WEBVTT - A War For the Soul of Dungeons & Dragons

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<v Speaker 1>Hey, everybody, Robert here. UM. I recorded this with Jason

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<v Speaker 1>about two days before UM, Wizards of the Coast put

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<v Speaker 1>out an announcement completely backpedaling on everything they had been

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<v Speaker 1>planning to do to the Open Gaming License UM. Of

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<v Speaker 1>survey of fifteen thousand fans said they were not happy

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<v Speaker 1>with the Wizards uh de authorizing UM the one point

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<v Speaker 1>out open gaming license and uh, I mean, what it

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<v Speaker 1>looks like is a lot of people unregistered from D

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<v Speaker 1>and D beyond and UM, a lot of people called

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<v Speaker 1>in complaining and the numbers folks at Wizards panicked. UM.

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<v Speaker 1>And as a result, they are completely folding on the

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<v Speaker 1>plans to uh rescind or de authorize the open Gaming

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<v Speaker 1>License UM, and in factive announced that they are making it. Uh.

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<v Speaker 1>The exact terms they use are irrevocable and UH yeah,

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<v Speaker 1>that's that's good. Yeah. And they put everything under an

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<v Speaker 1>irrevocable creative comments license. So this is all just breaking UM.

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<v Speaker 1>But I think it's broadly good news. Anytime a giant

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<v Speaker 1>company chooses to do something kind of crummy with a

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<v Speaker 1>piece of what what I would say is actually pretty

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<v Speaker 1>meaningful intellectual heritage. UH, and then they get slapped down

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<v Speaker 1>and panic and reverse course, that's a good thing. Um.

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<v Speaker 1>It shows a number of things, which one of which

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<v Speaker 1>probably the most important of which is that the community

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<v Speaker 1>of people who recognize their value in these kinds of games,

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<v Speaker 1>in this uh, this pastime, this recreational activity, um also

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<v Speaker 1>fundamentally value the essence of like what is open source ideology?

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<v Speaker 1>Which is nice, Like, it's nice to know that the

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<v Speaker 1>open source folks we can still throw a punch every

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<v Speaker 1>now and again, even if it's just a punch at

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<v Speaker 1>Wizards of the Coast. So happy ending, everybody, Happy ending. Also,

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<v Speaker 1>the good folks at Pizo sold out of eight months

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<v Speaker 1>worth of Pathfinder books in two weeks, So that's nice too. Uh,

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<v Speaker 1>it could happen. Here is the podcast that you are

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<v Speaker 1>listening to right now. I am Robert Evans. This is

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<v Speaker 1>a show about things falling apart and sometimes putting them

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<v Speaker 1>back together. And today we're we're taking a little bit

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<v Speaker 1>of a different tack. In recent weeks, you've listened to

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<v Speaker 1>us cover a wide variety of issues, from conflicts in

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<v Speaker 1>places like me and mar two conflicts here at home

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<v Speaker 1>in the city of Atlanta, UM, to deep dives in

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<v Speaker 1>history and all that all that good stuff. That that

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<v Speaker 1>you know and love us. For today we are talking

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<v Speaker 1>about a subject that is unusually close to my heart,

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<v Speaker 1>Dungeons and Dragons. Now, I'm gonna guess, just given the

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<v Speaker 1>nature of our listenership, a decent chunk of you grew

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<v Speaker 1>up playing D and D UM, and just because of

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<v Speaker 1>how really shockingly suddenly it's become much more popular than

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<v Speaker 1>it than it ever was previously, and much more mainstream

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<v Speaker 1>a lot of you who may have encountered as an adult, Um,

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<v Speaker 1>there's a lot that's actually been written, kind of sociologically

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<v Speaker 1>on on what Dungeons and Dragons is. At one point

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<v Speaker 1>that some people will make is that it's it's kind

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<v Speaker 1>of the first new game that we had that that

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<v Speaker 1>human beings made up since like Chess, Um, by which

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<v Speaker 1>I mean you you have had war games for a

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<v Speaker 1>very long period of time. But the concept of a

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<v Speaker 1>role playing game and the way that that D and

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<v Speaker 1>D is, where you're essentially sitting down with a group

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<v Speaker 1>of people and engaging in an act of collaborative storytelling

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<v Speaker 1>that's kind of buttressed by a system of rules. That's

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<v Speaker 1>actually a pretty new idea now. Now, elements of this

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<v Speaker 1>have existed forever, UM and In fact, kind of an

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<v Speaker 1>interesting fact you'll run into is that in the late

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<v Speaker 1>medieval period a lot of jousts had role playing elements,

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<v Speaker 1>including ones were like rulers and and their their court

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<v Speaker 1>would dress up as the Knights of the Round Table

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<v Speaker 1>and act in character as those nights. So elements of

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<v Speaker 1>all of this stuff have a existed for a while,

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<v Speaker 1>but when Dungeons and Dragons kind of came together as

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<v Speaker 1>a game for the first time, it was it is

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<v Speaker 1>kind of worth seeing it as as something really new

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<v Speaker 1>and valuable in the history of play and the history

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<v Speaker 1>of human creativity. Um So as a result of that,

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<v Speaker 1>I do kind of think I I personally think there's

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<v Speaker 1>something a little bit sacred about that that basic idea.

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<v Speaker 1>And one of the things that's really interesting to me

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<v Speaker 1>about the industry that grew up around Dungeons and Dragons

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<v Speaker 1>is that there have always been a lot of people

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<v Speaker 1>in it who I think feel the same way. Um

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<v Speaker 1>And I think one of these people was a guy

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<v Speaker 1>named Ryan Dancey, and Ryan dancy Um was vice president

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<v Speaker 1>in charge of Dungeons and Dragons at Wizards of the

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<v Speaker 1>Coast for a while um and he helped actually negotiate

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<v Speaker 1>the sale of the Dungeons and Dragons property to Wizards

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<v Speaker 1>of the Coast when the company that had been distributing

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<v Speaker 1>it fell apart, and Dancy was a big part of

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<v Speaker 1>the institution in the year two thousand of what became

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<v Speaker 1>known as the Open Gaming License, and they basically what

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<v Speaker 1>this meant is that the set of rules that that

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<v Speaker 1>D and D worked by, and at around two thousand,

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<v Speaker 1>which was I think you would call it like three

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<v Speaker 1>point oh, was the system in place basically got elements

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<v Speaker 1>of the mechanics got effectively open sourced. UM. And so

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<v Speaker 1>Wizards of the Coast UM went from what had been

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<v Speaker 1>the previous move of the people who had owned D

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<v Speaker 1>and D, which was kind of to oppose people trying

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<v Speaker 1>to make third party content using the ruled source, to

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<v Speaker 1>embracing it and allowing it to do that freely. UM.

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<v Speaker 1>And now I'm going to introduce our guest, who is

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<v Speaker 1>one of the people who uh is kind of the

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<v Speaker 1>one of the most influential folks in what happened after this,

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<v Speaker 1>because once the Open Gaming License came into effect, there's

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<v Speaker 1>suddenly this galaxy of new games and supplemental materials that

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<v Speaker 1>people start making, UM, which you know Wizards is not

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<v Speaker 1>profiting from directly, but which the hobby profits from UM.

