Tag Archives: Dungeons & Dragons

Words and Terms I Learned From D&D

My last few blogs have been, well, a bit of a downer. So, I thought I would start things off for 2025 with something on the lighter side. As you likely know by now, I am big into TTRPGs, particularly D&D. I’ve been playing these kinds of games since I was about 13, and I really never stopped. It’s one of my favorite hobbies, right up there with reading, video games, and so forth.

Today, I would like to share with you a list of ten words and terms that entered my vocabulary from playing TTRPGs and D&D specifically. Let’s dive right in.

1.) Encumbrance

While more modern versions of D&D use encumbrance to denote how much your character can carry, I originally learned this word in the context of why you couldn’t do backflips or cast spells while in full plate armor. This came along pretty early in my gaming career when a wizard character of mine attempted to put on heavy armor only to find out that he could barely maneuver while in it and couldn’t cast any of his spells. Needless to say, he ditched the heavy armor pretty quickly afterward and got back to shooting magic missile at practically any opponent as an opening gambit.

2.) PC/NPC

I count these two as one since they are closely related. If you’re not familiar with them, we have PC, or “Player Character” and NPC, or “Non-Player Character.” The PCs are the characters that people play in a TTRPG, and NPCs are everyone else. These terms eventually migrated over to video games. The central idea of the movie Free Guy depends on the audience knowing that Guy (played by Ryan Reynolds) is a digital character in an online video game. When I hear the phrase “Main Character Energy,” my mind always goes “Oh, so they’re a PC, got it.”

3.) Gamemaster/Dungeon Master

Tabletop roleplaying games have a lot of names for this role at the table: Gamemaster (or GM), Judge, Referee, Storyteller, and Dungeon Master. By the time I played D&D, I was already familiar with the Palladium RPG system and Rolemaster, so I was already in the know with someone being a GM and GM-ing a game. Dungeon Master (or DM) was something I picked up from D&D since it’s a term specific to that game system (though I knew it from the cartoon first instead of the game). Even today, I tend to use the more generic “GM” term, even when referring to D&D. It might also have something to do with it being easier to explain to family members who aren’t familiar with TTRPGS that you are a gamemaster rather than a dungeon master.

4.) Metagame

At first, this concept came to me as the difference between “player knowledge” and “character knowledge.” So, if you’re playing Grog, a 2nd-level barbarian, you (the player) may know how fast the speed of light is, but chances are that Grog (the character) will not have a clue about it. So, those who would use their player knowledge in place of their character knowledge (i.e. Grog suddenly understanding advanced physics) were said to be metagaming. That’s something GMs/DMs have to police at times, though thankfully the players I game with are very discerning on this point.  

5.) Wards/Runes/Sigils

Once again, I’m grouping these together since they are similar in nature. I knew of runes before playing D&D from learning about the real-world runic alphabet. Through gaming, I learned of them as something inherently magical. So, a wizard or magic-user might scribe or carve a symbol into something and then imbue that symbol with some kind of magical spell or effect. Sigils often worked the same way, though I always got the impression that sigils were more Elven, while runes were more of a Dwarven thing (your fantasy mileage may vary). Wards, while not necessarily a symbol, were magical protections that could be placed on an object or area to prevent intrusion, theft, or general skullduggery. However, both runes and sigils could act as wards. Magic!

6.) Dweomer

Often pronounced “dwimmer,” in game terms this is often used to describe the inherent aura a magical item or place gives off. While this word is not used as much anymore, a more common expression is something’s “enchantment.” An enchanted sword, enchanted forest, you get it — a dweomer is some kind of ongoing or semi-permanent magical effect or property. I was also pleased to find that Dwarves in the Elder Scrolls video game series (who are actually Elves) are called the “Dwemer,” which is fitting considering their knowledge of magic was light-years ahead of anyone else in that world.

7.) Somatic

Spell descriptions in D&D generally have three kinds of components: vocal, so the magic words uttered by the spellcaster; material, or the little bits of stuff the caster must have on their person (the proverbial eye of newt and toe of frog), and lastly the somatic component. This last one represents the wavy bits that magic-users do with their hands, the intricate hand gestures and motions they must go through to bring the spell forth. Up until I read the Player’s Handbook for the first time back in the day, I had never run across this term before.

