaign — the cerulean neon of Emerald Grotto, the gothic horror of Betrayers’ Rise, the ruined grandeur of Cael Morrow, and the haunted existential terror of the Netherdeep. It also continues the underwater theme which has marked Call from its beginning.

Like the other dungeons, the Netherdeep is filled to the brim with a flavorful key and great map. (Not just visually great, but great in its design.) So there will actually be very little for us to do here.

MEMORIES OF THE APOTHEON

The basic concept is that the Netherdeep is an extraplanar extrusion of a demigod’s traumatized mind. Alyxian the Apotheon’s memories are made manifest within the layrinths of the Netherdeep, and the PCs have the opportunity to interact with these memories and affect what his emotional perceptions of them are. The outcomes of these interactions — and what the PCs learn during them — will then shape the final confrontation with Alyxian, who appears in three different forms representing the different coping mechanisms he used in mortal life.

These toxic behaviors are made mythologically epic, and ultimately the PCs will need to literally and emotionally grapple with them.

The basic structure of this is built on two tracks:

Track 1 features experiences geographically keyed to the map, which the PCs discover by exploring the dungeon. These experiences are generally interactive.

Track 2 takes the form of twenty short visions drawn from moments in the Apotheon’s life. These are triggered by various stimuli or actions, and the idea is that the PCs will be able to “piece together the Apotheon’s whole story.”

This all works great.

There are two things I would do to juice this up.

First, as we’ve already discussed, you should pull some of the lore surrounding Alyxian’s biography back into the rest of the campaign so that (a) the PCs will be more invested in puzzling out the enigma and (b) major beats will land with more recognition and emotional significance.

At this point, though, all that work is done.

Second, the book recommends that the twenty Track 2 visions should be played out in a strictly linear order. I strongly recommend ignoring that advice: Having the visions appear out of order will force the players to puzzle out the underlying sequence, which will invest them more deeply into the narrative. This is Good Actually™.

Plus, the twenty visions are already on a conveniently numbered table. Just roll a d20.

RIVALS AT THE FINALE

The finale of Call of the Netherdeep is structured around the fundamental choice of how Alyxian should be handled: Should he be killed? Unleashed? Redeemed?

This is also the culmination of the Rivals and their relationship with the PCs. If you’ve been using the Principle of Opposition, as described in Running the Rivals, then this all-encompassing rivalry reaches its ultimate conclusion in a debate whose consequences are literally world-altering in their scope.

But, again, the work to set this up has been done. All you need to do is close the deal by playing the Rivals hard and true in these final moments. Really challenge the players and make them feel the momentous stakes of their choice by forcing them, through their Rivals, to justify and think about that choice and all of its implications (ethical, practical, and otherwise).

CONCLUSION

In short, if you’ve done your groundwork, then the Netherdeep will sing.

I’m hoping that you have a couple of take-aways from this series.

First, that Call of the Netherdeep is a good campaign. There’s a lot to love in what James J. Haeck, Matthew Mercer, Christopher Perkins, Makenzie De Armas, LaTia Jacquise, Cassanda Khaw, Sadie Lowry, Dan Dillon, and Taymoor Rehman have created.

Second, that the work required to turn Call of the Netherdeep from a good campaign to a great campaign is quite reasonable and well worth your time.

I’m not sure that I, personally, will ever have the chance to run Call of the Netherdeep. There’s just a lot of stuff competing for my limited gaming time right now, and no gap in the foreseeable future. But if you have the opportunity to do so, then I am quite jealous for you and your players.

Let me know how it goes!

ADDITIONAL READING
Review: Call of the Netherdeep
Call of the Netherdeep: Running Betrayers’ Rise
Call of the Netherdeep: Running the Rivals

COMPLETE PDF COLLECTION

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.