WEBVTT

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Welcome back to The Deep Dive. Today, we are

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tackling a subject that, quite honestly, has

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achieved a level of cultural saturation that

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I don't think anyone could have predicted ten,

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maybe even five years ago. Oh, absolutely not.

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I mean, you see it in blockbuster movies, you

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see it in hit TV shows like Stranger Things,

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and you see it being played by massive celebrities

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on Twitch. We are, of course, talking about the

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grandfather of them all. Dungeons and Dragons.

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It is everywhere now. And it is fascinating because

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for the longest time, this was the exact definition

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of niche. It was it was the ultimate basement

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hobby. And now it's a billion dollar brand. Exactly.

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And that is the tension we are going to explore

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today. I've been reading through this massive

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stack of documents you sent over the history,

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the business analysis, the accounts of the various

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controversies. And the thing that just blows

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my mind is the sheer improbability of it all.

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We are talking about a game that started in 1974

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with a production budget of, what, $2 ,000? Yeah,

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$2 ,000. And only about $100 of that actually

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went to the artwork. Which explains a lot if

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you've ever seen that original white box. Right.

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But seriously, this is a game based on arithmetic,

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on improvisation, and on these funny -shaped

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dice. By all logic, it should have been a passing

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fad. Instead, it survived the satanic panic of

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the 80s. It survived corporate bankruptcy in

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the 90s. And it survived the entire digital revolution,

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which was supposed to make pen and paper games

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completely obsolete. And not only survived, but

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thrived. It is essentially the cockroach of pop

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culture. And I mean that in the best possible

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way. So our mission today for this deep dive

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is to unpack that survival story. We're going

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to look at the origins in the wargaming scene,

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the actual mechanics that make it tick, the wild

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business decisions that almost killed it, and

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the modern corporate wars that are defining its

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future right now. And we have to answer the big

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question, really. Here. How does a game that

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requires you to read 300 pages of rules before

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you even start playing become the coolest thing

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in entertainment? Let's start at the very beginning.

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Section one, the origin story. Because before

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there were dungeons, And before there were dragons,

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there were war games. And the sources paint a

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picture of a gaming landscape in the late 60s

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and early 70s that was, well, it was very different

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from the chaotic energy of a modern D &amp;D table.

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It was incredibly different. To understand D

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&amp;D, you really have to understand its parents.

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We are talking about miniature war gaming. This

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was a hobby for hardcore history buffs. You would

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have this massive table, often covered in sand

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or green felt, to represent the terrain. You'd

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have model trees. little hills, and hundreds

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of tiny lead miniatures representing historical

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armies. Like Napoleonic, Civil War, Ancient Rome,

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that sort of thing. Exactly. And the key thing

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to understand here is the mindset. In a war game,

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you are a general. You are standing above the

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battlefield looking down. You are moving an entire

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regiment of infantry or a squadron of cavalry.

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You aren't playing John the Soldier. You're playing

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the 5th Battalion. So it's very detached. It's

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a simulation. It is a rigid simulation. You literally

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have tape measures to check movement distances.

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You have complex charts to calculate artillery

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fire trajectories. If a unit takes damage, you

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remove a figure. But you don't mourn him. He's

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just a casualty marker on a board. So the sources

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mention a specific game called Chainmail as the

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bridge between this rigid historical world and

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the fantasy world. Chainmail is the critical

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link here. It was published in 1971 by Gary Gygax

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and Jeff Perrin. Now, Gygax is a name we are

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going to hear a lot today. He was based in Lake

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Geneva, Wisconsin. Chainmail was, at its core,

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a medieval war game. Knights, archers. Catapults.

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Just standard historical stuff. Mostly, yeah.

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But Gygax did something really interesting. He

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added a fantasy supplement at the very back of

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the book. He loved pulp fantasy stories, Conan

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the Barbarian, Lord of the Rings. So he wrote

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rules for what happens if you put a dragon on

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the battlefield. Or a wizard who can throw a

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fireball like it's an artillery shell. But even

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then, you're still playing a war game, right?

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I mean, the wizard is just a tank with a pointy

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hat. Precisely. You are still commanding units.

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The psychological shift, the actual spark that

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created role -playing games, came from a different

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guy entirely. Gabe Arneson. Yes, this is the

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part of the history I find most compelling in

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the sources. The Bronstein games. This is deep

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lore, but it is so essential. Arneson was part

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of a group in the Twin Cities playing these highly

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experimental games run by a guy named David Weasley.

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The scenario was a fictional town called Bronstein

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during the Napoleonic Wars. But instead of commanding

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armies, Weasley gave the players individual roles.

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He'd say, you are the mayor. You are the student

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radical. You are the colonel. So the objective

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isn't capture the hill. It's, I don't know, keep

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the town from rioting or distribute these pamphlets.

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Exactly. And Arneson loved this. He realized

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that the fun wasn't in the geometry of the cannon

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fire. It was in the negotiation, the bluffing,

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the inhabiting of a persona. So he took that

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individual concept and applied it to his own

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fantasy setting, which he called Blackmoor. And

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this is the aha moment. He uses the chainmail

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rules for combat because they work mathematically,

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but he changes the scale from an army to a one

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-to -one ratio. That is the birth of the RPG

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right there. The shift from unit to character.

