Trust and Betrayal, An OGL History.

Wizards of the Coast (WotC) are trying to update the Open Gaming License to assert control over third paty creators (3PCs). This will fragment and disenfranchise the cottage industry of third party creators (hereafter ‘Creators’) and the community they serve. This article looks at the history of Open License (a.k.a. OGL 1.0(a)) and aims to debunk WotCs rationale for the changes it is making in the Restricted License (a.k.a. ‘OGL’ 1.1).

by Max Wartelle, Plane Shift Press

Why the OGL?

To understand why Wizards of the Coast would make an Open Gaming License in the first place, it’s helpful to take a look at the 2002 interview with Ryan Dancey, which I strongly recommend you read. 

Inspired by “open source” coding projects and the rise of Linux, Ryan Dancey, then Vice President of Roleplaying Games at WotC, proposed creating an “abstracted” version of the core game within D&D:

The idea is to abstract the "game" inside Dungeons & Dragons and reduce it to a genre-neutral set of concepts and rules. Then, we'll layer on a thick helping of D&D-type fantasy elements, like the standard D&D classes, races, spells, and monsters.

Ryan Dancey, 2002

This would be available under a “copyleft” agreement; the opposite of copyright.

 A "copyright" is a way of restricting the rights of others to use a given work. A "copyleft" is a way of forcing everyone to allow anyone to use a given work pretty much any way they want to, and not be able to restrict those rights.

Ryan Dancey, 2002


The creation of this OGL wasn’t altruistic. It was backed by a sound business strategy that would see WotC’s gaming engine, the d20 system, become the most widely adopted RPG system in the industry. In turn, this would increase the sales of their core rulebooks, upon which other books relied.

We make more revenue and more profit from our core rulebooks than any other part of our product lines. In a sense, every other RPG product we sell other than the core rulebooks is a giant, self-financing marketing program to drive sales of those core books. At an extreme view, you could say that the core >book< of the PHB is the focus of all this activity, and in fact, the PHB is the #1 best selling, and most profitable RPG product Wizards of the Coast makes year in and year out.

The logical conclusion says that reducing the "cost" to other people to publishing [sic] 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. 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.

Ryan Dancey, 2002

This strategy seems downright prophetic to modern eyes. The last 20 years have seen the 3rd-party market thrive under the Open Gaming License, first driving players and creators to adopt the d20 system, then driving them to the 5th Edition D&D system after a disastrous flirtation with abandoning open gaming with 4th Edition. In 2002, Dancey laid bare the strategy for a feedback loop, and history has proven it to be sound enough to become the backbone of the industry at large.

At the core of this idea was to have as many creators as possible adopt the core concepts of D&D. This includes classic spells, items, monsters, and classes, which would be summarised in a document called the System Reference Document (‘SRD’).

The idea is to release a D20 System reference document under the Open Gaming License; essentially exposing the standard D&D mechanics, classes, races, spells, and monsters to the Open Gaming community. Anyone could use that material to develop a product using that information essentially without restrictions, including the lack of a royalty or a fee paid to Wizards of the Coast.

Ryan Dancey, 2002

Betrayal

Given that the OGL was promised to be perpetual, it’s not surprising that creators started to adopt it. WotC removed all protected intellectual property from the SRD. You’ll find no beholders or mind flayers, and spells like ‘melf’s acid arrow’ are renamed to ‘acid arrow’. Creators have walked on eggshells to avoid protected intellectual property, avoiding settings like the Forgotten Realms and dancing around references to the Player’s Handbook and other books. And they definitely can’t use the words “Dungeons and Dragons.” 

Due to these trademark restrictions, creators couldn’t seem like they’re linked to D&D, but were allowed to use the engine on which D&D runs. This engine is not protected intellectual property! It’s Linux. It’s an open source idea we were told would be free forever.

WotC went to great lengths to create trust in this OGL so that creators and gamers would adopt it as the core gaming system. This led to greater sales of the core handbooks, benefitting WotC. In a 2001 FAQ about the then-newly-released OGL, WotC went to great lengths to assure creators:

Q: Can't Wizards of the Coast change the License in a way that I wouldn't like?

A: Yes, it could. However, the License already defines what will happen to content that has been previously distributed using an earlier version, in Section 9. As a result, even if Wizards made a change you disagreed with, you could continue to use an earlier, acceptable version at your option. In other words, there's no reason for Wizards to ever make a change that the community of people using the Open Gaming License would object to, because the community would just ignore the change anyway.

Wizards of the Coast, 2001

They encouraged creators to use this license.

WotC had full knowledge of virtual tabletops (VTTs) and its biggest competitors, like Paizo, when they released 5th edition back in 2016. They chose to use it then; any claim they make that the OGL was not fit for purpose because it “supports its competitors” or “wasn’t made when VTTs were a thing” is a gross misrepresentation. The third-party community is what helped make 5e great.

After engendering this thriving industry of third-party creators, WotC now wants its toys back. It has decided that the tool of a freely available, open gaming engine is now damaging to them, and they want to remove it. Here’s what the Restricted License says:

This agreement is, along with the OGL:Commercial, an update to the previously available OGL 1.0(a), which is no longer an authorized license agreement. 

Wizards of the Coast, 2022

Is it fair to encourage people to create for a system and then pull the rug out from under them? Is it fraud?

From what we’ve seen, OGL 1.1 is not an open license. It is a restricted license. WotC can change it at any time to create even more restrictive terms. They can remove anyone’s right to use it for any reason. It is a joke. It is a betrayal.

A Note on Sources

Much of the information presented herein relies on sources that have been deleted from the official WotC website. We have been able to access those sources using internet archives like the Way Back Machine. We have used the earliest possible archive of these sites in all circumstances.