8.) Caltrops

Honestly, the first time I heard this term used I thought the person said “cough drops.” Now I know that these are little bits of sharp metal that you can throw on the ground. The design of caltrops is such that no matter which way they land, they have a point sticking straight up. They are used to impede an opponent’s movement since the opponent in question would either need to slow down to avoid stepping on them or run through them and risk facing the wrath of what could be described as tactical Lego blocks.

9.) Level Up

It amazes me sometimes how far and wide this term is known and referenced. I saw the other day both The Gap and Old Navy talking about leveling up your experience. Likely, that’s to appeal to gamers, specifically video gamers. Yet the term as I understand it really came from the tabletop space, and that’s certainly where it first came into my own personal gamer lexicon. There’s just something cool about finishing a game session and learning that your character has leveled up. The Final Fantasy victory music almost always springs to mind when this happens.

10.) Psionics

I first encountered this term in the Palladium fantasy RPG setting when I played a “Mind Mage,” a user of psionics or mind magic. Later, when I played the Traveller RPG (which would eventually lead to my first novel), I discovered the Zhodani who were a society of psionicists. So, I suppose that this one didn’t technically come from D&D as the title of this blog would suggest, but D&D did have psionics as well that further cemented the concept in…(wait for it)…my mind.

Honorable Mentions

Playing TTRPGs has a way of rewiring your brain when it comes to certain things. I include this section because there are five words in particular that have permanently changed in my vocabulary to the game version. When the words aren’t used in a gaming context, I have to push past my initial gaming reaction. You know, it’s like when a song that Weird Al Yankovic has parodied comes on, but you find yourself singing the Weird Al lyrics anyway. No? Just me?  

  • Initiative
  • Campaign
  • Critical
  • Encounter
  • Module

Final Thoughts

I’ve always believed that playing TTRPGs exercises many parts of your mind. I’m better at math, managing money, tactical and strategic thinking, acting and improvisation, funny voices, and worldbuilding because I play these games. In addition to that, it’s great for the vocabulary. The words and terms that I showcased here are just the tip of the proverbial iceberg.

If you are a gamer of these games already, you likely know precisely what I’m talking about. If you are interested but have never tried them, I highly recommend that you do so. Adventures and worlds you can scarcely imagine are waiting for you out there.

Thanks for reading!


The Knights of Solamnia Revisited

Dragonlance.

That one word is so incredibly evocative to me. I have written previously on how I found the Dragonlance Saga, and what it means to me both as a reader and author of fantasy. I cannot understate how much of an influence it has had on my life since its first discovery.

OG DL logo

But, perhaps I’m burying the lede here. The fact is that I’ve always wanted to be a contributor to the Dragonlance mythos. Unfortunately, there are fewer and fewer ways to do that nowadays. When I read Shadow of the Dragon Queen, something really struck me: the treatment of the Knights of Solamnia, by far one of my favorite aspects of Dragonlance.

I fully expected the Knighthood to be represented as a fighter subclass. It turns out, joining the Knighthood, as well as your status within it, really came down to a feat choice. Besides the fact that feats in 5e are (in theory) optional, I expected membership within the Knighthood to require more — and be more — than just a mere feat choice.

I was also puzzled by the Shadow of the Dragon Queen’s progression within the Knighthood. You could make up a character who could become a Knight of the Rose by 4th level without ever having been a part of the Orders of the Crown or Sword, all because of their feat choice. Or, you could achieve the orders out of their established order.

This didn’t strike me as lore friendly. If a Knight of Solamnia wants to become a Rose Knight, they should always start off as the lowest order, the Order of the Crown. After they’ve been there for a certain amount of time, and sufficiently proven themselves, they would then have to petition to join the Order of the Sword and be successfully inducted into its ranks by the other Sword Knights in charge. 

Only after they were a Knight of the Sword could the knight in question repeat that same process to eventually enter into the Order of the Rose. Rose Knights wield incredible political and military power, and that status should only come after they have proven themselves worthy throughout their career. I don’t think that makes sense at 4th level.

So, I decided to do something about it, and the DMs Guild was the answer. As I said above, I’ve always wanted to contribute to Dragonlance, and so that’s exactly what I did. I created a digital game supplement, The Knights of Solamnia Revisited, the second title released under the Sector M Games banner. In it, I explore what it means to be a Knight of Solamnia, how to role-play as one, and what your progression would look like.