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Arneson introduced concepts that we completely

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take for granted now. He introduced the idea

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that if you survive a dungeon, you get stronger.

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You gain experience points. You level up. You

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have hit points that replenish. He essentially

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invented the save game and the skill tree before

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video games even existed. He really did. He created

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a continuous narrative. In a war game, once the

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battle is over, you reset the board. In Arneson's

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Blackmoor, if you killed the dragon, the dragon

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stayed dead next week. Your actions had permanence.

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So Arneson has this wild, imaginative mess of

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a game in Blackmoor. Gygax has the publishing

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drive and the wargaming structure over in Lake

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Geneva. And they meet up. Right. Arneson travels

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to Lake Geneva and runs a game for Gygax. And

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Gygax, to his credit, immediately sees the brilliance

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of it. He realizes this isn't just a variant

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of wargaming. It's a completely new medium. They

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agree to collaborate. They call it the fantasy

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game initially. Gygax takes the lead on codifying

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the rules, organizing all the tables and turning

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Arneson's improvisational style into a marketable

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product. And we have to talk about the name because

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the fantasy game is just terrible. It is incredibly

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bland. The story goes that Gygax had a list of

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potential titles. He didn't run a focus group

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or hire a marketing firm. He read the list to

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his two -year -old daughter, Cindy. A two -year

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-old? A toddler, yeah. And she heard the list

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and apparently said, oh, daddy, I like Dungeons

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&amp; Dragons best. That is incredible. A two -year

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-old girl named the most masculine, nerdy property

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of the 20th century. It's perfect, though. It

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perfectly describes the two core elements, the

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setting, which is the dungeon, and the antagonist,

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the dragon. So they launch in 1974. They form

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a company called Tactical Studies Rules, or TSR.

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And we mentioned the budget earlier, $2 ,000.

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What did the actual product look like? Because

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I think for you listening, you probably imagine

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the glossy hardcovers we have today. Oh, not

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even close. Yeah. The original Dungeons &amp; Dragons,

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what fans call OD &amp;D or the white box, was three

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little staple -bound booklets inside a woodgrain

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-colored cardboard box. It looked like something

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you'd print at a local church bake sale. And

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the rules were cryptic, to see the least. Cryptic

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is being generous. The techs assumed you were

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already a hardcore wargamer. It referred you

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to the chain mail rule book for combat. It referred

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you to a completely different board game called

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outdoor survival just for wilderness travel.

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It was disorganized. The art was amateurish and

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there were tyco's everywhere. And yet and yet

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it was magic because despite the mess. The promise

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of total freedom was there. You could do anything.

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You weren't limited by the buttons on a controller

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or the spaces on a board. The viral growth mentioned

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in the sources is just staggering. They sell

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1 ,000 copies in year one, 3 ,000 in year two.

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It spread like a contagion through college campuses

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and high schools. One person would buy the box,

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learn the rules, and then run a game for five

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friends. Those five friends would get hooked.

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buy their own boxes, and run games for five more

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people. It was exponential growth, driven purely

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by the quality of the experience. Okay, before

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we get into the business drama, and oh boy, the

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documents show there is a lot of drama, let's

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actually explain the game. Because we keep saying

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total freedom, but there are rules. For the listener

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who has never sat at a table, what is the core

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loop? At its heart, D &amp;D is a conversation loop.

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It has a specific rhythm. You have the dungeon

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master, the DM, and you have the players. The

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DM is the computer, basically. Yes, the DM is

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the CPU and the graphics card. They describe

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the reality. They say, you stand in a dripping

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stone corridor. There is a wooden door to the

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north and a goblin sleeping on a chair to the

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south. And the players don't have a menu of options.

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They just say what they want to do. Right. A

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player says, I want to sneak up on the goblin

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and tie his shoelaces together. That is the intention.

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And this is where the game mechanics kick in.

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Because you can't just say, I win. Exactly. The

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DM determines the difficulty of that action,

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and usually they ask for a roll. This introduces

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the element of chance, which creates tension.

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Let's talk about the hardware here. The dice,

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the polyhedrals. The math rocks. You have the

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D4, D6, D8, G10, D12, and the absolute star of

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the show, the D20. Why the D20? Why does everything

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revolve around that specific shape? It comes

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out of probability. In wargaming, they often

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use six -sided dice, the d6. But the probability

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curve of a d6 is chunky. A d20 allows for 5 %

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increments. Gives you a much wider range of outcomes,

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from a critical miss if you roll a 1 to a critical

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hit if you roll a 20. It feels much more granular.

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So the mechanic is roll a d20, add a number from

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your character sheet, and try to beat a target

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number the DM has in their head. That is 90 %

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of the game right there. Armor class is just

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the target number you need to hit to damage someone.

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Difficulty class is the target number to pick

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a lock. And those numbers you add come from your

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ability scores. Strength, dexterity, constitution,

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intelligence, wisdom, charisma. These six stats

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are iconic. They define who your character is.

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A barbarian has high strength, but maybe low

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intelligence. A bard has high charisma. It effectively

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quantifies a personality. It does. It gamifies

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human capability. I also want to touch on progression

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because the sources emphasize this as a key addictive

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element of the design. This is the Skinner box

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element. You do things, kill monsters, solve

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riddles, and you get a reward. Experience points

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or XP. You accumulate enough and you level up.