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<v Speaker 1>And one of the people who has who has been

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<v Speaker 1>most influential in that is our guest today Jason Bollman. Jason,

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<v Speaker 1>you are the the game a lead game designer at

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<v Speaker 1>Piazzo and the creator of Pathfinder, which is the I mean,

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<v Speaker 1>it's not Dungeons and Dragons, but it uses as its

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<v Speaker 1>base that kind of open gaming uh system, and it's

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<v Speaker 1>it's what I play when I get a chance to

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<v Speaker 1>sit down and play a role playing game. So, first off, Jason,

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<v Speaker 1>thank you for several thousand hours of of my my

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<v Speaker 1>childhood and early adulthood UM spent playing path Fighter. Yeah,

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<v Speaker 1>well thanks for having me. And yeah, PISO kind of

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<v Speaker 1>spun off from Wizards of the Coast UM, you know,

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<v Speaker 1>back in the early days of the open game license,

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<v Speaker 1>and we were there official publishers of their magazine until

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<v Speaker 1>that kind of came to an end, and then we

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<v Speaker 1>we started making our own game based off the open

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<v Speaker 1>game license. And did I did I? Did I get

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<v Speaker 1>all that right earlier? Do you have any kind of

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<v Speaker 1>clarification she'd like to add before we move further into

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<v Speaker 1>the conflict, And there is a conflict. We're not just

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<v Speaker 1>talking about how cool d Pathfighter are. I think there's

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<v Speaker 1>a There's an interesting thing to note about games. Games

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<v Speaker 1>are kind kind of weird when it comes to copyright

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<v Speaker 1>and ownership, and it's kind of why the Open Game

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<v Speaker 1>License is so important. Right. So TSR, the company that

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<v Speaker 1>owned Dungeons and Dragons before Wizards of the Coast, was

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<v Speaker 1>pretty pretty litigious, as you mentioned, um, but they ended

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<v Speaker 1>up getting into kind of a bind because you know,

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<v Speaker 1>the game itself is one that encourages people to make

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<v Speaker 1>their own content, to kind of homebrew stuff and invent

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<v Speaker 1>their own stories. And what it comes down to is

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<v Speaker 1>that you know, ultimately, game mechanics can't be copyrighted. That

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<v Speaker 1>that's been long held, that that those sorts of things

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<v Speaker 1>you cannot copyright. That's why you see so many versions

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<v Speaker 1>of like Scrabble that aren't Scrabble. Um. Yeah. And it's

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<v Speaker 1>why anyone can make a basketball team or a basketball

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<v Speaker 1>league and play basketball. You don't have to get the

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<v Speaker 1>NBA's approval to play fucking basketball exactly exactly. So the

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<v Speaker 1>Open Game License wasn't about giving everyone permission to use rules,

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<v Speaker 1>which is something that to already kind of do. It

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<v Speaker 1>was about giving them kind of a safe harbor, a

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<v Speaker 1>place that everybody involved kind of knew that this was

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<v Speaker 1>all okay, no one was going to be filing frivolous,

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<v Speaker 1>frivolous lawsuits, and that you could use kind of direct

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<v Speaker 1>references without having to be a copyright lawyer or retaining

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<v Speaker 1>a giant staff. It allowed a lot of very little

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<v Speaker 1>businesses to kind of spring up, making, Hey, here's my

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<v Speaker 1>cool adventure that I ran from my group. You can

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<v Speaker 1>buy it and play it with your group. Now, little

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<v Speaker 1>things like that, and I don't think it's for nothing.

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<v Speaker 1>That number one a huge thing. And this has become

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<v Speaker 1>as Silicon Valley is kind of turned more mercenary. This

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<v Speaker 1>has become less of a thing, but a massive thing

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<v Speaker 1>in the early history of Silicon Valley in the tech

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<v Speaker 1>industry was the open source movement. You know, was the

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<v Speaker 1>idea that a lot of people should be able to collaboratively,

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<v Speaker 1>work and iterate on things without having to worry about

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<v Speaker 1>who owns the basic idea right, you know. Lennox Is

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<v Speaker 1>is a great example of this, and the the ideology

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<v Speaker 1>behind the open source movement was a big influence in

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<v Speaker 1>the open gaming license. I mean Dancy kind of admits

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<v Speaker 1>that himself. There's a quote where he says that, like, Yeah,

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<v Speaker 1>I think we need to embrace some of these ideas

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<v Speaker 1>at the heart of the open source movement, because I

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<v Speaker 1>think it will be a good business decision for Wizards

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<v Speaker 1>of the Coast. It will on the whole, even if

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<v Speaker 1>we're not profiting directly from every sort of like thing

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<v Speaker 1>that people make off of this, the fact that it's

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<v Speaker 1>going to cause the hobby to explode will benefit us.

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<v Speaker 1>And I think he's been proven right in that because

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<v Speaker 1>D and D has gone from this thing that like

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<v Speaker 1>I got bullied for in high school too. There's these

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<v Speaker 1>massive podcast there's been TV shows that are just people

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<v Speaker 1>playing the game like it has reached this level. I

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<v Speaker 1>never really expected it would of like critical and and

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<v Speaker 1>mass acceptance, which has been really cool to see. It's

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<v Speaker 1>been one of the things that I've been happiest about

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<v Speaker 1>watching occurs socially in the last couple of decades. Yeah,

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<v Speaker 1>you can't disagree that the business case wasn't super tight, right, Uh,

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<v Speaker 1>The way that the O g L got all of

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<v Speaker 1>the other game companies, many of which had their own

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<v Speaker 1>entirely different games in the early two thousands, they all

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<v Speaker 1>abandoned them and started making content for D and D UM,

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<v Speaker 1>and that just kind of carried forward a large swath

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<v Speaker 1>of kind of the game industry, which is pretty cottage, right.

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<v Speaker 1>There's a bunch of small players. There's not a lot

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<v Speaker 1>of large corporations in here. Um. You know, in fact,

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<v Speaker 1>Wizards is by far the largest, And so you've got

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<v Speaker 1>a bunch of small game companies that are are seeing

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<v Speaker 1>this as a great opportunity to kind of play in

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<v Speaker 1>the big pool, and a lot of them followed suit.

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<v Speaker 1>So obviously the recent we are here today is that

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<v Speaker 1>a paul has been cast recently over what has up

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<v Speaker 1>until now been kind of a lovely thing. Um, Wizards

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<v Speaker 1>of the Coast got a new CEO pretty recently, right, Um,

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<v Speaker 1>Cynthia Williams is relatively new. Yeah, And and there is

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<v Speaker 1>basically murmuring coming from the company that's like, we don't

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<v Speaker 1>think D and D is properly capitalized. We we believe

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<v Speaker 1>that there's we are leaving money on the table here.

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<v Speaker 1>And kind of in the wake of some of that

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<v Speaker 1>stuff coming out, they announced a series of changes to

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<v Speaker 1>the Open Gaming license and if you if you kind

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<v Speaker 1>of want to take it from here and explain because

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<v Speaker 1>I've i've i've I've read and listened to a number

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<v Speaker 1>of different folks. I'm saying like, well, it's not as

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<v Speaker 1>bad as people are are fearing, and some folks saying

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<v Speaker 1>like this would effectively kill a huge chunk of the

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<v Speaker 1>hobby and a bunch of the companies that have grown

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<v Speaker 1>up in the wake of the open Gaming license. And

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<v Speaker 1>I'm I'm interested in your take on what what Wizards

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<v Speaker 1>is doing here and what actually kind of is at risk.