At the center of this progression is a tiered, interconnected fighter subclass that would allow players of a Knight of Solamnia to make their journey from Crown Knight to Rose Knight as their level progresses. Of course, a knight could also make a full career as a Crown Knight or Sword Knight, and there are definite advantages to doing so.

Using these rules, the earliest you could gain the benefit of being a Sword Knight is at 7th level, with Rose Knight benefits kicking in at 10th level. Considering that most campaigns only run to between 10th and 12th level, it means that attaining entry into the Order of the Rose would come towards the end of the campaign, which makes much more practical sense. If you are able to game beyond those levels, this supplement goes all way the up to 20th level for all three career paths. You could absolutely have a party with a 20th-level Crown, Sword, and Rose Knight in it, and each one would function differently from each other and be powerful in their own right.

The Knights of Solamnia Revisited does present a more-powerful-than-average subclass, however, but if ever it was needed, it’s against the backdrop of the War of the Lance. Because the Solamnic Knights are the world’s premier military organization, they also get access to feats that other fighters don’t. This will allow them to really do the heavy lifting as a martial character in a Dragonlance campaign, especially in one where the odds of encountering a dragon at lower levels is virtually guaranteed.

The world of Krynn naturally lends itself to epic storytelling, so the Knights of Solamnia get some extra punch with a bank of general feats that any Solamnic Knight can take, as well as Order-specific feats that allow you to customize your knight to fine-tune your build and character ethos.

While DMs are encouraged to tamp down on these extra feats if they feel it would unbalance the party, consider these two things:

  • Martial characters need a boost to stay on even footing with magic-users
  • Party sizes have trended smaller than in the earlier days of the game

On the first part, with the exception of paladins, most martial characters struggle to compete with spellcasters in terms of overall effectiveness. This divide is only exacerbated as levels get higher. While character builds and player ingenuity can narrow that gap significantly, martial characters (again with the exception of paladin) rarely get their due. The need for fighters to be able to really bring it is particularly needed in Dragonlance where the challenges the characters will face have a smaller margin of error.

On the second point, the original Heroes of the Lance consisted of ten main characters: Raistlin, Caramon, Tika, Tanis, Sturm, Laurana, Tas, Flint, Riverwind, and Goldmoon. I don’t know about you, but most games I’ve played in the last few years have been lucky to have five people at the table, if that. With fewer players, it means that each character in the party will need to pull their own weight if they are to survive in the rugged world of Krynn. This supplement was meant to address those points, and more.

And just to make a good thing better, Miguel Coronado III has returned as the artist for this project, giving his own artistic take on the Solamnic Knighthood. He’s the one who did the incredible artwork for The Artificer’s Guide to Magic Items, and the pieces he created here are a veritable feast for the senses. The images here, aside from those noted, are all by him.

At the moment, I don’t have a firm release date, but we are close. The layout is in great shape due to the inestimable talents of Natalia Holmes, who is also an alum from The Artificer’s Guide. All that remains is a few minor tweaks and another professional once-over to make sure all is good to go before release. [Update: The Knights of Solamnia Revisited is available now on DMs Guild here.]

So, if you’ve enjoyed The Artificer’s Guide, are a fan of Dragonlance, or both, check out The Knights of Solamnia Revisited, now on the DMs Guild!

Thanks for reading!


An Open Letter to D&D’s Game Developers About the Artificer (From a Humble Fanboy)

[The following is an excerpt from my ttrpg book, The Artificer’s Guide to Magic Items available here on DM’s Guild. In its first week it has already achieved Copper Bestseller status!]

Dearest Devs,

I know I have engaged in some light critique in this guide, but in all sincerity, I hold all of you in the highest respect. None of my comments or implications here are intended to be mean spirited or insulting. You have labored long to produce a game that millions of people across the world play and enjoy on a daily basis, myself included.

As you can see from this guide, I love the Artificer class. Thematically, it fills a gap that I’ve wanted to see addressed for many years. I must admit, however, that I’ve been disappointed in how the class has been supported since it first appeared in Tasha’s Cauldron of Everything. There have been a few new spells added to the Artificer’s spell list as new sourcebooks have come out, but none of them have been exclusive as far as I’ve seen. D&D Beyond has greatly expanded the list of items that can be replicated, but that’s about it.