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Your numbers go up. You get new powers. It creates

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a incredibly powerful sense of investment. You

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aren't just playing a game. You are building

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something over months or even years. And that

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leads to the difference between an adventure

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and a campaign. Think of it like television.

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An adventure is a single episode. There is a

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problem. You solve it. Credits roll. A campaign

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is the entire series. It's the same cast of characters

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going through arc after arc. A campaign can last

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for years of real time. I have known groups that

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have played the same campaign for decades. That

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is real commitment. Okay, so we have the game.

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It's growing. It is 1977. And this is where TSR

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makes a business decision that reading about

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it now on the source material feels absolutely

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baffling. They split the game into two incompatible

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product lines. The two -pronged strategy. It

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is one of the most confusing eras in the game's

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history. From 1977 to 1999, D &amp;D wasn't one game.

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It was two. Break it down for us. What were the

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prongs? Prong one was basic Dungeons &amp; Dragons.

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This was the famous red box you might have seen

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in Stranger Things. It was sold in toy stores.

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It was aimed at younger players. The rules were

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streamlined, edited by a guy named John Eric

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Holmes, and later refined by Moldvay and Menser.

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It was D &amp;D lite. And prong two. Advanced Dungeons

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&amp; Dragons, or AD &amp;D. These were the hardcover

00:11:57.480 --> 00:11:59.980
books, the Player's Handbook, the Dungeon Master's

00:11:59.980 --> 00:12:02.360
Guide, the Monster Manual. This was for the serious

00:12:02.360 --> 00:12:05.659
hobbyist. It was rules -heavy, structured, complex,

00:12:06.080 --> 00:12:07.879
gritty. But the crazy part is that they weren't

00:12:07.879 --> 00:12:09.399
compatible, right? You couldn't just take your

00:12:09.399 --> 00:12:11.379
character from the basic game and play in an

00:12:11.379 --> 00:12:13.379
advanced game. Not without a lot of conversion

00:12:13.379 --> 00:12:15.840
work. The math was different. The way classes

00:12:15.840 --> 00:12:18.899
worked was different. In basic, elf was a class.

00:12:19.120 --> 00:12:21.440
You were just an elf. In advanced, you were an

00:12:21.440 --> 00:12:23.240
elf fighter or an elf wizard. Why would they

00:12:23.240 --> 00:12:25.340
fracture their own audience like that? Well...

00:12:25.529 --> 00:12:27.490
There's the official reason, which was market

00:12:27.490 --> 00:12:30.509
segmentation. One game for casuals, one for hardcore

00:12:30.509 --> 00:12:33.289
gamers. But there was also a widely believed

00:12:33.289 --> 00:12:37.289
theory about royalties. Ah, follow the money.

00:12:37.649 --> 00:12:41.370
Always. Dave Arneson, the co -creator, was entitled

00:12:41.370 --> 00:12:44.750
to royalties on Dungeons &amp; Dragons. Gygax argued

00:12:44.750 --> 00:12:47.169
that Advanced Dungeons &amp; Dragons was a completely

00:12:47.169 --> 00:12:49.850
different game, and therefore Arneson wasn't

00:12:49.850 --> 00:12:51.690
entitled to the same royalties on that line.

00:12:52.000 --> 00:12:54.759
That is incredibly cynical. It was a highly litigious

00:12:54.759 --> 00:12:57.379
time. Arneson eventually sued, and they settled.

00:12:57.580 --> 00:13:00.179
But that split defined the game for 20 years.

00:13:00.299 --> 00:13:02.559
It created a massive amount of confusion in the

00:13:02.559 --> 00:13:04.529
market. And speaking of confusion, let's talk

00:13:04.529 --> 00:13:06.970
about the content changes. The sources mentioned

00:13:06.970 --> 00:13:09.409
that when A .D. and D. Second Edition came out

00:13:09.409 --> 00:13:12.750
in 1989, it was strangely sanitized. It was.

00:13:12.850 --> 00:13:14.690
They made some very deliberate changes. They

00:13:14.690 --> 00:13:17.230
removed the assassin class entirely. They removed

00:13:17.230 --> 00:13:20.049
the half -orc species. And most notably, they

00:13:20.049 --> 00:13:22.190
removed all demons and devils from the monster

00:13:22.190 --> 00:13:25.009
manual. Wait, no demons in a game that is fundamentally

00:13:25.009 --> 00:13:28.570
about fighting evil? They renamed them. Demons

00:13:28.570 --> 00:13:31.990
became Tanari, and devils became Batizu. They

00:13:31.990 --> 00:13:33.950
were desperately trying to hide the occult references.

