So, in the great cluster-fuck that is the modern world, who would have thought that there would have been the equivalent of a nuke dropped on the tabletop RPG industry and the community around it? I mean, I’m not surprised that it came from Wizards of the Coasts/Hasbro, but I was shocked when it actually happened.
The Great OGL Disaster of 2023
If you don’t know what I’m talking about, I’ll give you the quick version. There’s this thing called the OGL 1.0a, the Open Gaming License, which has existed since the early 2000s as a part of the third edition of Dungeons & Dragons. This license has literally been used for over 20 years by a vast majority of TTRPG creators, allowing their works to be referenced by other creators and to use the game systems created by WotC and others basically by just putting a copy of the OGL into the back of your product. This is why there were so many d20 System games back in the early 2000s building off of the D&D 3e rules, and why you’ve seen a similar explosion in popularity of D&D 5e the last few years (and why Paizo created Pathfinder, though that’s a story entirely its own). Without the OGL, the massive community would never have grown to what it is today, and D&D and other TTRPGs would be nowhere near as popular as they are.
So, late in 2022, like right before Christmas, WotC/Hasbro decided that they weren’t happy with this. They wanted ALL THE MONEY, instead of just raking in a large portion of it with their subpar books and merch (the books in particular have been sliding in quality for years, not that I ever really liked 5e from the get go, but I digress). So, they sneakily tried to force a new OGL on several larger creators with rather draconian requirements (like reporting your earnings to WotC, and if you make over a certain amount, they take 25%, and have the right to use your stuff without recourse to prevent them from doing so). They wanted to strangle the community by revoking the OGL 1.0a and replacing it with this new version, which would basically have given them total control over the RPG space.
Needless to say, most of those involved in the initial attempt didn’t sign on, and thankfully, the details got leaked (cause nobody could discuss it due to NDAs), and a fire was ignited across the TTRPG space. Not only was Youtube lit up, but the original creators of the OGL, such as Ryan S. Dancey, had come out and expressly stated that the original intention of the OGL was that it was irrevocable and intended to be that way, even though, 20+ years ago, the specific language was neither included nor considered as needed. That’s the detail WotC/Hasbro’s lawyers latched onto, using a more modern interpretation, even though the 20+ years of common use by the community says otherwise.
That’s about as specific as I’m going to get on the matter. There are tons and tons of videos all across Youtube if you want more details about what happened; just check your favorite TTRPGer’s vids from January this year and you’re sure to see something about it.
The short of it is: Wizards of the Coast done fucked up (again), and this time it was seen as a personal attack on the TTRPG space.
The Fallout
With that having been said, the reaction was swift and loud. People who had been using D&D 5e for years, including some who perhaps had never even known or considered that there were other RPGs out there, were suddenly looking to the OSR (Old School Renaissance/Revival) systems, or looking to Pathfinder 2e or Starfinder or Castles and Crusades or Call of Cthulhu, or any number of other systems. Paizo came out almost immediately and announced that they were working on a new open gaming license, the ORC, which is intended to become the new standard license to replace the OGL, and which they would pass over to a third party to hold, keeping it open-source (similar to how Linux operates). Kobold Press announced their Black Flag project, which seems to be on track to be D&D 5.5 currently. WotC saw thousands of D&D Beyond subscriptions canceled in a matter of days.
I could go on, but I’d be here forever.
Personally, it did spark a new creative interest within me. I have been playing TTRPGs since the late 90s when I first came across them in high school, literally at least once a week (up to three or four times a week in the early days) for most of the last 20+ years. Even though I’m more the type to buy a rulebook then homebrew my own stuff, time doesn’t really permit that like it used to, especially the last few years, so my group had leaned more into published adventures. I tried running an old school D&D 2nd edition campaign using the 5e rules (as that’s what we were using at the time), but it petered out as my interest in using the system steadily declined from its already low level to absolute disgust with it, even before WotC dropped the OGL bomb. We recently finished up the Savage Tide AP, which another GM in the group had converted to 5e, and in his place I’ve stepped up and started running a Pathfinder 2e game (the Abomination Vaults AP). There is currently only one other 5e game I’m involved in (a conversion of Reign of Winter), though I’m not sure how much further that one is going to make it as it seems to be limping along at a snail’s pace, but that’s another story.
In addition to getting the Pathfinder 2e core book, before the Pathfinder stuff became scarce due to Paizo selling like 8 months of inventory in SIX WEEKS (if that’s not a major backlash against WotC/Hasbro, I don’t know what is), I picked up the Castles & Crusades starter bundle from Troll Lord Games, and probably a dozen other games and dozens of other supplements through various OSR and non OGL bundles that suddenly appeared online.