Apart from that, it has received no additional infusions, no alternate class abilities, unique magic items, or new subclasses the way that the standard twelve classes have. It is a class that rarely appears in virtually any D&D merch, such as the gorgeous, officially licensed enamel pin set. A few of its class features, such as the 9th-level ability Armor Modifications, don’t work correctly on D&D Beyond, and it seems unlikely that the class will ever appear in Larian Studios’ recently released Baldur’s Gate III game, or indeed any other D&D-themed video game in the near future.

Perhaps it is too soon to tell, but it concerns me that there’s been very little about the class in the One D&D releases or interviews. When the Expert classes were released, the Artificer was listed in a footnote as being part of that type of class, but it was not explored the way that the Bard, Ranger, and Rogue were in the playtest materials. This leaves me wondering whether the Artificer class will have a place in the game moving forward.

I hope that it does.  

So, Wizards of the Coast, I challenge you to give the class the consideration it’s due. Make it a legitimate part of the game instead of a strange, often-overlooked curiosity. It may be easy for me on the outside to say this, but when it comes to the Artificer, give us more and give us better. The potential for the class is there, so please do what you can to see it fully realized.

Thank you for your time and consideration.

Si vales, valeo.

Matt Carson


State of the Sector Address: 2024

My Fellow Sectorians,

It’s time to look back at the year of 2023 as well as look ahead to 2024. Right up front, I have to admit that 2023 was a creatively challenging year for me. There’s really no two ways about it — my day job started to infringe on my creative space in a big way for most of the early year.

I’m normally pretty good at keeping the two separate, but this time my work/life balance collapsed in its entirety. This continually compounded on itself,  putting me further and further behind on my goals.

I look back at the State of the Sector Address for 2023 and just sorta sigh. When you’re a creative, not every year is going to go your way, and 2023 went way off the rails. (And definitely not in a cool, Ozzy, Crazy Trains kind of way.)

So, while certain parts of this address will be a bit of a downer, I’ve tried to look at 2023 as an off-season, a year of preparation to put me into a better place for 2024. With that in mind, let’s take a look at how 2023 went for Sector M.

The Good News

The Artificer’s Guide to Magic Items: In a year with so many misses for me, this one landed, and is so much better than I could have hoped. I wrote about it in more detail here. While it took a bit to find a team that was capable and willing to take on a project like this, when it came together, boy howdy. I give full props to Gabby (the editor), Natalia (the designer), and Miguel (the artist). Each one of them brought their A-game and elevated the project above and beyond what I thought it could be. At the time of this writing, I am waiting for the final proof from the printer. If all is well when I get it, we’ll be ready to launch. UPDATE: The book is now available here. Enjoy!

Sector M Games: There is a new section to the Sector M website aptly titled “Sector M Games.” It has a listing for the Artificer’s Guide there now. As I add more game projects and titles, this will be the place to find them. I also created a dedicated Twitter/X handle: @TheSectorMGames. If you’re still on Twitter/X, please go give it a follow.

Baldur’s Gate 3: So, by June/July of 2023, I was starting to recover from months of stress and burnout, making slow progress back towards the light. Then I found Baldur’s Gate III, starting in early August, which I detailed here. While it’s true that I suddenly wanted to spend all hours saving the world next to Karlach, Shadowheart, and Minthara, it did actually help reignite some much-needed creative energies. For me, playing a game like that is almost meditative, acting like a freestyle association exercise for the mind in contemplating the genre it occupies.

Besides that, being able to immerse yourself in a world with so many well-developed characters, each with incredible dialogue, is a good way to jump-start your muse. Even though I’ve had multiple playthroughs at this point, my second one (an evil one), still lives rent-free in my head with its implications and repercussions. While BG3 didn’t necessarily help me reach my word-count goals, it did put me on a better trajectory once I was able to return to writing. And you know, I’ll take that as a win.

Blog Delivery: In spite of everything that happened, I was able to keep my blog schedule, give or take a day or two here and there. Twelve blogs promised, and twelve blogs delivered. It’s my intent to keep going with the one-a-month schedule. See below.