00:13:34.389 --> 00:13:36.110
And this wasn't an artistic choice at all. This

00:13:36.110 --> 00:13:38.990
was a survival tactic. Because we have to talk

00:13:38.990 --> 00:13:41.029
about the elephant in the room from the 1980s,

00:13:41.049 --> 00:13:44.029
the satanic panic. We really do. If you are under

00:13:44.029 --> 00:13:46.950
the age of 40, it is hard to explain just how

00:13:46.950 --> 00:13:49.789
intense this was. This wasn't just parents think

00:13:49.789 --> 00:13:52.490
video games make you lazy. This was mainstream

00:13:52.490 --> 00:13:56.009
media and major religious organizations genuinely

00:13:56.009 --> 00:13:58.340
believing that... that D &amp;D was an instruction

00:13:58.340 --> 00:14:00.840
manual for witchcraft. It sounds so ludicrous

00:14:00.840 --> 00:14:03.740
now. It was a full -blown moral panic, and it

00:14:03.740 --> 00:14:06.779
was sparked by a specific tragedy that the media

00:14:06.779 --> 00:14:09.740
just latched onto, the case of James Dallas Egbert

00:14:09.740 --> 00:14:12.379
III. Walk us through this. This is 1979. Yes.

00:14:12.960 --> 00:14:15.100
James Dallas Egbert III was a student at Michigan

00:14:15.100 --> 00:14:18.039
State University. He was a prodigy, only 16 years

00:14:18.039 --> 00:14:20.279
old, but he was dealing with a lot of intense

00:14:20.279 --> 00:14:22.320
pressure. He was struggling with drug abuse,

00:14:22.519 --> 00:14:24.840
he was closeted, and he was suffering from severe

00:14:24.840 --> 00:14:27.590
depression. He went missing. And his family hires

00:14:27.590 --> 00:14:31.070
a private investigator. William Deere. And this

00:14:31.070 --> 00:14:34.529
PI finds out that Egbert played D &amp;D. And he

00:14:34.529 --> 00:14:36.669
cooks up this sensational theory for the press.

00:14:37.190 --> 00:14:39.450
He tells reporters that Egbert had gone into

00:14:39.450 --> 00:14:41.850
the steam tunnels under the university to play

00:14:41.850 --> 00:14:44.470
a live -action version of D &amp;D and had gotten

00:14:44.470 --> 00:14:47.370
lost or had a psychotic break. The steam tunnel

00:14:47.370 --> 00:14:49.629
myth. I have heard this. It was pure fiction.

00:14:49.809 --> 00:14:51.789
Egbert was actually hiding in a friend's house.

00:14:52.430 --> 00:14:54.289
The game had absolutely nothing to do with his

00:14:54.289 --> 00:14:56.370
disappearance. Tragically, he did eventually

00:14:56.370 --> 00:14:59.110
die by suicide a year later, but again, it was

00:14:59.110 --> 00:15:01.070
due to mental health struggles, not a fantasy

00:15:01.070 --> 00:15:02.570
game. Yeah, but the narrative was out there.

00:15:02.590 --> 00:15:04.370
The damage was done. It was too good a story

00:15:04.370 --> 00:15:07.110
to check. It inspired a novel called Mazes and

00:15:07.110 --> 00:15:09.330
Monsters, which became a TV movie starring a

00:15:09.330 --> 00:15:12.009
very young Tom Hanks. The movie depicts a college

00:15:12.009 --> 00:15:15.190
student who plays the game, loses his mind, thinks

00:15:15.190 --> 00:15:17.470
he is a cleric, and tries to jump off the World

00:15:17.470 --> 00:15:20.649
Trade Center to fly. That is, wow, that is subtle.

00:15:20.789 --> 00:15:23.480
It terrified parents. You had organizations like

00:15:23.480 --> 00:15:26.000
BADD bothered about Dungeons and Dragons, founded

00:15:26.000 --> 00:15:28.460
by Patricia Poling. She went on 60 Minutes, she

00:15:28.460 --> 00:15:31.059
was on Geraldo, claiming that D &amp;D was a literal

00:15:31.059 --> 00:15:33.759
recruitment tool for satanic cults. So you have

00:15:33.759 --> 00:15:36.820
the church, the media, and parents all attacking

00:15:36.820 --> 00:15:38.720
the game. This should have killed TSR entirely.

00:15:39.120 --> 00:15:42.269
But here is the massive irony. The Streisand

00:15:42.269 --> 00:15:45.070
effect. The more they told kids, this game is

00:15:45.070 --> 00:15:47.889
dangerous, it's a cult, it's forbidden, the more

00:15:47.889 --> 00:15:50.190
kids wanted to play it. It gave the game an edge.

00:15:50.250 --> 00:15:53.350
It became rebellious. Exactly. Sales peaked in

00:15:53.350 --> 00:15:56.610
1982 and 1983, right at the height of the panic.

00:15:56.809 --> 00:15:59.669
They were selling millions of copies. The controversy

00:15:59.669 --> 00:16:01.889
bought them a level of publicity they never could

00:16:01.889 --> 00:16:03.730
have afforded otherwise. And just to set the

00:16:03.730 --> 00:16:05.490
record straight, because we always try to look

00:16:05.490 --> 00:16:08.269
at all the source material impartially, the sources

00:16:08.269 --> 00:16:11.009
do mention actual scientific... research on this.

00:16:11.149 --> 00:16:14.230
Yes. In the years since, studies by the CDC,

00:16:14.590 --> 00:16:17.269
the American Association of Suicidology, and

00:16:17.269 --> 00:16:19.190
psychologists like Armando Simon have looked

00:16:19.190 --> 00:16:22.009
deeply into this. They found zero correlation

00:16:22.009 --> 00:16:25.850
between D &amp;D and suicide or emotional instability.

