Tag Archives: 4e

Wizards is Buckling on the GSL

Great news courtesy Mad Brew LabsWizards has announced that they plan to revise the GSL!

They’re not committing to details, or a date, and the dreaded fan site policy is still pending (a fan site policy wasn’t needed for the last ten years, why now?) but they at least admit that everyone hates the GSL and if they don’t want to lose product support and customers they need to get their act together.

So to all the messageboard fanboys who said “don’t complain, it’ll come to naught and you’re not showing proper respect to our beloved Wizards overlords” – TAKE THIS!!!

Cowards who never stand up for what’s right always claim standing up won’t have an effect.  Good work to all the publishers, from Clark at Necro, Green Ronin, Kenzer & Co, on through about everyone else, who have refused to mortgage their comapny’s futures to this heavy handed move.  If even a quarter of the holdouts had caved, we might not be having this discussion.

Don’t Miss The Latest PSA!

If you’re smart, you watch all the hilarious D&D PSA videos! But somehow, one of their latest didn’t make it onto the playlist. Watch D&D PHB PSA part 50 – 50 Unconfirmed Rumors About 4th Ed! #50 comes between 42 and 43 for some reason. But it has Hennet! And 25 other fave PSA characters! Blackrazor, invisible Christopher Walken, NecroLarry, Morthos, Lidda, Mialee, and… TORDEK RULES ASS!!!

P.S. They’re all true!!!

4e “In The Trenches”

As most of the initial hype vs furor wars have settled down there’s some good “what 4e is” information starting to emerge out there. Ones I’ve found the most helpful are:

A Noobian Guide to 4th Edition Dungeons & Dragons – A new D&D player gives their rundown of “what the deal is with this D&D thing.” What’s interesting is that even to a noob, 4e is clearly heavily MMO-influenced and half minis board game (the people that deny this are either disingenuous or dumber than chimps) but of course the point of 4e is that WotC wants to market to the people that enjoy that. It’s interesting to read someone who’s new to all of it taking it all in, and pointing out the good (minis are pretty!) and bad (minis are sold in random packs to rip me off!). It’s actually a quite positive review; ironically his analysis of 4e is pretty much factually identical to mine except he likes that kind of thing more, which is fine. Different strokes for different folks, I don’t mind people liking the new 4e paradigm, I do mind them claiming it’s not changed or that there’s nothing about those changes a roleplayer could dislike.

Game Day: Comparing 3e vs 4e DM Prep Times – Basically 4e prep time for the DM is much reduced, counterbalanced by the fact that you as a player seem to have many fewer options. (That’s what people are complaining about when they lament the MMO-ization of D&D – any computer game has to have fewer options, and more strictly defined and less organic options, because a computer has to make all the DM decisions. It’s nothing against MMOs to say that turning a human-run RPG game into that is a massive evisceration).  To quote:

Ultimately, this is one of the aspects of 4th Edition that I find so frustrating. From my side of the screen, I find the game to be a significant improvement because at every turn, they’ve made my job easier. Combined with my Three Page Manifesto, I’m able to knock my D&D prep time down to an hour. As a geek dad who never has enough time, that’s a huge deal.

And yet, at the same time on the player side I find the system far more limiting. Powers have made all of the classes feel more generic, and while there’s still a good deal of customization available in the game, I miss the quirky uniqueness that each class had under previous editions and yes, I miss the inherent, amazingly deep 3E crunch factor.

Playtesting Fourth Edition – A very thorough playtest with loads of in depth analysis of each mechanic.  Looks like the guy and his group gave it a real runthrough and I’m surprised at some of their findings, like combat’s not faster (“like padded sumo wrestlers” is the quote).  This is the most detailed playtest writeup I’ve seen of 4e hands down.

D&D Insider Ready To Go! And By “Go,” I Mean “Charge You For Nothing”

So no more than a week after they announced pulling the plug on Gleemax to focus on the electronics D&D Insider stuff that was supposed to launch with D&D 4e but didn’t, Wizards has announced the next part of D&DI that will be ready for players to use. Which is it?