A New Fiction Project: Last year I said that I was pivoting away from science fiction for the foreseeable future to focus on fantasy. While that’s certainly true for the books I’m shopping around to agents, just when one story stopped talking to me (see the next section), another started forming at the edges of my mind. Considering I spent much of spring and summer rewatching all seven seasons of Star Trek: The Next Generation, it’s no wonder that the science fiction part of my brain couldn’t help but be reactivated.

So, I’m back to the universe I’ve been developing for years now, this time with a new approach, new characters, new environs, and a seemingly impossible challenge that the protagonist will need to overcome. I’m about 9,000 words into it at the moment. It (probably) won’t be a full novel length, but right now I’m shooting for around 50,000–60,000 words, putting more in line with a novella. I am tentatively hoping to finish it around April/May of this year.

The Not-So-Great News

Cyberpunk Novel on Pause: When things became unbearable at work, I had to put down Book #7, and it broke my heart. Previously, things had been thrumming with it. The story was really speaking to me. I was doubling or tripling my average word count per writing session on a regular basis. I was at about 135,000 words when I just lost the thread, and it was tantamount to crashing into a brick wall. It wasn’t writer’s block, per se, since I was working on other projects without issue. But as far as the novel’s narrative was concerned, it simply went radio silent. It hasn’t come back. I have a few projects I need to finish and deliver, but I’m hoping to try to rekindle this thread later this year. It won’t be easy, but then again, nothing worth doing ever is.

Board Game Still In Development: The board game that I’ve been developing for a while likewise had to go on hiatus. I was able to get some traction on it, especially in acquiring some initial artwork and completing the demo. I now have a fully playable demo set that I’ve playtested a few times. These playtest sessions were able to shine a light on some of the weaker elements of the play structure. I was in the middle of introducing a new mechanic when it also had to be put down as my mental bandwidth ground down to nearly zero. It’s still on my radar, and I hope to get back to the next iteration at some point this year. 

Strange Reports Re-Release: To complete the anti-trifecta of projects, I had planned to release and revamp my anthology of short stories, Strange Reports from Sector M in or around May. That obviously didn’t happen, but is still something that’s on my list for this year. I’m clearing space on my schedule around June to get back to this and give it the attention it deserves.

The Road Ahead

The Knights of Solamnia Revisted: The next project I have in the works for the DM’s Guild is (as the name implies), a second look at the Knights of Solamnia as they appeared in Dragonlance: Shadow of the Dragon Queen. This supplement give players the option of playing a Solamnic Knight as a full fighter subclass with career paths that represent all three Orders of Knighthood: the Crown, the Sword, and the Rose.

I am over the moon to be able to write something for the Dragonlance setting, which has been a favorite of mine for a very long time. More on that here. This will be a much shorter entry than the Artificer’s Guide, short enough that it won’t have a print-on-demand version. That will greatly simplify the publishing process since as soon as we have a PDF ready to go, we can move forward. I have the manuscript ready for editing, so watch for that around the end of March/early April timeframe.

Blog Rollout: My blog topics are fairly eclectic, and that’s definitely going to be the case with 2024’s slate. Some of them I’ve been wanting to write for a long time now, so if you’ve enjoyed what I’ve done the last year or two, 2024 will build upon that. The dates the blog will drop will by and large be the third Friday of each month.

Of course, if last year taught me anything, it’s the futility of trying to plan too far ahead. So, the following are my intended blog dates, but there could be some slight variance to them. My current dates are:

I’ll link each of the blogs to the date above once it has posted. So, if you miss a blog along the way, you can just refer back to this post to get the links.

Recap from Above: To summarize from the points above, my additional goals for 2024 include:

  • Finish up on my new sci-fi novella — April/May
  • Relaunch of Strange Reports from Sector M — June/July
  • Circle back to Book #7 — August/September

Support Sector M

In closing, if you would like to support what I do, here are some of the ways you can help. If you have previously bought one of my books, one of the best things you can do is leave a review. It doesn’t cost money, it can be as short or as detailed as you like, and it will help with the algorithm that decides who gets to see what’s what.

Take us out.

Final Thoughts

2023 may not have gone the way I thought it would, but it has set up this year to be something of a clearing house for projects that have been waiting in the wings. I like to think of the phases of my creative journey as stepping stones. So, I believe that 2024 will, in turn, become a way to set up 2025 for something entirely new. I am certainly looking forward to that.