00:16:26.289 --> 00:16:28.830
In fact, modern research suggests the exact opposite,

00:16:28.950 --> 00:16:32.730
right? Correct. It suggests D &amp;D improves socialization.

00:16:33.029 --> 00:16:36.289
It teaches empathy, teamwork, and problem solving.

00:16:36.799 --> 00:16:38.740
It turns out that spending your Friday night

00:16:38.740 --> 00:16:41.200
cooperatively solving complex puzzles with your

00:16:41.200 --> 00:16:43.960
friends is actually good for your brain. Who

00:16:43.960 --> 00:16:47.980
knew? So TSR survives the panic, but they can't

00:16:47.980 --> 00:16:50.019
survive their own bad business habit. No, they

00:16:50.019 --> 00:16:52.620
really couldn't. By the late 90s, the two -pronged

00:16:52.620 --> 00:16:54.940
strategy and the massive flood of different products

00:16:54.940 --> 00:16:57.039
had caught up with them. They were publishing

00:16:57.039 --> 00:16:59.220
way too many books, splitting their audience

00:16:59.220 --> 00:17:01.779
into smaller and smaller factions, and drowning

00:17:01.779 --> 00:17:05.559
in debt. By 1997, TSR was functionally bankrupt.

00:17:05.859 --> 00:17:07.579
They couldn't even pay their printers to make

00:17:07.579 --> 00:17:10.180
the books. Enter the White Knight, or the Dark

00:17:10.180 --> 00:17:12.400
Wizard, depending on your perspective. Wizards

00:17:12.400 --> 00:17:14.799
of the Coast. Wizards of the Coast, or Woody

00:17:14.799 --> 00:17:17.259
C., was a Seattle -based company that had struck

00:17:17.259 --> 00:17:19.519
absolute gold with Magic the Gathering. They

00:17:19.519 --> 00:17:23.220
had cash. So they bought TSR in 1997. And this

00:17:23.220 --> 00:17:25.369
marks the beginning of the modern era. Their

00:17:25.369 --> 00:17:27.609
first big move was third edition in the year

00:17:27.609 --> 00:17:30.349
2000. And reading the analysis, this wasn't just

00:17:30.349 --> 00:17:32.609
a rules update. It was a fundamental shift in

00:17:32.609 --> 00:17:35.930
how the entire RPG industry worked. It was. First,

00:17:36.049 --> 00:17:38.769
they finally reunited the game. No more basic

00:17:38.769 --> 00:17:41.529
versus advanced. Just Dungeons and Dragons. They

00:17:41.529 --> 00:17:43.589
streamlined the rules around the D20 system.

00:17:43.970 --> 00:17:46.730
But the real revolution was legal, not mechanical.

00:17:47.109 --> 00:17:51.119
The open game license? Or OGL. I want to spend

00:17:51.119 --> 00:17:52.920
a moment here because this is a business strategy

00:17:52.920 --> 00:17:54.960
that seems totally counterintuitive at first

00:17:54.960 --> 00:17:59.319
glance. What exactly was the OGL? Ryan Dancy,

00:17:59.359 --> 00:18:02.299
the brand manager at Woad TC, had a theory. He

00:18:02.299 --> 00:18:03.819
looked at the software industry and the open

00:18:03.819 --> 00:18:05.759
source movement. He decided to apply that to

00:18:05.759 --> 00:18:08.759
tabletop games. The OGL effectively said, here

00:18:08.759 --> 00:18:11.859
are the core mathematical rules of D &amp;D. You...

00:18:12.160 --> 00:18:14.059
Anyone can use them. You can write your own adventures,

00:18:14.240 --> 00:18:16.319
your own settings, your own games using our engine,

00:18:16.500 --> 00:18:18.660
and you don't have to pay us a dime. Why give

00:18:18.660 --> 00:18:20.579
away the engine? That sounds like terrible business.

00:18:20.839 --> 00:18:23.319
The network effect. The idea was that if everyone

00:18:23.319 --> 00:18:26.720
is making content for the D20 system, then D20

00:18:26.720 --> 00:18:29.819
becomes the universal language of RPGs. And since

00:18:29.819 --> 00:18:32.869
Wizards owns the core brand... the player's handbook,

00:18:33.069 --> 00:18:35.349
everyone will eventually have to buy that book

00:18:35.349 --> 00:18:37.049
to play all this other cool stuff that other

00:18:37.049 --> 00:18:39.430
people are making. It's the razor and blades

00:18:39.430 --> 00:18:41.529
model, but they let other people make the blades.

00:18:41.910 --> 00:18:44.130
Exactly. And it worked phenomenally well. It

00:18:44.130 --> 00:18:46.049
created a massive boom. The market was flooded

00:18:46.049 --> 00:18:50.009
with D20 products. It cemented D &amp;D as the absolute

00:18:50.009 --> 00:18:51.829
king of the hill. But looking at the history

00:18:51.829 --> 00:18:54.630
here, it was a double -edged sword. Because when

00:18:54.630 --> 00:18:57.049
Wizards stumbled later on, that license came

00:18:57.049 --> 00:18:59.890
back to bite them. That brings us to 2008 in

00:18:59.890 --> 00:19:02.619
4th edition. The controversial edition. Highly

00:19:02.619 --> 00:19:05.440
controversial. Wizards tried to patch the game.