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<v Speaker 1>So yeah, I think you you you've in plued into

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<v Speaker 1>the start of this, which was in uh early December

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<v Speaker 1>of last year, Hasbro earnings call uh Cynthia basically came

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<v Speaker 1>out and said D and D was under monetized and

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<v Speaker 1>they had been spending the entire previous year really proliferating

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<v Speaker 1>Magic the Gathering, which is their other giant brand, and

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<v Speaker 1>kind of really making a lot of money, like talks

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<v Speaker 1>of like it is a billion dollar brand. And UM,

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<v Speaker 1>as a result, you know, there was kind of some

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<v Speaker 1>murmurings and some rumblings going through December, UM talking about

0:12:16.400 --> 0:12:18.560
<v Speaker 1>a new version of the O g L. Wizards themselves

0:12:18.600 --> 0:12:20.960
<v Speaker 1>came out on December twenty one, so just a few

0:12:21.000 --> 0:12:23.439
<v Speaker 1>days before Christmas and said that a new O g

0:12:23.600 --> 0:12:27.080
<v Speaker 1>L was coming and that it had notes in it

0:12:27.120 --> 0:12:32.920
<v Speaker 1>about royalty reporting and um, you know, mentioning that folks

0:12:32.960 --> 0:12:36.600
<v Speaker 1>won't need to pay until later um, and that um

0:12:36.640 --> 0:12:38.880
<v Speaker 1>you know, really this new license is only going to

0:12:38.920 --> 0:12:41.040
<v Speaker 1>be to make books and PDF. So they said this

0:12:41.080 --> 0:12:44.440
<v Speaker 1>on December twenty one. And the royalty part of that

0:12:44.760 --> 0:12:46.880
<v Speaker 1>is was really quite challenging because it said if you

0:12:47.240 --> 0:12:51.080
<v Speaker 1>make over seven thousand dollars a year, um, you might

0:12:51.120 --> 0:12:55.600
<v Speaker 1>have to pay a sizeable percentage of your your your

0:12:55.720 --> 0:13:01.240
<v Speaker 1>gross profit. Like and that's terrified, which when you're talking

0:13:01.240 --> 0:13:04.240
<v Speaker 1>about a business and and this is not the gaming

0:13:04.280 --> 0:13:08.880
<v Speaker 1>industry does not run on huge margins. Um. No, unless

0:13:08.880 --> 0:13:11.560
<v Speaker 1>you're like making Warhammer models that you're selling for a

0:13:11.640 --> 0:13:14.960
<v Speaker 1>hundred and twenty dollars for a piece of plastic that's tied. Yeah,

0:13:15.360 --> 0:13:19.200
<v Speaker 1>the margins are pretty tight. Um. So saying like past

0:13:19.360 --> 0:13:23.160
<v Speaker 1>you know, seven k, your company with however many employees,

0:13:23.160 --> 0:13:26.680
<v Speaker 1>has to give a quarter like that, that'll sink people. Yeah.

0:13:26.679 --> 0:13:29.400
<v Speaker 1>I think a lot of companies, the larger ones, couldn't

0:13:29.480 --> 0:13:33.160
<v Speaker 1>sustain that, right, I mean I think saying your gross

0:13:33.160 --> 0:13:36.560
<v Speaker 1>over seven just basically means make sure you only make

0:13:36.559 --> 0:13:40.560
<v Speaker 1>seven hundred dollars that year. Um I I do think

0:13:40.600 --> 0:13:44.160
<v Speaker 1>that that is that is a real, real dangerous thing

0:13:44.200 --> 0:13:46.040
<v Speaker 1>to a lot of these businesses. Now, for a lot

0:13:46.080 --> 0:13:48.320
<v Speaker 1>of the content creators, this is never gonna matter. But

0:13:48.440 --> 0:13:50.840
<v Speaker 1>I do believe that part of this was, you know,

0:13:50.920 --> 0:13:54.880
<v Speaker 1>seeing gigantic multimillion dollar kickstarters happening and kind of going,

0:13:54.880 --> 0:13:59.040
<v Speaker 1>where's our Yeah, we want a piece of this? Um

0:13:59.120 --> 0:14:01.480
<v Speaker 1>And the answer to that is that, like you know,

0:14:01.520 --> 0:14:03.800
<v Speaker 1>and it's problematic just crediting the creation of D and

0:14:03.840 --> 0:14:07.880
<v Speaker 1>D solely to Gary Gygax, but like the people who

0:14:08.000 --> 0:14:11.079
<v Speaker 1>came up with and play tested and made D and

0:14:11.160 --> 0:14:13.320
<v Speaker 1>D a thing, and then the people who iterated and

0:14:13.440 --> 0:14:16.440
<v Speaker 1>changed and evolved it from you know, the original game

0:14:16.480 --> 0:14:19.080
<v Speaker 1>to a D and D um and the years of

0:14:19.120 --> 0:14:23.560
<v Speaker 1>thacco to two three point oh like like morally, outside

0:14:23.560 --> 0:14:26.160
<v Speaker 1>of like what I think is justifiable in corporate law

0:14:26.200 --> 0:14:28.680
<v Speaker 1>and stuff, Like, morally, I think it's fucked up to

0:14:28.720 --> 0:14:33.040
<v Speaker 1>say that like some company forever gets a piece of

0:14:33.040 --> 0:14:35.880
<v Speaker 1>that when what it is is like human beings coming

0:14:35.880 --> 0:14:39.560
<v Speaker 1>together to try to figure out the most efficient way

0:14:40.120 --> 0:14:43.360
<v Speaker 1>to run an engine for storytelling. UM, I don't know,

0:14:43.600 --> 0:14:45.960
<v Speaker 1>it's it's it's it's fucked up to me to think

0:14:46.000 --> 0:14:59.320
<v Speaker 1>about it this way. So they announced this alteration to

0:14:59.480 --> 0:15:02.760
<v Speaker 1>the Open Gaming License, and I'm gonna guess those were

0:15:02.800 --> 0:15:08.760
<v Speaker 1>some dark days at the office. So so yeah, you know, uh,

0:15:09.120 --> 0:15:10.920
<v Speaker 1>most of us at PISO at that point in time,

0:15:10.920 --> 0:15:13.880
<v Speaker 1>we're kind of on vacation and we kind of just

0:15:13.920 --> 0:15:15.760
<v Speaker 1>filed it away and we're like, okay, well it's a

0:15:15.880 --> 0:15:18.720
<v Speaker 1>draft and they're just talking. So um, you know, we

0:15:18.800 --> 0:15:21.600
<v Speaker 1>get to back, you know, from our break and it's

0:15:21.640 --> 0:15:23.760
<v Speaker 1>the beginning of the year and this is now January

0:15:23.920 --> 0:15:28.000
<v Speaker 1>five is when a bombshell article drops on Gizmoto by

0:15:28.840 --> 0:15:33.400
<v Speaker 1>CODEGA and they really laid out kind of what was

0:15:33.560 --> 0:15:37.640
<v Speaker 1>in this proposed license, apparently having had portions of it

0:15:37.720 --> 0:15:42.000
<v Speaker 1>linked to them, and um, you know, it confirmed a

0:15:43.160 --> 0:15:47.360
<v Speaker 1>margin but maybe only for for kickstarters, which then got

0:15:47.400 --> 0:15:53.680
<v Speaker 1>confirmed by someone at Kickstarter on Twitter. Um. And it