Even before this, last year, I had been working on making my own homebrew system, using the Star Wars Saga Edition system as a base (I always enjoyed this one, even though the D&D 4e that came out of it was so very different, to the point I never wanted to play it and went to Pathfinder 1e), mixing in other ideas from various other games I’d been researching. While that has been put on hold for the time being, in lieu of testing how other systems work, specifically Pathfinder 2e and the old-school feeling Castles & Crusades, it remains on my roadmap, just further down the line.
What I’m Working On
I’ve been working on several things the last couple months. The biggest was getting myself familiar with the Pathfinder 2e rules. My early impression of the game is good; it seems to be much more along the lines of what I enjoy in games, such as a more tactical combat system (most 5e fights devolve quickly into “beat with sword until dead” territory) with very tight mechanics, where +1 bonuses and -1 penalties actually make differences; saw it multiple times in the first game I ran, in fact. There are so many character options with PF2e that you’d find it nearly impossible for two characters of the same class to be identical. I’m starting off with the Abomination Vaults adventure path, and incorporating the Beginner Box adventure (which is where we’ve started) and the Troubles in Otari adventure book, since they’re all in the same area. Though the AP is only 10 levels, this should provide several months of gameplay (since we alternate our weekly games) and give us all an honest test of the system. I’ll be adding my own custom content and changes to the AP as we go and I get more familiar with the intricacies of PF2e. If we enjoy how things go well enough, it’ll transition to the higher level Fists of the Ruby Phoenix AP later.
I have two secondary projects at the moment which keep me busy when I’m not prepping for the game I’m running.
First off is the #Dungeon23 Challenge. This is basically creating a megadungeon over the course of the entire year, with twelve different floors and a number of rooms on each floor corresponding to the number of days in the month. The idea is to create a room a day, which should generally take like five minutes, though I’m bad to forget or get distracted by other things I’m working on and have to do a few days at a time to get caught up. The concept I went with is for a post-apocalyptic setting, ala Fallout/Mad Max, but in a more fantasy world that went through its ‘modern’ times, so elves and orcs fighting mutants with machine guns and rocket launchers, basically. The idea itself is that of a massive interstate, I-89, that had a very unique feature: a fifty mile long tunnel through the mountains, with a tourist trap in the center. The first floor of the megadungeon itself is this tourist trap, featuring a diner, clinic, gas station, and an amusement park. Further levels will include things like the Firefly Caverns, the big draw to the tourist attraction, as well as secret government facilities hidden in the mountain above, as well as old mines and mutant-filled warrens going deeper into the earth.
I have not yet decided on a system this will be using; initially the concept was to use the post-apocalyptic setting as the test bed for my homebrew SWSE system, but since that’s on hold, I’m just being very generic with certain things in the room entries for now. If I don’t use the homebrew system, I’m considering creating the megadungeon using the Savage Worlds system, or maybe using an OSR game. We’ll see how things develop over the coming months.
The second big project, and the one that I’m actually more excited about at the moment, is what I’m calling “The Curse of Cypress Isle”. The concept for this one is an old-school island hexcrawl adventure, in the vein of the old D&D Isle of Dread adventure. My intention is to have this ready to go by the time the Abomination Vaults game ends, so that I can then transition into trying out the Castles & Crusades system within this setting. Castles & Crusades has a lot of similarities to the old 2nd edition AD&D rules, but modernized (no THAC0 for example), which really appeals to me. I’m curious to see how some of our players will handle a wizard with d4 hit dice and only gaining a single hit point after 10th level.
This project is actually going to be part of a larger worldbuilding endeavor I’m doing relating to those two pieces I wrote a couple years ago about the city of Arcavarlon. I want to more fully develop this world and setting in the ‘fantasy’ era; I’ve already done quite a bit of galactic development throughout my stories over on the main UrbanVerse page, but wanted to go back and focus on some of the original characters and stories I have to tell in what I’m tentatively calling the Age of Legends, which is when most of my fantasy stories involving the Kerryns take place.
I’ll get more into that later on, but for now, the main idea behind this adventure is based upon the legends and stories swirling around Oak Island (you’ve probably heard of it; they have a TV show that has been running for like TEN seasons now). I’m in the midst of reading one of the books about the island’s history, and intend to incorporate some of its aspects into my own treasure-filled island, though mine is going to be filled with much more danger, many of which will have nasty big pointy teeth.
So, stick around for future entries on these projects and updates on my setting in the coming days and weeks. I’m tentatively scheduling the first major update and post on one of these projects for early next week, so keep your eyes peeled!
You can find me over on DeviantArt or on my Discord server if you’d like to chat. I also have a Twitter I’m trying to actually use more often, though I’m not great with the social media stuff.
Till next time, Urban out!