00:19:05.559 --> 00:19:07.720
They saw the massive rise of World of Warcraft

00:19:07.720 --> 00:19:10.740
and tried to make D &amp;D play a bit more like an

00:19:10.740 --> 00:19:13.420
MMO. It was very tactical, very balanced, very

00:19:13.420 --> 00:19:15.920
focused on great combat. And the fans hated it.

00:19:16.059 --> 00:19:18.779
It was very polarizing. Many felt it lost the

00:19:18.779 --> 00:19:21.640
soul of the game, the improvisation, the theater

00:19:21.640 --> 00:19:24.000
of the mind. It felt like a rigid board game

00:19:24.000 --> 00:19:26.529
again. And because of the OGL from the previous

00:19:26.529 --> 00:19:30.130
edition, a rival company, Paizo, saw a huge opening.

00:19:30.289 --> 00:19:33.150
Paizo was publishing D &amp;D magazine content previously,

00:19:33.390 --> 00:19:35.569
right? Yes. And when Wizards switched to 4th

00:19:35.569 --> 00:19:38.210
edition, Paizo said, hey, we know a lot of you

00:19:38.210 --> 00:19:40.289
hate this new version, so we are going to keep

00:19:40.289 --> 00:19:42.930
publishing the old version 3 .5 with a fresh

00:19:42.930 --> 00:19:45.130
coat of paint. They called it Pathfinder. And

00:19:45.130 --> 00:19:48.069
because of the open game license, Wizards legally

00:19:48.069 --> 00:19:50.569
couldn't stop them. They had legally given away

00:19:50.569 --> 00:19:53.539
the keys to the castle. And for several years,

00:19:53.799 --> 00:19:56.559
Pathfinder actually outsold Dungeons &amp; Dragons.

00:19:56.819 --> 00:19:59.059
It was a major embarrassment for the market leader.

00:19:59.220 --> 00:20:01.859
Which forces a huge course correction. And that

00:20:01.859 --> 00:20:05.700
brings us to 2014 and 5th edition, The Renaissance.

00:20:06.200 --> 00:20:08.539
5th edition is the version most listeners probably

00:20:08.539 --> 00:20:11.359
know today. Wizards learned their lesson. They

00:20:11.359 --> 00:20:15.000
spent years playtesting it with 75 ,000 volunteers.

00:20:15.559 --> 00:20:17.799
That is a massive sample size for a tabletop

00:20:17.799 --> 00:20:19.920
game. They wanted to know what D &amp;D actually

00:20:19.920 --> 00:20:22.599
felt like to the community. and the result was

00:20:22.599 --> 00:20:24.440
a system that stripped away the heavy math of

00:20:24.440 --> 00:20:27.099
3rd edition and the rigid tactics of 4th edition.

00:20:27.720 --> 00:20:30.140
It went back to the philosophy of rulings, not

00:20:30.140 --> 00:20:32.799
rules. It empowered the DM again. And the timing

00:20:32.799 --> 00:20:35.240
was just perfect, because just as they released

00:20:35.240 --> 00:20:37.940
this accessible, story -focused version of the

00:20:37.940 --> 00:20:40.400
game, the entire culture shifts. We have to talk

00:20:40.400 --> 00:20:42.559
about the actual play phenomena. Critical role.

00:20:42.680 --> 00:20:44.819
Critical role. The Adventure Zone, Dimension

00:20:44.819 --> 00:20:47.619
20. Suddenly, you had professional voice actors

00:20:47.619 --> 00:20:49.920
and comedians playing D &amp;D on Twitch and YouTube.

00:20:50.240 --> 00:20:52.779
I think this is the key to the modern boom. Before

00:20:52.779 --> 00:20:55.619
this, if you want to know what D &amp;D was, you

00:20:55.619 --> 00:20:58.259
had to find a group of nerds in a basement and

00:20:58.259 --> 00:21:01.339
awkwardly ask to join. It was intimidating. Exactly.

00:21:01.380 --> 00:21:04.779
Now, you've just opened YouTube. You watch Matt

00:21:04.779 --> 00:21:06.900
Mercer tell a story. You see these professional

00:21:06.900 --> 00:21:09.920
actors crying, laughing, screaming. You realize,

00:21:10.059 --> 00:21:13.480
oh. It's not just math. It's collaborative storytelling.

00:21:13.900 --> 00:21:16.759
It completely demystified the hobby. The sources

00:21:16.759 --> 00:21:19.759
cite some wild numbers here. In 2020, viewers

00:21:19.759 --> 00:21:24.220
watched 150 million hours of D &amp;D content. It

00:21:24.220 --> 00:21:26.599
turned a participatory hobby into a spectator

00:21:26.599 --> 00:21:29.019
sport. That is a fundamental shift in the business

00:21:29.019 --> 00:21:30.980
model. Plus, you have Stranger Things putting

00:21:30.980 --> 00:21:33.519
the red box on screen in front of millions of

00:21:33.519 --> 00:21:36.420
Netflix subscribers. And framing it not as satanic.