0:15:53.840 --> 0:15:57.840
<v Speaker 1>also included a bit in there that there was a

0:15:57.840 --> 0:16:01.360
<v Speaker 1>clause that said watsy could listen to the coast, could

0:16:01.600 --> 0:16:05.360
<v Speaker 1>use any of the content you create under the license

0:16:05.480 --> 0:16:09.720
<v Speaker 1>for free, never having to make pay royalties to you,

0:16:09.800 --> 0:16:12.040
<v Speaker 1>never having to give you any credit. They could just

0:16:12.120 --> 0:16:15.320
<v Speaker 1>take your work, um, and and they phrased it in

0:16:15.320 --> 0:16:18.280
<v Speaker 1>such a way that it sounded like it was, you know, well,

0:16:18.400 --> 0:16:20.480
<v Speaker 1>just in case we make something similar, we don't want

0:16:20.480 --> 0:16:23.280
<v Speaker 1>to get sued. But yeah, and we're talking about just

0:16:23.320 --> 0:16:25.800
<v Speaker 1>to clarify it for people were not talking about like

0:16:26.080 --> 0:16:29.000
<v Speaker 1>if you introduce mechanics, because again that that's not what

0:16:29.040 --> 0:16:31.240
<v Speaker 1>this is. Kind we're talking about. If you create characters,

0:16:31.480 --> 0:16:34.360
<v Speaker 1>if you create, if you build stories, they have a

0:16:34.480 --> 0:16:37.560
<v Speaker 1>right to utilize that story that you've made things that

0:16:37.600 --> 0:16:42.960
<v Speaker 1>are actually copyrightable, right, stories, ideas and expressions are copyrightable.

0:16:43.360 --> 0:16:48.320
<v Speaker 1>Um uh, you know, but rules aren't. So that that

0:16:48.440 --> 0:16:52.400
<v Speaker 1>drops on the fifth and on the night the full

0:16:52.800 --> 0:16:57.840
<v Speaker 1>draft document leaks and you've got streamers and influencers reading

0:16:57.840 --> 0:17:02.720
<v Speaker 1>it live on YouTube, and this thing just starts to snowball. Um.

0:17:02.760 --> 0:17:07.160
<v Speaker 1>And from the ninth forward, things start moving very quickly. Um.

0:17:07.280 --> 0:17:10.160
<v Speaker 1>On the tenth, a number of major kind of third

0:17:10.160 --> 0:17:12.320
<v Speaker 1>party publishers, these are folks who print with the O

0:17:12.440 --> 0:17:15.080
<v Speaker 1>jail um announced that they were not going to go

0:17:15.160 --> 0:17:18.800
<v Speaker 1>with that, and one of the largest ones, you know, announced, yeah,

0:17:18.800 --> 0:17:20.520
<v Speaker 1>I'm not doing that at all. I'm going to create

0:17:20.560 --> 0:17:23.040
<v Speaker 1>my entire brand new game. I'm leaving all of this behind,

0:17:24.200 --> 0:17:28.200
<v Speaker 1>and the fervor on social media turned into basically a firestorm.

0:17:28.880 --> 0:17:33.400
<v Speaker 1>Um it. It's really a sign of how how much

0:17:33.440 --> 0:17:38.280
<v Speaker 1>more how many people both love and play versions of

0:17:38.320 --> 0:17:42.040
<v Speaker 1>this game that there was so much media attention from

0:17:42.040 --> 0:17:44.600
<v Speaker 1>like major media organs like this. This was not just

0:17:45.200 --> 0:17:48.600
<v Speaker 1>you know, those of us who are into gaming, um,

0:17:48.640 --> 0:17:50.920
<v Speaker 1>you know, freaking out over this change the Wizards of

0:17:50.960 --> 0:17:53.000
<v Speaker 1>the Coast has made. This was like, I mean, I

0:17:53.040 --> 0:17:55.560
<v Speaker 1>was seeing it everywhere. Very few things have like broken

0:17:56.480 --> 0:17:59.679
<v Speaker 1>as widely in my media in ecosystem as as this.

0:18:00.520 --> 0:18:02.320
<v Speaker 1>There was an article, there was a story about it

0:18:02.359 --> 0:18:07.760
<v Speaker 1>today on NPR UM so there was another one. There

0:18:07.800 --> 0:18:10.080
<v Speaker 1>was one other important aspect in the league, um that

0:18:10.119 --> 0:18:12.680
<v Speaker 1>I think is really important. One is that the new

0:18:12.720 --> 0:18:15.240
<v Speaker 1>o g L could be canceled at any time with

0:18:15.440 --> 0:18:20.360
<v Speaker 1>thirty days notice. And they were claiming that they were

0:18:20.520 --> 0:18:24.639
<v Speaker 1>de authorizing the previous o g L, which up to

0:18:24.680 --> 0:18:29.920
<v Speaker 1>this point everyone kind of assumed was irrevocable. Right it had.

0:18:30.040 --> 0:18:32.680
<v Speaker 1>It has clauses in it that say, if we ever

0:18:32.720 --> 0:18:35.240
<v Speaker 1>put on a new version of this license, you can

0:18:35.320 --> 0:18:39.000
<v Speaker 1>ignore it and continue to use this one. Right, but

0:18:39.119 --> 0:18:41.080
<v Speaker 1>it uses this word in there that says you can

0:18:41.119 --> 0:18:44.800
<v Speaker 1>continue to use any authorized version of the license, never

0:18:44.880 --> 0:18:47.600
<v Speaker 1>minding that the contract doesn't mention how you might de

0:18:47.720 --> 0:18:53.119
<v Speaker 1>authorize a license. UM. So there there this draft of

0:18:53.160 --> 0:18:55.399
<v Speaker 1>the O g L says that they're de authorizing the

0:18:55.400 --> 0:18:58.119
<v Speaker 1>previous version, which puts all of the work of the

0:18:58.200 --> 0:19:01.960
<v Speaker 1>past twenty years into doubt. And at this point in time,

0:19:02.000 --> 0:19:04.920
<v Speaker 1>the fans are revolting right there. There are a lot

0:19:04.960 --> 0:19:07.639
<v Speaker 1>of folks canceling their subscriptions to D and D Beyond,

0:19:07.680 --> 0:19:12.119
<v Speaker 1>which is kind of there in house character generation tools

0:19:12.160 --> 0:19:15.320
<v Speaker 1>that you pay a monthly subscription for um. And things

0:19:15.359 --> 0:19:17.600
<v Speaker 1>really start spinning out of hand to the point where

0:19:17.640 --> 0:19:20.159
<v Speaker 1>D and D actually has to respond to it and

0:19:21.240 --> 0:19:25.440
<v Speaker 1>pulled back UM and kind of retreat from this and saying, hey,

0:19:25.440 --> 0:19:28.040
<v Speaker 1>we're gonna answer your questions. What you saw was just

0:19:28.160 --> 0:19:32.040
<v Speaker 1>a draft um, you know, and UH that was never

0:19:32.040 --> 0:19:34.680
<v Speaker 1>supposed to leak UM. But it was at this point

0:19:34.680 --> 0:19:39.480
<v Speaker 1>in time that we actually launched our own license. We

0:19:39.520 --> 0:19:41.760
<v Speaker 1>had been talking to some of the other publishers, and

0:19:42.040 --> 0:19:44.919
<v Speaker 1>by that I mean we pizo UH to create a

0:19:45.000 --> 0:19:48.119
<v Speaker 1>brand new safe harbor for folks to publish under. Now

0:19:48.119 --> 0:19:49.920
<v Speaker 1>it's a it's a it's not gonna be owned by us.

