Wizards of the Coast Unveils Self-Publishing Site for D&D Adventures
Finally! A market for my Drizzt/Wulfgar slash adventure where the heroes discover the greatest treasure of all: love.
Wizards of the Coast has just announced the “Dungeon Masters Guild,” an e-publishing site for self-publishing D&D adventures and other content set in the Forgotten Realms. … The Dungeon Masters Guild seems similar to Amazon’s Kindle Worlds — a way that creators can be permitted to use licensed intellectual property and at the same time make a little money on it. In this case, the intellectual property is D&D‘s venerable Forgotten Realms setting. There are just a few restrictions on these adventures. The main restriction is that they must use the 5th Edition D&D rule set. Apart from that, they’re about what you’d expect — no offensive or pornographic material, no copyright or trademark violations, and nothing libelous.
Writers receive a 50-percent royalty, less than Amazon’s 70 percent yet recalling an earlier age when publishers regarded writers as partners and not grovelling slaves (halfsies was the same cut Melville received for Moby-Dick). The rest of the money is split between WotC and OneBookshelf, which runs the Dungeon Masters Guild site. Full story here.
Dungeons & Dragons has to be the most mismanaged IP in existence; its history is one long sitcom of bungling and idiocy. As the article points out, TSR spent much of the mid-90s sticking its fingers in the holes of the Internet spaghetti drainer, even going so far as to claim copyright over out-of-the-barn horses like “armor class” and “hit points.” It’s good to see WotC, in anno Domini 2016, finally join ’em instead of trying to beat ’em, even if they, like most publishers, continue to be the last across the innovation finish line.