So, that does it for the State of the Sector Address for this year. If you’ve been here a while, thank you so much for sticking with me. If you’re just now joining us, welcome aboard! In any case, I appreciate you all — each and every one. 

See you around the Sector!

Si vales, valeo.

-MC


Introducing The Artificer’s Guide to Magic Items 

Back in January, in my State of the Sector address, I mentioned that I was working on a Dungeons & Dragons supplement for the DM’s Guild. In my ignorance (or perhaps hubris), I thought it would be ready in March. Oh, you sweet, summer child.

But here’s the thing: While I may have grossly overestimated how long it would take to produce said supplement, I’m glad it came along in its own time. It allowed me to really make it great, thanks largely to the editor, designer and artist on this, Gabby, Natalia and Miguel. Now I’m proud to be able to introduce The Artificer’s Guide to Magic Items

What is it?

The Artificer’s Guide is a supplement for Dungeons & Dragon 5e for both players and Dungeon Masters. The book serves both as an expansion and fusion of the crafting systems found in the Dungeon Master’s Guide and Xanathar’s Guide to Everything. It takes a layered approach to item creation that ranges from mundane, non-magical items to powerful artifacts — and everything in between.

I would hardly be a copywriter if I didn’t include a list of features and benefits, so here you go:

  • Expanded item creation rules for non-magic items, magic items of all five standard rarities, scrolls & potions, sentient items, and artifacts.
  • Improve the value of gems and art objects, add new abilities to existing magic items, transfer abilities between items, and design new magic items from scratch.
  • Hire help in crafting or enchanting items, or engage your fellow party members in the process to create cooperatively.
  • Explore special crafting environments, tools, and components that can supercharge any player’s ability to craft — especially if they are an Artificer.
  • Discover ways to integrate Artificer class abilities into item creation, granting additional time savings and reduced creation costs.
  • 9 new spells exclusive to Artificers to unlock their crafting and creative potential.
  • 15 optional rules to fine tune the crafting and item interaction experience at your table. 
  • 22 new magic items that include crafting aids and ways to give all four Artificer subclasses an extra edge both in the lab and on the battlefield.
  • Includes handy worksheets with step-by-step instructions to keep track of all the numbers.

Why is it?

I am a big fan of the Artificer class that debuted in Tasha’s Cauldron of Everything. I love the idea of a character that uses magic to create stuff. It fills a gap that I’ve wanted to see addressed for a long time. Unfortunately, I feel that the class hasn’t been given the same attention and support that the other core classes in the game have received. There just feels like there’s something missing from it.

What’s worse, you have a class that’s devoted to making things, but the item creation rules in 5e feel half-hearted and don’t grant the Artificer class any advantages in crafting. According to the rules, if a Barbarian and an Artificer were both trying to create a staff of thunder and lightning, they would be on equal footing.

To me, that doesn’t fulfill the core fantasy of being an Artificer. It would be akin to a Bard not having the edge in drafting an epic poem, or a Paladin being equivalent to a Rogue when it comes to navigating the seedy underbelly of a crime syndicate.  

So, I did something about it. I created a crafting system using the framework of existing elements from both the Dungeon Master’s Guide and Xanathar’s Guide to Everything. In this resulting system, any class can craft items, but the Artificer has the chance to shine brightest. The system also integrates Artificer class abilities into the mix to give a little extra oomph to creating items.

Where is it?

You’ll be able to find it on the DM’s Guild soon. ‘Soon’ being in the next few weeks. Right now, the layout is done, and we’re in the process of getting a print-on-demand version sorted out. That’s right, there will be a hard-copy version of the book available at launch! UPDATE: The book took slightly longer to launch than originally thought, but the book it’s now available here!

The PDF version of the book is $4.99. If you want a hard copy, that version is $17.99.

Final Thoughts

The Artificer’s Guide is the first supplement that I’m releasing under the Sector M banner. Pretty soon, there will be a new part of my author website for Sector M Games. You’ll note that everything under the games banner will feature a green version of the classic Sector M logo.

So, yeah, this is my first release under Sector M Games, but I’m hoping it won’t be the last. I have some other projects in the works that I hope will soon join the Artificer’s Guide on DM’s Guild or on my website.