0:19:49.920 --> 0:19:51.240
<v Speaker 1>It's going to be owned by a law firm that

0:19:51.280 --> 0:19:54.520
<v Speaker 1>actually drafted the first o g L. But you started

0:19:54.520 --> 0:19:57.760
<v Speaker 1>to see this giant for happening, um where a lot

0:19:57.800 --> 0:20:02.439
<v Speaker 1>of folks are just abandoning ship, And I mean, what

0:20:02.520 --> 0:20:07.120
<v Speaker 1>do you think this means? Because obviously Wizards has already

0:20:07.560 --> 0:20:11.399
<v Speaker 1>announced a new version of the of the o g

0:20:11.640 --> 0:20:14.159
<v Speaker 1>L beyond like the one that got leaked, and I

0:20:14.200 --> 0:20:16.840
<v Speaker 1>think are kind of in damage control mode. Do you

0:20:16.920 --> 0:20:20.280
<v Speaker 1>think this is something that like there is any way

0:20:20.280 --> 0:20:21.960
<v Speaker 1>for them to pull back from or do you think

0:20:22.000 --> 0:20:25.119
<v Speaker 1>that kind of the inherent instability of the o g

0:20:25.359 --> 0:20:27.040
<v Speaker 1>L now that they're kind of making these claims at well,

0:20:27.080 --> 0:20:29.480
<v Speaker 1>we can actually change the deal anytime we want, has

0:20:29.560 --> 0:20:34.720
<v Speaker 1>that sort of irrevocably altered the ground. I think that

0:20:34.840 --> 0:20:38.640
<v Speaker 1>they've damaged a lot of people's trust in them, right.

0:20:39.160 --> 0:20:41.920
<v Speaker 1>I think over over the past few weeks, especially when

0:20:41.920 --> 0:20:46.000
<v Speaker 1>they went silent and then frankly the first retraction was

0:20:46.119 --> 0:20:50.240
<v Speaker 1>really kind of awkward and filled with kind of like, well,

0:20:50.280 --> 0:20:52.800
<v Speaker 1>we didn't lose, we won. This was great. Now we

0:20:52.880 --> 0:20:54.919
<v Speaker 1>learned how to make a better license. Right, they're clearly

0:20:55.200 --> 0:20:58.040
<v Speaker 1>stepping back, stepping back, stepping back, and their most recent

0:20:58.040 --> 0:21:01.440
<v Speaker 1>step back, which just happened, you know, on the eighteenth,

0:21:01.520 --> 0:21:05.400
<v Speaker 1>so you know, a week ago or so, basically said

0:21:05.440 --> 0:21:08.080
<v Speaker 1>that they were going to release the core of the

0:21:08.080 --> 0:21:12.160
<v Speaker 1>game to Creative Commons and their new license was going

0:21:12.200 --> 0:21:15.399
<v Speaker 1>to be irrevocable and last forever. But it still contains

0:21:15.440 --> 0:21:18.760
<v Speaker 1>a lot of kind of poison pills, things like we

0:21:18.800 --> 0:21:22.000
<v Speaker 1>are still the authorizing the first version of the license,

0:21:22.280 --> 0:21:26.000
<v Speaker 1>and we have this morality clause that says, if we

0:21:26.080 --> 0:21:29.120
<v Speaker 1>find your content offensive, we can just kill your license

0:21:29.720 --> 0:21:34.560
<v Speaker 1>without yea, which is fucked up because I mean, I

0:21:34.600 --> 0:21:37.120
<v Speaker 1>don't think I need to explain why that's fucked up. Um,

0:21:37.160 --> 0:21:39.320
<v Speaker 1>that that puts that puts a lot of the most

0:21:39.320 --> 0:21:42.920
<v Speaker 1>creative kind of projects to at risk like that. I god,

0:21:43.000 --> 0:21:46.240
<v Speaker 1>that's that's ugly. I mean, I don't think anybody in

0:21:46.280 --> 0:21:48.840
<v Speaker 1>this industry wants to see any you know, deeply offensive,

0:21:48.840 --> 0:21:52.159
<v Speaker 1>problematic content. Um, but there's a lot of stuff that

0:21:52.280 --> 0:21:55.520
<v Speaker 1>is frankly a lot more marginal and explores, you know,

0:21:55.640 --> 0:21:58.520
<v Speaker 1>issues of the human condition that folks might want to

0:21:58.800 --> 0:22:02.159
<v Speaker 1>explore in a game. Who's to say that someone that

0:22:02.359 --> 0:22:05.000
<v Speaker 1>wizards might go, well, sorry, that's offensive to me. You

0:22:05.080 --> 0:22:07.600
<v Speaker 1>don't get to make it. Um. I don't think anybody

0:22:07.600 --> 0:22:11.919
<v Speaker 1>wants to invest their creativity and risk their business on

0:22:12.080 --> 0:22:16.680
<v Speaker 1>what someone they will never have met thinks of their work. Yeah.

0:22:16.920 --> 0:22:19.560
<v Speaker 1>The problem is not that, like I want as the

0:22:19.600 --> 0:22:21.880
<v Speaker 1>most offensive role playing games I can get. The problem

0:22:22.000 --> 0:22:24.080
<v Speaker 1>is like, well, who determines what offensive is? And it's

0:22:24.680 --> 0:22:27.800
<v Speaker 1>a bunch of lawyers in business minute Wizards of the Coast.

0:22:28.119 --> 0:22:31.480
<v Speaker 1>At least that's the worry, right, Like, not necessarily that

0:22:31.480 --> 0:22:33.560
<v Speaker 1>that's how it would work out, but you just you

0:22:33.640 --> 0:22:37.400
<v Speaker 1>get no guarantee, and this stuff, this stuff evolves over time, right,

0:22:37.560 --> 0:22:40.480
<v Speaker 1>you know what, what is fine today maybe problematic tomorrow.

0:22:40.520 --> 0:22:42.320
<v Speaker 1>We learned those things and we evolved from them and

0:22:42.359 --> 0:22:45.760
<v Speaker 1>we change. But I don't think anybody wants to have

0:22:46.040 --> 0:22:49.120
<v Speaker 1>kind of the this you know, acts hanging over our

0:22:49.119 --> 0:22:51.600
<v Speaker 1>head of like, well, sorry, that's now offensive, so we're

0:22:51.600 --> 0:22:56.680
<v Speaker 1>going to kill your entire license. Yeah, so where are we?