Give up? That’s right, the new feature is that they’re going to start charging for it now. No, nothing more is coming online. Although they promise to get the DMG rules into the Rules Compendium. But you do get the honor of starting to pay $5 to $8 a month, depending on how many months you buy in advance. That’s so sweet that I’m having a hard time expressing how sweet it is.

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Clark Peterson is a Flip-Flopper!!!

Just kidding, Clark, we love you.  But one of the third party RPG publishers who had been a big booster of D&D 4e, WotC, and their new licensing direction with D&D fourth edition, Clark Peterson of Necromancer Games, has announced that Necro will NOT be signing the GSL!

Clark’s a lawyer, and apparently some time with the real GSL, even though he is all about saying how Scott and Linae from Wizards are great people and trying their best and and… made him decide that it’s not an acceptable license for someone to sign on to.  He’s careful to say he’s not bashing Wizards and is working with them to fix the GSL, but for now – no signies.

Throughout this entire debate Clark has been very friendly to Wizards (giving them way too much benefit of the doubt IMO, though that may just be in public for relationship purposes) but even he’s not willing to sign this piece of garbage.  This should be a wake-up call to Wizards – not that it will be.  They lost Paizo, the people who published Dungeon and Dragon magazines.  They lost Green Ronin, who published the very first adventure for 3e.  They lost a whole list of other companies who had previously lived to put out D&D-compatible products.  They’ve proved completely deaf to any criticism of their brilliant new plan in the face of its colossal failure.

This comes after most other reputable RPG companies have also turned their back on the GSL, or decided to publish for 4e without it, and after all the initial furor when it was released.

Green Ronin Says “No” To The GSL

Well, another major company has said “no thanks” to Wizard of the Coast’s new D&D 4th Edition game system license. Green Ronin won’t be signing on – see their site post on the topic here. They sum up the main issue well –

“We had hoped to include 4E support in our plans, but the terms of the GSL are too one-sided as they stand. We certainly do not blame Wizards of the Coast for wanting to defend their intellectual property and take more control over the type of support products D&D receives. We do not, however, feel that this license treats third party publishers as valued partners.”

Unfortunately, no GSL for them means no 4e. I don’t really care since I don’t like 4e and don’t plan to play it, but hopefully in Kenzer gets some legal precedent down this won’t be the choice everyone has to make.

This truly is Wizards cutting off their nose to spite their face. When I was helping launch 3rd Edition at is premiere at Gen Con 2000, I bought a copy of Death in Freeport, the first scenario available for 3e, and it was by Green Ronin. Freeport later grew into a huge game line for them; this initial adventure got our gaming group in Memphis fired up on Freeport and 3e in general. Freeport and 3e went together like chocolate and peanut butter for us; we’d play other stuff – all the scenarios from Wizards and the other third parties that cranked into full steam with the debut of the OGL – but our characters would always come back to Freeport. Exciting times. Which apparently Wizards doesn’t want to relive.

There is no doubt that Green Ronin contributed heavily to the 3e launch and its high quality products contributed to the overall health of 3e gameplay. Slavish devotees of Wizards, no matter what their practices, will claim that can’t be *proved.* And no it can’t; economic causality is impossible to prove even if the indistry involved didn’t hide sales numbers like they were state secrets. But I lived it, with my gaming groups and with all the Living Greyhawk groups I interacted with. Wizards, you want a bigger slice of the pie, but you’re shrinking the pie to get it, and that’s idiotic. Wake up.

The Revolution Begins

The entire gaming industry was underwhelmed by the new D&D Fourth Edition Game System License (GSL), which is restrictive and frankly dangerous to the licensee, not to mention being a very disappointing step back from the open licensing push of the previous edition.

Paizo Publishing has already forked D&D in response, saying “poo on 4e” and going ahead with the 3.5e system, turning it into their new Pathfinder RPG. But now there’s a more meaningful strike back at Wizards’ ill-considered and backwards business practices – Kenzer & Co. is putting out a book for 4e (Kingdoms of Kalamar) without using the GSL at all. (Thanks to Lamentations of the Flame Princess for the news!)