00:21:36.859 --> 00:21:38.839
but as the thing that bonds these heroic kids

00:21:38.839 --> 00:21:41.160
together. It reclaimed the cultural narrative.

00:21:41.339 --> 00:21:43.380
So D &amp;D is on top of the world. Sales are up

00:21:43.380 --> 00:21:47.339
40 % in 2017, 52 % in 2018. But whenever there

00:21:47.339 --> 00:21:49.740
is this much money on the table, things get complicated.

00:21:50.059 --> 00:21:52.059
And the last few years have been really rocky.

00:21:52.380 --> 00:21:55.059
Rocky is putting it mildly. The relationship

00:21:55.059 --> 00:21:56.980
between the community and the corporation has

00:21:56.980 --> 00:22:00.019
become very strained. Let's dive into the OGL

00:22:00.019 --> 00:22:03.849
1 .1 debacle in 2023. We just spent time praising

00:22:03.849 --> 00:22:06.529
the OGL for building the industry. Why did they

00:22:06.529 --> 00:22:08.910
try to kill it? Greed and control, basically.

00:22:09.150 --> 00:22:11.750
Yeah. Wizards of the Coast is owned by Hasbro.

00:22:12.170 --> 00:22:15.390
Hasbro is a massive toy conglomerate. They looked

00:22:15.390 --> 00:22:17.390
at D &amp;D and saw a lot of people making money

00:22:17.390 --> 00:22:19.809
off their intellectual property using that old

00:22:19.809 --> 00:22:22.490
license. This is where the under -monetized quote

00:22:22.490 --> 00:22:25.789
comes in. Yes. In a fireside chat, Hasbro executives

00:22:25.789 --> 00:22:29.559
described D &amp;D as... under -monetized. They compared

00:22:29.559 --> 00:22:31.619
it to video games where they can sell cosmetic

00:22:31.619 --> 00:22:34.319
skins and battle passes. They wanted to squeeze

00:22:34.319 --> 00:22:36.559
more revenue out of the user base. So they tried

00:22:36.559 --> 00:22:38.680
to revoke the old license and force creators

00:22:38.680 --> 00:22:41.619
to sign a new, highly restrictive one that demanded

00:22:41.619 --> 00:22:44.630
royalties. And the community revolted. It was

00:22:44.630 --> 00:22:47.170
instant and unified. It wasn't just angry tweets.

00:22:47.269 --> 00:22:49.990
It was wallet voting. Tens of thousands of people

00:22:49.990 --> 00:22:52.049
canceled their subscriptions to D &amp;D Beyond,

00:22:52.269 --> 00:22:54.849
which is the official digital tool set. It literally

00:22:54.849 --> 00:22:57.150
crashed their unsubscribe page. They hit them

00:22:57.150 --> 00:22:59.470
where it hurts, the recurring revenue. And it

00:22:59.470 --> 00:23:03.119
worked. Hasbro capitulated completely. They not

00:23:03.119 --> 00:23:05.500
only withdrew the new license, but they released

00:23:05.500 --> 00:23:08.160
the core rules of 5th edition into the Creative

00:23:08.160 --> 00:23:10.579
Commons. Explain the significance of that for

00:23:10.579 --> 00:23:12.920
the listener, Creative Commons. It means the

00:23:12.920 --> 00:23:14.900
text of the game mechanics now belongs to the

00:23:14.900 --> 00:23:18.160
public. Hasbro can never, ever try to take it

00:23:18.160 --> 00:23:21.359
back. It is irrevocably free for anyone to use

00:23:21.359 --> 00:23:23.789
forever. It was a total victory for the fans.

00:23:23.950 --> 00:23:26.569
But the tension remains. We see it in the layoffs.

00:23:26.569 --> 00:23:29.769
That's the really bitter pill. 2023 was the biggest

00:23:29.769 --> 00:23:32.150
year in the brand's history. You had Baldur's

00:23:32.150 --> 00:23:34.269
Gate 3, which swept all the Game of the Year

00:23:34.269 --> 00:23:36.690
awards. You had the movie Honor Among Thieves,

00:23:36.769 --> 00:23:39.710
which was critically acclaimed. And yet, Hasbro

00:23:39.710 --> 00:23:42.410
laid off 1 ,100 people, including many of the

00:23:42.410 --> 00:23:45.190
veteran designers who built 5th edition. They

00:23:45.190 --> 00:23:47.650
even cut 90 % of the team working on their new

00:23:47.650 --> 00:23:50.589
virtual tabletop. It feels like a massive disconnect.

00:23:50.710 --> 00:23:53.410
The brand is flourishing, but the people making

00:23:53.410 --> 00:23:56.150
it are being treated like line items on a spreadsheet.

00:23:56.369 --> 00:23:58.890
It reinforces that feeling of community versus

00:23:58.890 --> 00:24:02.029
corporation. There was also the inclusion controversy

00:24:02.029 --> 00:24:05.250
with Spelljammer. And remember, we're just reporting

00:24:05.250 --> 00:24:08.190
what is in the documents here. Yes, the Hadozi

00:24:08.190 --> 00:24:10.730
issue. They released a space fantasy setting

00:24:10.730 --> 00:24:13.809
that included a race of monkey people, the Hadozi.