0:22:57.000 --> 0:23:00.000
<v Speaker 1>Where are we now? Like it looks like Piezo y'all

0:23:00.040 --> 0:23:02.600
<v Speaker 1>are moving forward with the O r C along with

0:23:02.640 --> 0:23:04.680
<v Speaker 1>a number of other people. Can you give me any

0:23:04.760 --> 0:23:06.520
<v Speaker 1>of what that's going to look like? Because one of

0:23:06.600 --> 0:23:09.879
<v Speaker 1>the things that that does concern me is UM and

0:23:09.880 --> 0:23:12.200
<v Speaker 1>this is a very selfish concern, but like I grew

0:23:12.359 --> 0:23:15.000
<v Speaker 1>very comfortable with you know, three point five, which is

0:23:15.520 --> 0:23:19.840
<v Speaker 1>essentially the machinery that underpins Pathfinder, and um, it's one

0:23:19.840 --> 0:23:21.479
<v Speaker 1>of those things like if I didn't play again for

0:23:21.480 --> 0:23:23.800
<v Speaker 1>twenty years, I could probably sit down with the material

0:23:23.800 --> 0:23:26.199
<v Speaker 1>in my head and run a campaign just because so

0:23:26.280 --> 0:23:28.680
<v Speaker 1>much of that stuff is burned into my brain. Are

0:23:28.720 --> 0:23:32.399
<v Speaker 1>we like, what is the mechanics kind of underlying the

0:23:32.440 --> 0:23:33.720
<v Speaker 1>O r C And how is it going to be

0:23:33.760 --> 0:23:36.840
<v Speaker 1>different from what we've we've gotten used to So I'll

0:23:36.840 --> 0:23:39.160
<v Speaker 1>say this, We're we're in the very early days, yes,

0:23:39.240 --> 0:23:42.919
<v Speaker 1>And what what's happening right now is we are you know,

0:23:43.080 --> 0:23:46.640
<v Speaker 1>in coordination with a number of other publishers working with

0:23:46.680 --> 0:23:49.080
<v Speaker 1>a Zoro law and they are the people who wrote

0:23:49.080 --> 0:23:51.719
<v Speaker 1>the original O g l UH and had you know,

0:23:51.880 --> 0:23:54.480
<v Speaker 1>fully intended for it to be a perpetual license, and

0:23:54.520 --> 0:23:58.120
<v Speaker 1>we're working with them to create kind of a rules

0:23:58.280 --> 0:24:03.439
<v Speaker 1>neutral license the entire game industry can use to share

0:24:03.440 --> 0:24:06.199
<v Speaker 1>work because there's there's like a lot of nuance that

0:24:06.320 --> 0:24:09.240
<v Speaker 1>was in the O g l that allowed different companies

0:24:09.280 --> 0:24:12.560
<v Speaker 1>to share creative work together, and a lot of companies

0:24:12.640 --> 0:24:14.439
<v Speaker 1>used it as kind of a bridging license. Even if

0:24:14.480 --> 0:24:17.080
<v Speaker 1>they weren't using Dungeons and Dragons at all, they would

0:24:17.119 --> 0:24:18.879
<v Speaker 1>just use the license as a framework to kind of

0:24:18.920 --> 0:24:21.760
<v Speaker 1>exchange ideas. And that's what we want the ORC to be.

0:24:22.320 --> 0:24:25.000
<v Speaker 1>The ORC needs to be a license that allows everybody

0:24:25.000 --> 0:24:28.359
<v Speaker 1>in the game industry to open up their content and

0:24:28.400 --> 0:24:32.000
<v Speaker 1>share work with each other and iterate and expand and grow.

0:24:32.440 --> 0:24:36.879
<v Speaker 1>That's our real goal, um. And ultimately we are not

0:24:36.920 --> 0:24:38.840
<v Speaker 1>going to own it. No one's going to own it.

0:24:38.840 --> 0:24:40.879
<v Speaker 1>We're actually going to try and find it onprofit to

0:24:41.040 --> 0:24:43.560
<v Speaker 1>administer the license going forward so that we don't ever

0:24:43.640 --> 0:24:46.399
<v Speaker 1>have to worry about this again. Nobody wants to go

0:24:46.440 --> 0:24:48.720
<v Speaker 1>through what we've been going through for the past three weeks,

0:24:49.240 --> 0:24:51.239
<v Speaker 1>So that's kind of that's kind of one half of it.

0:24:51.280 --> 0:24:55.480
<v Speaker 1>The other half is what happens to Pathfinder. UM. And obviously,

0:24:55.560 --> 0:24:58.680
<v Speaker 1>you know, when it came to Pathfinder second Edition, we

0:24:58.800 --> 0:25:03.199
<v Speaker 1>rewrote the game from scratch and it is now fully

0:25:03.400 --> 0:25:07.160
<v Speaker 1>our game. It's something we own and we control, UM.

0:25:07.200 --> 0:25:08.959
<v Speaker 1>So we feel pretty confident that we're just gonna keep

0:25:09.000 --> 0:25:12.840
<v Speaker 1>on rolling with with Pathfinder. And ultimately, you know, we

0:25:12.880 --> 0:25:15.879
<v Speaker 1>don't actually believe that the previous version of the O

0:25:15.960 --> 0:25:19.720
<v Speaker 1>g l even can be rescinded, So I guess we'll

0:25:19.720 --> 0:25:31.720
<v Speaker 1>see how that plays out. I can see this having

0:25:31.760 --> 0:25:37.360
<v Speaker 1>an overall positive outcome, just in that if we get

0:25:37.400 --> 0:25:42.440
<v Speaker 1>this new kind of thing that creators can use um

0:25:42.480 --> 0:25:44.560
<v Speaker 1>as a as a core point to branch off from

0:25:44.560 --> 0:25:47.720
<v Speaker 1>when they are when they're making games that's actually under

0:25:47.720 --> 0:25:50.800
<v Speaker 1>solid legal footing that isn't kind of reliant upon the

0:25:50.800 --> 0:25:54.760
<v Speaker 1>whims of a publicly traded company, then in the long term,

0:25:54.760 --> 0:25:57.040
<v Speaker 1>you know, that is in the long term, it's it's

0:25:57.080 --> 0:25:59.919
<v Speaker 1>it's it's better for creators because it's more like the

0:26:00.040 --> 0:26:02.359
<v Speaker 1>way things were for the first twenty years of the

0:26:02.400 --> 0:26:06.840
<v Speaker 1>O g l UM do you I mean, like, what

0:26:06.880 --> 0:26:08.720
<v Speaker 1>do you see as kind of some pitfalls and sort

0:26:08.720 --> 0:26:12.600
<v Speaker 1>of trying to trying to make this this happened, trying

0:26:12.600 --> 0:26:15.800
<v Speaker 1>to move things in this kind of more productive direction. Well,

0:26:15.840 --> 0:26:18.119
<v Speaker 1>I think you can always you know, kind of fracture,

0:26:18.320 --> 0:26:21.440
<v Speaker 1>you know, balkanize the market to the point where where

0:26:21.480 --> 0:26:25.000
<v Speaker 1>everybody has such a small slice event that you know,

0:26:25.160 --> 0:26:27.840
<v Speaker 1>no one can really get the kind of numbers they

0:26:27.840 --> 0:26:30.480
<v Speaker 1>need to succeed because you're you're right, it is it

0:26:30.600 --> 0:26:33.280
<v Speaker 1>is a pretty small industry. The margin on. You know,

0:26:33.359 --> 0:26:37.720
<v Speaker 1>printed media isn't exactly great, but I think a lot

0:26:37.800 --> 0:26:40.159
<v Speaker 1>of these companies do have the numbers to survive. But

0:26:40.400 --> 0:26:43.760
<v Speaker 1>I think that right now, everybody's trying to figure out

0:26:43.800 --> 0:26:48.680
<v Speaker 1>how to replace parts of what has just been lost. Um.

