There is much wringing of hands, clucking of tongues, and vapours regarding statements by Hasbro CEO Chris Cocks planning to move D&D to a live service model and supposedly away from physical book format. "Books will always be an important part of D&D," Cocks said. "It will always be kind of like a special totem that you can collect."
Gamers, we have been here before!
In the giddy and impetuous 1970s by the time I started gaming had evolved into a free-for-all here on the West Coast. While we imported D&D and Judges Guild, we also had local third party publishers Arduin and Chaosium, plus our annual San Francisco Bay Area D&D convention, DunDraCon, and from the south in Los Angeles the amateur press publication Alarums and Excursions, all to add D&D flavor and crunch to our campaigns.
Then, in the early 80's T$R started to clampdown on what was becoming a nation-wide phenomenon. T$R ceased licensing "official" ruled 3rd party material to publishers like Judges Guild (Goodbye Wilderlands). Then started licensing their D&D intellectual property on action figures, electronic games, coloring books, and, my personal favorite bloat, "Player Packs" (you would get your ass kicked or at least taunting a second time if you showed up at our game with a "Player Pack"). What capitalistic bullshit designed to separate imaginative youth from their likely small amount of discretionary income for something completely unnecessary and useless.
Here's what we did that you can do too... get yourself a set of rulebooks and a group of players and play the wheels off that version for twenty years! And there are always ways to add new material someone might pickup, even from subsequent newer editions. David Hargrave (author of the Arduin Grimoires) famously wrote, "The numbers don't matter - only the ideas!"
Something the early publishers somewhat understood is that once players possess a set of rules, they don't need to purchase anything else (the need is purely convenience). You have tools to produce anything you desire for your game. Subsequent iterations of D&D have been attempts to fine tune the experience and make D&D more accessible to a greater number of players. If some industrious DM with ducats wants to purchase online retail material at any price, that DM must find a way to bring that to the game table - and our game tables, in-person and online, are already limitless. We have always found a way to play.
And don't forget about what happened with 4th edition. Rebellion against the 4th edition conceits jump-started a revolutionary renewal of older version games and the Old-School Renaissance line of supremely imaginative merging of tropes. Say what you will of Peter Adkison, but he did the D&D gaming community a fat gift insisting Hasbro honor the Open Gaming License and System Reference Document (anyone needing a reminder of T$R's position on D&D IP pre OGL check out this historical essay "Spinning in Circles: A History & Analysis of TSR’s Copyright Policies"). In 2023 Ryan Dancy, former business head of Wizards of the Coast role-playing department during the development of 3rd edition and the OGL, lead the charge with the gaming community that eventually ended Hasbro's public effort to make a new version of the OGL.
HASBRO MUST HAVE PLAYERS, but those of us who game at D&D are like no other because we are not passive consumers of gaming content. We are all of us creators in the games we play, using our imaginations every game in battles of good vs. evil, evil vs. good, powerful vs. the downtrodden, powerful vs. the more powerful, and so on. Navigating the underpinnings of humanity and its malcontents is what we practice every. single. game.
The rules are mere language in the experience of D&D, not the experience itself.
Get your set of rules, attract your band of players, then fuck-all to Hasbro. They are at our mercy.