Until then, have a Happy Thanksgiving everyone!


An Open Letter to Wizards of the Coast from a Humble Fanboy:

[Author’s note: Each time I went to post this, the story and circumstances around the OGL changed (that’s part of why it’s late). I’ve kept the text more or less the way I had it. I’ve included an update section at the very end.]

Dear Wizards,

Well, you’ve had an interesting couple of weeks. Once again, it feels like I’m watching history unfold before my eyes. Not the happy kind. More like the destined-to-be-taught-in-business-college-courses-cautionary-tale kind of history.

Now, before we get too far into this, let me make a distinction here. This letter is to the executive staff of Wizards of the Coast, the decision-makers and gatekeepers, as well as any others from Hasbro that might be involved in what could only charitably be called a fiasco. For all the designers, community managers, middle managers, and developmental staff of D&D, this isn’t aimed at you. I know this has been hard on you, too. Stay strong and know that you are loved. (Also, I’d like to see you do more with the Artificer, but that’s another story.)

So, WotC executives, where to begin? I swear by the great beard of Moradin that I’m not just ragging on you. In fact, believe it or not, I want to help you. Let’s start with a little education. We all know the old axiom that those who do not know history are doomed to repeat it, right? Unfortunately, for many of us, recent events in the TTRPG space have felt more like those who know history are doomed to watch those who don’t know history repeat it.

Let’s set the wayback machine to 2008. Fourth edition comes along, and it’s excluded from the existing OGL. It takes its cues from the GSL, a much more restrictive set of rules for putting out game content. Paizo says no thanks, and BOOM — we have Pathfinder.

I doubt any of the existing WotC executive team in place now was present back then, but there was a definite cause and effect. Cause: a departure from the OGL that had issued in a golden age for D&D. Effect: massive loss of faith in D&D by the player base, giving rise to the game’s biggest competitor.

At the time, the blunder of Fourth Edition in its attempt to chase the thrill of an MMO (but without all the things that make an MMO memorable and fun), seemed like D&D had finally run its course. Shortly, it would join any number of other legacy systems on the scrap heap. It would be something old players of the game would reminisce about and tell war stories from adventures at the High Clerist’s Tower or in the streets of Waterdeep. Maybe we’d pull it out for a one-shot every now and then.

I stepped away from D&D at that time. Truth be told, I didn’t think I would ever come back, and if I did, I would probably play older editions of the game. I ignored 5e when it came out initially. I thought I was done with D&D.

Then a miracle happened, the thing I’ve always wanted since I’ve been a TTRPG player: D&D broke through into the mainstream, or as close to it as I’ve ever seen. Suddenly there were more active players than there ever had been before. Folks who might never have played RPGs previously found a home with D&D 5e, and I was super onboard for that. D&D came alive again. People were excited to play it. I never thought I would see that again after Fourth Edition.

You see, I firmly believe that playing TTRPGs is a healthy form of self-expression. At once, it combines creativity, tactical and strategic thinking, improvisation, critical analysis, and basic math. There’s also a strong social component to it. For life-long introverts such as myself, D&D was a refuge, a home away from home. I know I’m not alone in this.

Unfortunately for everyone involved, the OGL 1.1 (or 1.2, 2.0, or whatever) has made this haven feel pretty inhospitable. I’m one of the lucky ones in that my livelihood is not directly tied to D&D content creation, but there are innumerable talented Youtubers and creators out there that I respect who are put in jeopardy over this.

This will not do.

It’s how you say “Good-bye” in graph paper.

At the time of this writing, you have released your response to the uproar. Silence was not your friend, let me tell you. The statement itself did little to allay any of my fears. Truly, you may like to label it as “we both won,” but if anything the opposite is true — we all lost.

We lost a home and the promise of what the OGL was meant to stand for. Whether you realize it now or not, you lost, too. Not from the backlash this caused, no, but you’ve lost the trust. Shattered it, more like. Your want to control that part of the gaming space has opened the door for your competitors to offer their own OGLs, ones that we hope live up to the spirit of the original. Once again, cause and effect.

Cause: a departure from the OGL that had issued in a second golden age for D&D. Effect: massive loss of faith in D&D by the player base, giving rise to the game’s biggest competitors. Note the plural there.  

Sound familiar?

Get used to seeing this dragon.