0:26:48.720 --> 0:26:51.240
<v Speaker 1>Everybody's trying to kind of go in their different directions

0:26:51.320 --> 0:26:52.639
<v Speaker 1>right now, and some of that is going to be

0:26:52.720 --> 0:26:54.239
<v Speaker 1>really good, because I think we're gonna get a lot

0:26:54.240 --> 0:26:58.000
<v Speaker 1>of really great games. Um, And I'm excited to see him. Um.

0:26:58.119 --> 0:27:00.479
<v Speaker 1>But I do think that I think when the worries

0:27:00.520 --> 0:27:02.840
<v Speaker 1>just for the industry is that they kind of all

0:27:02.840 --> 0:27:05.600
<v Speaker 1>had one flag they were rallying around, and now everyone's

0:27:05.680 --> 0:27:09.480
<v Speaker 1>running in different directions and hoping that after all of

0:27:09.480 --> 0:27:12.320
<v Speaker 1>this shakes out, everybody has kind of enough gamers to

0:27:12.400 --> 0:27:15.199
<v Speaker 1>support a community. I think it's gonna work out. I

0:27:15.240 --> 0:27:18.720
<v Speaker 1>think that there's a number of standouts happening already. Um.

0:27:18.760 --> 0:27:21.760
<v Speaker 1>You know, M C, d M and Cobald are obviously

0:27:21.840 --> 0:27:24.200
<v Speaker 1>racing to do things. There's a bunch of kind of

0:27:25.080 --> 0:27:28.919
<v Speaker 1>known players in the industry, US, Cobalt, Chaos, I, UM,

0:27:29.000 --> 0:27:32.680
<v Speaker 1>Green Ronan, all of them are pretty big. Company's position

0:27:32.800 --> 0:27:36.359
<v Speaker 1>to kind of have good player bases with great games

0:27:36.359 --> 0:27:39.200
<v Speaker 1>and mechanics underneath them. So I I think the big

0:27:39.240 --> 0:27:43.320
<v Speaker 1>loser here is frankly to the coast. They you know,

0:27:43.560 --> 0:27:45.720
<v Speaker 1>up up until you know, the end of this year

0:27:45.960 --> 0:27:49.640
<v Speaker 1>or the end of last year, they were undisputedly the

0:27:49.720 --> 0:27:54.000
<v Speaker 1>largest game company in the entire table top role playing

0:27:54.000 --> 0:27:56.639
<v Speaker 1>game industry, and that's still true today. But there's a

0:27:56.640 --> 0:27:58.439
<v Speaker 1>lot of cracks in that armor, and it does make

0:27:58.440 --> 0:28:00.440
<v Speaker 1>me wonder how it's going to fracture out or time,

0:28:00.640 --> 0:28:03.920
<v Speaker 1>and how many of their fans, many of which never

0:28:04.000 --> 0:28:07.640
<v Speaker 1>heard of Pathfinder, never heard of you know, these other

0:28:07.680 --> 0:28:10.200
<v Speaker 1>game companies call of Cthulo and stuff, are now suddenly

0:28:10.280 --> 0:28:14.080
<v Speaker 1>exploring these games, and you know, frankly, the wealth of

0:28:14.680 --> 0:28:17.159
<v Speaker 1>smaller Indian zine games that are out there. There's so

0:28:17.240 --> 0:28:19.840
<v Speaker 1>much to play right now, and Watsy has just told

0:28:19.880 --> 0:28:23.240
<v Speaker 1>their fan base, hey, go check it out. It's interesting

0:28:23.240 --> 0:28:26.080
<v Speaker 1>because it it kind of speaks to something that I've

0:28:26.119 --> 0:28:31.680
<v Speaker 1>I've always loved and also found kind of sociologically fascinating

0:28:31.800 --> 0:28:35.399
<v Speaker 1>about table top gaming, which is you just brought up

0:28:35.440 --> 0:28:37.560
<v Speaker 1>call Off Cthulhu, which is a game that is I

0:28:37.920 --> 0:28:41.080
<v Speaker 1>don't believe is under the control of the original company

0:28:41.080 --> 0:28:43.720
<v Speaker 1>that it was made under. People have been playing versions

0:28:43.720 --> 0:28:46.360
<v Speaker 1>of Call Off Cthuloo for a very long time. Dungeons

0:28:46.360 --> 0:28:50.040
<v Speaker 1>and Dragons has gone through multiple owners. Shadow Run, which

0:28:50.040 --> 0:28:51.360
<v Speaker 1>I played a lot of as a kid, has gone

0:28:51.360 --> 0:28:54.960
<v Speaker 1>through multiple owners, and the rules sets change and the

0:28:55.000 --> 0:28:59.600
<v Speaker 1>company that is profiting from the official licensed material changes.

0:29:00.120 --> 0:29:03.040
<v Speaker 1>But no matter what happens, even when those companies go uder,

0:29:03.640 --> 0:29:07.600
<v Speaker 1>the games keep going. And that's there's something I think

0:29:07.760 --> 0:29:10.920
<v Speaker 1>unique there that is, it's not the case even like, um,

0:29:11.000 --> 0:29:13.000
<v Speaker 1>you know, there's versions of it that happens in in

0:29:13.320 --> 0:29:16.600
<v Speaker 1>PC gaming. But there's also this thing that happens that

0:29:16.600 --> 0:29:19.360
<v Speaker 1>that a lot of gamers I know complain about, which

0:29:19.400 --> 0:29:22.720
<v Speaker 1>is that like periodically should will get removed for whatever reason,

0:29:22.800 --> 0:29:24.920
<v Speaker 1>a company goes under, a game is not supported, and

0:29:24.960 --> 0:29:27.080
<v Speaker 1>that game is just gone. That little piece of culture

0:29:27.080 --> 0:29:32.120
<v Speaker 1>has just gone. And it seems like so far, I'm

0:29:32.120 --> 0:29:34.040
<v Speaker 1>not gonna say in every case, because obviously there have

0:29:34.080 --> 0:29:37.040
<v Speaker 1>been games that have have you know, people stopped playing

0:29:37.120 --> 0:29:42.600
<v Speaker 1>and stuff in the tabletop space, but it's there's this continuity,

0:29:42.640 --> 0:29:45.000
<v Speaker 1>you know, even in the face of of changing of

0:29:45.040 --> 0:29:48.280
<v Speaker 1>the guards in terms of like what companies are successful,

0:29:48.880 --> 0:29:53.240
<v Speaker 1>um of like people keep playing these the same games

0:29:53.240 --> 0:29:56.000
<v Speaker 1>and iterating them and changing them. And um, I don't know.