A quick primer on intellectual property issues. There’s copyright and trademark concerns, but courts have held consistently that any kind of game rules – from baseball to Monopoly – may not be restricted via IP. This should mean that as long as you avoid direct text plagarism (copyright) and trade dress (trademark, though this gets harder as companies abuse the trademark laws to “own” simple words and concepts) you can make compatible programs just fine – this is how companies have made third party games and addons for game consoles, etc. (Though as you can see from history, some consoles have succeeded on blocking this more effectively than others.) (If you need more of a primer on the game industry’s licensing history, the OGL, GSL, etc. see my old post Open Gaming for Dummies.)

Unfortunately Hasbro (Wizards of the Coast’s corporate masters) has been aggressive in suing anyone who touches any of their properties, whether the use is legal or not – two good examples are the recent Scrabulous suit, and the RADGames Monopoly suit. And even before Hasbro was in the picture, TSR and then Wizards had a history of being litigious; TSR suing Mayfair for publishing AD&D 1e adventures is one example, as is the infamous Magic “tapping” lawsuit.

Note that Hasbro lost the RADGames suit and that company happily puts out award-winning add-on games for Monopoly, even saying “Monopoly” and terms like “Community Chest” which are trademarked! And the old Mayfair suit wasn’t decided on IP grounds but because Mayfair had entered into a specific contractual agreement with WotC that said they couldn’t do that. This is the reason gaming companies shouldn’t uptake the GSL – it is actually more restrictive than what your normal legal rights grant you, and by signing up you are giving up rights basically for a piece of paper saying “Wizards won’t sue us.”

In my opinion, this is pure extortion. But it’s effective. Most roleplaying game companies are small one or two person shops or just part-time gigs. Even a groundless suit from Hasbro would take more money than one of these entities has just to show up in court (in whatever shopped venue Hasbro chooses, most likely one of the infamous IP venues like the Eastern District of Texas) to contest it. So whenever this discussion came up in the recent GSL flap, there was a general air of fatalism and people saying snidely “why don’t you rest your own livelihood on some legal theory!?!” Because admittedly, figuring out the complex legal mess of trademark vs copyright vs rules vs contracts is a bit much for most freelance writer types, and there’s a huge risk of getting sued whether or not you do it right.

Well, it turns out that David Kenzer of Kenzer & Co, a major third party RPG publisher, creator of the Knights of the Dinner Table comic, the Hackmaster RPG, and the Kingdoms of Kalamar setting, is an IP lawyer “in real life.” So in defiance of the GSL and their “no 4e products may be sold until after Gen Con” rule, his company has put together the first third party D&D 4e supplement and is selling it at Gen Con. Apparently he’s confident in his ability to “do it right” and to thwart any ill-considered legal action from Wizards/Hasbro.

And I don’t think this is a bad bet. RADGames was two guys in a basement and they won. People like to say “Oh, the US legal system is about who can throw the most money at it” but in reality, the law wins out pretty reliably.

So I want to say “Yay!” to Kenzer & Company. By pretty much volunteering to be the test case for this they’re going to lead the entire hobby games industry into realizing their legal rights and not living in FUD of Wizards and their “licensing” any more.

How Bad Is the New Wizards D&D 4e Game System License?

Well, I wrote about its flaws. But don’t take my word for it. Many every respected game designer/indie game companies are looking at this and seeing a barrel of suck pointed right at them.

Sean K. Reynolds is pretty direct about how sad and restrictive it is.

Highmoon Media says it sucks and won’t be using it.

Postmortem Studios sees a lot of problems with it and has a cartoon equating it to … Well, you’re going to have to go see for yourself, but think “anal.”

Paizo Publishing is very happy they decided to jump ship early.

Wolfgang Baur notes that the GSL is “terrible” for Kobold Quarterly

Green Ronin is debating what to do, but is clearly disappointed in the friendliness of the GSL. [Update: They rejected it.]

Kenzer & Co is going to avoid 4e.

Mongoose Publishing plans on some 4e support, but the inability to publish any 4e articles in their Signs & Portents magazine is a wrinkle.

Post more statements from game designers/companies in the Comments section as you run across them!

The Failure of Gleemax

Over at ENWorld, MerricB talks about Gleemax, the new Wizards of the Coast social software endeavor, and how bad it is, all its promises having become a gaping hole of suck. 