It’s exhausting to see the death of D&D — again — play out in real time before my eyes. All empires crumble, however, and perhaps it’s time for D&D to fade into near obscurity. I doubt the game will go away completely, but I’m not putting any odds on One D&D now. I was looking forward to where it would go, but now…not so much. Ditto for the upcoming movie and TV show.

While some small, idiotically optimistic part of me thinks you might change course in light of how unpopular this initiative is, the truth is that you will likely continue with deauthorizing the OGL 1.0a as planned, despite the many, many warnings of what an avoidable, self-inflicted wound that would be.

But okay, if moving units is really what motivates you, if that’s the only language you speak, take heed. By attempting to have more, you will wind up with less. I know that sounds a bit like a fortune cookie. It’s true though. If you move forward with your plans, you will have put the nails in the coffin of D&D’s resurgence. All of them, all at once. Dead and buried.

And I suppose that’s what hurts the most about all of this. You had the top spot, you had achieved something fantastic, something truly wondrous…and then you just threw it all away. Perhaps you view the ecosystem that developed around D&D, and by extension those who could make a living from it, as parasitic. You really should view them as pillars. They prop up your brand and your game on a daily basis. How many other games ever get to that point? You should have done everything you could to further empower and protect them.

Instead, you’ve managed to alienate practically all of them in a comically short amount of time, though there’s nothing funny about any of this. Once again, livelihoods are on the line. How can the community ever trust you again? Your actions demonstrate a staggering lack of understanding of your own product, and a level of disconnect from your playerbase that is almost too much to believe.

In short: You were the chosen one! You were supposed to bring balance to the Force, not leave it in darkness!

Then again, I could be looking at this the wrong way. Perhaps I should be celebrating this in the form of an Irish wake. Maybe there should be no monoliths in the TTRPG space, no not one. Perhaps we’ll be better off without you. Perhaps ironically, and certainly unintentionally, you have made Dungeons & Dragons into a phoenix.

Paizo is already laying the groundwork for the ORC. MCDM is working on their own game system that will be “aggressive” in its own open gaming license. Kobold Press has their “Black Flag” project in the works. Monte Cook, who has designed several of my favorite games, has his Cypher system. I’ve been meaning to check it out, so this seems like the opportune moment to do so.

Current mood.

They are all rising from the ashes before you’ve even finished burning it all down. But make no mistake,  your game, your community, the goodwill you’ve built up over the years, and the reputation of Wizards of the Coast, such as it is — yeah, it’s all on fire.

And you are the ones who held the torch.

But in the words of the great Led Zeppelin, whose music is inextricably tied to classic D&D: There are two paths you can go by, but in the long run, there’s still time to change the road you’re on.

Thank you for your time and consideration.

Si vales, valeo.

-Matt Carson

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UPDATE:  At this point, the first proposed “playtest” form has gone up for OGL 1.2. I’ll admit that some of the concessions appear to be a step in the right direction, but I would still never dare to produce content under it. Here’s a short list of why:

1. You still want to deauthorize the OGL 1.0a. The reasons you cite are spurious — a dodge at best and an insult at worst. The OGL has stood for more than 20 years. That I’m aware of, there haven’t been any high-profile offensive content released under it by third-party publishers.

2. The morality clause in 6f is untenable. The way this situation was handled shows that WotC is hardly a moral compass to determine what is “harmful” or “obscene.” This point says that you alone determine what is considered hateful, and this cannot be contested in court. Even if the rest of OGL 1.2 were perfect (and spoilers, it isn’t), there’s no way any content creator would, or should, agree to that.

3. You give yourself at least three ways you can change your mind in the future if it suits you, including the Severability clause. “Irrevocable” in this case doesn’t mean what you’re hoping the community thinks it means.

4. I’m not as well versed in the VTT space, but the provisions you put in place are clearly meant to give you an advantage once the One D&D VTT comes out. This doesn’t seem like you’re terribly confident in your product if you feel the need to close off sections of it from other developers.

5. Ultimately, the broken trust means that I cannot expect you to act in good faith with any of this. It’s as  simple as that. OGL 1.2 does attempt to give content creators a little more breathing room, but it’s just not enough.

As it stands now, the new OGL is a bad bet, one that most third-party publishers and content creators will be unwilling or unable to make.