0:29:56.040 --> 0:29:58.000
<v Speaker 1>That's that's always one of the things I found most

0:29:58.200 --> 0:30:03.160
<v Speaker 1>inspiring about the way tabletop works. Yeah, I mean, I

0:30:03.200 --> 0:30:07.000
<v Speaker 1>do think the legacy of tabletop role playing games is

0:30:07.160 --> 0:30:10.160
<v Speaker 1>one of cooperation. It was there from the start, right,

0:30:10.280 --> 0:30:13.920
<v Speaker 1>you know, the moment Gary and is Uh and Dave

0:30:14.000 --> 0:30:17.320
<v Speaker 1>and folks you know, got together and started turning their

0:30:17.360 --> 0:30:20.280
<v Speaker 1>you know, miniatures war game and giving characters to them,

0:30:20.320 --> 0:30:23.880
<v Speaker 1>and everyone started building a story together. That spark was

0:30:23.960 --> 0:30:28.360
<v Speaker 1>the start, and it's carried through in a million different

0:30:28.400 --> 0:30:30.719
<v Speaker 1>ways and a million different tables. And even if you know,

0:30:31.480 --> 0:30:34.640
<v Speaker 1>the companies go under or disappear, people with those books

0:30:34.640 --> 0:30:37.040
<v Speaker 1>are still playing those games. There's plenty of people still

0:30:37.080 --> 0:30:39.160
<v Speaker 1>playing a D and D first edition, right, you know,

0:30:39.280 --> 0:30:42.160
<v Speaker 1>they never left and they're fine with that, and and

0:30:42.240 --> 0:30:46.200
<v Speaker 1>I salute them. Yeah, I think about and again, this

0:30:46.280 --> 0:30:48.120
<v Speaker 1>is like one of the reasons this has such a

0:30:48.120 --> 0:30:50.600
<v Speaker 1>place in my heart. I I started playing A D

0:30:50.680 --> 0:30:53.360
<v Speaker 1>and D. But you know, it was my friends and

0:30:53.400 --> 0:30:55.520
<v Speaker 1>I would play at a at cub Scout camp outs,

0:30:55.560 --> 0:30:58.240
<v Speaker 1>and we didn't have access to dice, so we we

0:30:58.320 --> 0:31:00.840
<v Speaker 1>had the rule books. We had like the Monsters Manual,

0:31:00.880 --> 0:31:02.840
<v Speaker 1>in the players guide, and we use those as jumping

0:31:02.920 --> 0:31:04.960
<v Speaker 1>off points and we would bring like a bunch of

0:31:05.040 --> 0:31:07.840
<v Speaker 1>nickels and we would we would figure out way it's like, okay,

0:31:07.840 --> 0:31:10.000
<v Speaker 1>for this action, you've got to get three heads out

0:31:10.000 --> 0:31:12.000
<v Speaker 1>of five flips or something like that, and that's a

0:31:12.040 --> 0:31:15.000
<v Speaker 1>success in this And like so many people have stories

0:31:15.040 --> 0:31:18.320
<v Speaker 1>like that, have variants of that, because it really is

0:31:18.360 --> 0:31:21.560
<v Speaker 1>fundamentally what you need for any of these games, which

0:31:21.680 --> 0:31:24.680
<v Speaker 1>is what makes them so durable, is a group of

0:31:24.720 --> 0:31:26.680
<v Speaker 1>people to want to sit around a table and tell

0:31:26.680 --> 0:31:31.280
<v Speaker 1>a story together, which is rad. Yeah. I mean there's

0:31:31.280 --> 0:31:34.120
<v Speaker 1>nothing else like it right there, really isn't it. And

0:31:34.160 --> 0:31:37.240
<v Speaker 1>that's why I think you're seeing so much fervor over

0:31:37.280 --> 0:31:39.840
<v Speaker 1>this because for a lot of people, this is very

0:31:39.960 --> 0:31:44.000
<v Speaker 1>deeply personal gathering together with your friends and telling a

0:31:44.080 --> 0:31:47.520
<v Speaker 1>story together. That's something you and your friends built. And

0:31:47.840 --> 0:31:50.400
<v Speaker 1>you know, uh, if you happen to find a way

0:31:50.480 --> 0:31:53.160
<v Speaker 1>to make some money off of it, great, that's that's

0:31:53.200 --> 0:31:56.600
<v Speaker 1>your creativity coming to life. And frankly, kind of having

0:31:56.640 --> 0:31:59.120
<v Speaker 1>a big giant corporation come in and say, hey, where's

0:31:59.160 --> 0:32:03.520
<v Speaker 1>my cut is is not really very fun? No, uh,

0:32:03.560 --> 0:32:06.600
<v Speaker 1>And I my heart goes out to to to you

0:32:06.640 --> 0:32:10.160
<v Speaker 1>and your colleagues over how stressful this last three or

0:32:10.200 --> 0:32:13.280
<v Speaker 1>four weeks has been, and I hope that we're past

0:32:13.320 --> 0:32:16.520
<v Speaker 1>the worst of it. Um. It certainly seems like some

0:32:16.760 --> 0:32:18.480
<v Speaker 1>what's going to come out of this is going to

0:32:18.520 --> 0:32:21.360
<v Speaker 1>be pretty exciting. So I'm hopeful. Uh, And it sounds

0:32:21.360 --> 0:32:24.640
<v Speaker 1>like you're hopeful. Yeah, I think you know. Over the

0:32:24.640 --> 0:32:26.360
<v Speaker 1>past couple of weeks there's been a lot of sleepless

0:32:26.400 --> 0:32:30.040
<v Speaker 1>nights and a lot of effency meetings. But frankly, I

0:32:30.080 --> 0:32:33.880
<v Speaker 1>feel more excited and energized about the future of Pizo,

0:32:34.000 --> 0:32:36.720
<v Speaker 1>about the future of gaming, than I have in quite

0:32:36.760 --> 0:32:39.800
<v Speaker 1>a long time. So by Piso's games, pick up some

0:32:39.840 --> 0:32:44.200
<v Speaker 1>Pathfinder books, go to your go to your nearest game store, um,

0:32:44.320 --> 0:32:47.920
<v Speaker 1>and and pick one up or two or three, um, Jason,

0:32:48.440 --> 0:32:53.000
<v Speaker 1>anything else you want up plug at the end here, Uh. Yeah,

0:32:53.080 --> 0:32:55.000
<v Speaker 1>you can learn more about Pizo in our games, so

0:32:55.080 --> 0:32:57.840
<v Speaker 1>that would be Pathfinder and star Finder. At Piso dot com,

0:32:58.080 --> 0:33:00.960
<v Speaker 1>we have a blog they're talking about the Orc and

0:33:01.000 --> 0:33:03.200
<v Speaker 1>we'll have undoubtedly have more to say about it here

0:33:03.240 --> 0:33:05.840
<v Speaker 1>in the coming weeks. Uh. As for me, you can

0:33:05.880 --> 0:33:08.560
<v Speaker 1>find me on all the very social media platforms at Backslash,

0:33:08.680 --> 0:33:12.840
<v Speaker 1>Jason Bowman bu l M A h N. Thank you Jason,

0:33:13.600 --> 0:33:16.760
<v Speaker 1>both for sitting down for this interview and for all

0:33:16.800 --> 0:33:19.520
<v Speaker 1>of all of the many, many countless hours I have

0:33:19.560 --> 0:33:22.160
<v Speaker 1>spent playing games that you had a hand in making. Um,

0:33:22.320 --> 0:33:24.040
<v Speaker 1>thank you, Robert. We'll have to get together and roll

0:33:24.080 --> 0:33:27.280
<v Speaker 1>some dice together soon. I would love that. All right, everybody,

0:33:27.320 --> 0:33:34.680
<v Speaker 1>that's a sode uh see you tomorrow. It could happen

0:33:34.720 --> 0:33:37.880
<v Speaker 1>here for that's Zone Media and more podcasts on cool

0:33:37.960 --> 0:33:40.640
<v Speaker 1>zone Media. Visit our website cool zone media dot com

0:33:40.760 --> 0:33:42.480
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0:33:42.520 --> 0:33:45.880
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0:33:45.880 --> 0:33:48.600
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0:33:48.600 --> 0:33:51.880
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