The new “D&D Insider” is clearly heading the same way.  This was supposed to be a lynchpin of D&D 4e, combining character builder, online reference library, online play, Dungeon Magazine, and Dragon Magazine for the not-so-low price of $14.95/month.  I find it entertaining that if you google for D&D Insider you get a link to a page that just throws a 500 error.  Oh, that looks like it’s all of Wizards’ site right now.  Sigh.  Anyway, in short they haven’t delivered on any of it yet, and only those unfamiliar with TSR/Wizards’ history with electronic products for D&D could ever think they would – they’ve screwed up every stab at it, ever.  The previews of online play have been uninspiring, their character builder looks awful, and their licensing etc. schemes are all half-baked and annoying.

Postmortem Studios Discusses What the GSL Means to Them

Postmortem Studios, a gaming company, has a couple interesting bits of info on their analysis of Wizards’ new D&D 4e Game System License (GSL) and what it means to a company like theirs.

They have a bunch of different bits, all posted on their blog, including a good summary of the GSL, broken down into “What I must do,” “What I can do,” and “What I can’t do” lists and an entertaining cartoon comparing the OGL, d20 STL, and new GSL in terms we can all understand (NSFW).

It’s an interesting read, because you can see how most of a company’s game lines can run afoul of one clause or another in the new GSL, making it impossible or very undesirable to move them to the new edition.  In Postmortem’s case, many of their products either a) redefine classes/mechanics from 3e, which is forbidden by GSL, b) run afoul of the decency clause, c) have good ongoing OGL sales, or d) are things like settings which once GSL licensed are “poisoned” from ever going OGL.  Good work Wizards, your new license is as harmful as you had hoped. 

The GSL Is Finally Released

So even though I’m on vacation, I can’t help but post that the new D&D 4e Game System License (the license they’re using instead of the old OGL for 4e) has been released.  Here it is

There’s a bunch of downloadable docs; the GSL itself, the new SRD (system reference document), and more.  Here’s the summary of each.

GSL – You have to send in an “acceptance card” to use the license.  No products to be published before October 1.  The license can be changed at will by Wizards.  You have to use their new logo on licensed products.

Licensed products may NOT  be any of the following: web sites, minis, character creators, “interactive products,” reprint any material from the books (so no “power cards”), refer to any imagery or artwork, or be incorporated into anything not fully licensed – so no magazine articles!  That last one is a bit of an unpleasant surprise, I guess it’s a play to make people still use Dragon and Dungeon despite their “high-tech” ghettoization onto Wizards’ site.  Death to fanzines!  And Kobold Quarterly, and…

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Is D&D 4e Really Role-playing?

There’s a lot of discussion about this all over the place. I hesitate to answer, but I would like to shed some light on some of the terminology in use and mention some bits where I think people may be being unclear.

According to the old Threefold Model, which is a seminal attempt at theoretically classifying approaches to roleplaying, there are three (natch): Gamism, Simulationism (or Immersion), and Dramatism (or Narrativism).  Usually people don’t come purely from one approach or the other but some mix of them, although you usually see consistent leanings into one of the three approaches.  Would you like to know more?

“Gamist” usually means a focus on playing the game for the rules, with clear challenges and victory conditions and metagame goals. Often in games this means combat, but skill and interaction events are also gamist if pursued with a “rules first” mentality. Some people like the gamist approach. Gamism is what people are complaining about when they say “D&D 4e plays like Magic/RoboRally/a board game/a tactical minis game/etc.” Gamists like to “do what will win.” People don’t use the old terms “munchkin” or “powergamer” much any more, but they were deprecating ways of referring to gamists, since they worried about their character’s build or loot more than a realistic in-game motivation.

“Simulationist” usually means a focus on “becoming” the character inside a realistic game world. RPGers like to use the big word “versimilitude,” which means “Yes I know magic isn’t ‘realistic,’ but the game world can still behave realistically according to its own rules from its inhabitants’ point of view.” Simulationists like to “do what their character would do.” Metagaming, or making decisions about what the character does using information not obvious to the character, is heavily frowned upon. D&D was extremely simulationist (with a side plate of gamist) up through 3e; a lot of the reaction to 4e is its movement in the other directions.

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