00:24:14.170 --> 00:24:16.890
The backstory provided for them had uncomfortable

00:24:16.890 --> 00:24:19.329
parallels to real -world slavery narratives,

00:24:19.569 --> 00:24:21.890
and the artwork was criticized for resembling

00:24:21.890 --> 00:24:24.730
minstrel imagery. How did that happen in 2022?

00:24:25.410 --> 00:24:28.390
It was a failure of editorial oversight. They

00:24:28.390 --> 00:24:31.069
apologized and scrubbed the content from digital

00:24:31.069 --> 00:24:33.349
versions and future printings, but it led to

00:24:33.349 --> 00:24:36.250
a policy change. They now require cultural consultants

00:24:36.250 --> 00:24:39.579
on every product. And notably, they stopped using

00:24:39.579 --> 00:24:41.920
the word race in the game. Right. In the new

00:24:41.920 --> 00:24:45.019
2024 books, it is referred to as species. Which

00:24:45.019 --> 00:24:47.720
brings us to the present day, the 2024 revision,

00:24:47.980 --> 00:24:51.119
Project 1D &amp;D. What is happening right now is

00:24:51.119 --> 00:24:53.640
the sixth edition. They're very careful not to

00:24:53.640 --> 00:24:56.599
call it that. They insist it is revised 5th edition.

00:24:56.819 --> 00:24:58.720
They do not want to split the player base again

00:24:58.720 --> 00:25:01.440
like they did back in 2008, but they are releasing

00:25:01.440 --> 00:25:03.740
new versions of the Player's Handbook, Dungeon

00:25:03.740 --> 00:25:06.160
Master's Guide, and Monster Manual. But there's

00:25:06.160 --> 00:25:08.579
a brain drain mentioned in the notes. This is

00:25:08.579 --> 00:25:11.019
the thing to watch. The architects of 5th edition,

00:25:11.200 --> 00:25:13.880
Jeremy Crawford, Chris Perkins, are still there,

00:25:14.000 --> 00:25:17.019
but many others have left. And where are they

00:25:17.019 --> 00:25:19.099
going? They're going to companies like Darrington

00:25:19.099 --> 00:25:22.400
Press, which is owned by Critical Role, or MCDM.

00:25:22.480 --> 00:25:24.880
The third -party creators are becoming the main

00:25:24.880 --> 00:25:27.440
rivals. Exactly. The talent is migrating from

00:25:27.440 --> 00:25:29.619
the corporation to the community -led studios.

00:25:30.299 --> 00:25:32.920
It signals a shift in where the creative energy

00:25:32.920 --> 00:25:35.509
of the hobby truly lives. So let's wrap this

00:25:35.509 --> 00:25:37.690
up. We have covered 50 years of history, from

00:25:37.690 --> 00:25:40.809
a woodgrain box to a digital empire. What is

00:25:40.809 --> 00:25:43.730
the legacy here? The legacy is that D &amp;D changed

00:25:43.730 --> 00:25:46.690
how we think about games. It introduced the idea

00:25:46.690 --> 00:25:49.450
of the party dynamic. It introduced the concept

00:25:49.450 --> 00:25:52.329
of leveling up and hit points, concepts that

00:25:52.329 --> 00:25:54.670
are now universal in almost every video game

00:25:54.670 --> 00:25:57.130
you play. It's successfully transitioned from

00:25:57.130 --> 00:26:00.029
a basement hobby for wargamers to a global entertainment

00:26:00.029 --> 00:26:03.049
brand streamed by millions. And as a final thought

00:26:03.049 --> 00:26:05.069
for you listening, something to chew on based

00:26:05.069 --> 00:26:07.170
on all these documents, we have this incredible

00:26:07.170 --> 00:26:10.289
contrast. The game is a creative, community -driven

00:26:10.289 --> 00:26:13.329
hobby. but it is also a corporate asset deemed

00:26:13.329 --> 00:26:15.509
under -monetized. It's a fundamental friction.

00:26:15.730 --> 00:26:18.710
Right. And with the core rules now in the Creative

00:26:18.710 --> 00:26:21.369
Commons and the original creators long gone,

00:26:21.529 --> 00:26:24.109
you have to ask, does the community even need

00:26:24.109 --> 00:26:27.029
the official publishers anymore? The game exists

00:26:27.029 --> 00:26:29.390
in the minds of the players, not just the books

00:26:29.390 --> 00:26:31.930
sold by Hasbro. Precisely. As long as you have

00:26:31.930 --> 00:26:34.910
guys and friends, you have D &amp;D. No subscription

00:26:34.910 --> 00:26:37.589
required. That is a powerful place to end it.

00:26:37.920 --> 00:26:40.079
The game belongs to the players. Thank you so

00:26:40.079 --> 00:26:42.140
much for taking this deep dive with me. Always

00:26:42.140 --> 00:26:44.640
a pleasure. May all your hits be crits. And to

00:26:44.640 --> 00:26:46.759
everyone listening, keep rolling. We'll see you

00:26:46.759 --> 00:26:47.180
next time.
