In January 2016, Wizards of the Coast (WOTC) announced the Dungeon Master’s Guild. The DMs’ Guild is an online platform that would allow WOTC to release material for the fifth edition of D&D, while also allowing players to upload their own material. It’s a great idea, and has made it a lot easier to keep the momentum going for 5e. But it seems like it cuts out an important part of the gaming community; friendly local game stores (FLGS).
First, the DMs’ Guild is a great idea. It enabled the D&D community to develop and grow as the fifth edition took off.
Starting with the Basic Rules in 2014, and followed soon after by the core rulebooks, D&D’s 5th edition revitalized the game. Streamlined and dynamic, both accessible for newcomers and nuanced enough for veterans, the newest edition of D&D was a hit. But demand outpaced supply. In my FLGS at the time–Labyrinth Games in Washington, DC–they couldn’t keep the D&D books on the shelf; unless you pre-ordered, you were out of luck.
WOTC focused on releasing the core rulebooks, important supplements like Volo’s Guide to Monsters and Tales of the Sword Coast, and massive campaign books. They also facilitated games around the country through the Adventurers’ League. But this didn’t leave a lot of time for minor products, like one-shot adventures or small rule variants.
This is where the DMs’ Guild came in. The game designers can release minor updates through this. More importantly, the legion of players and DMs creating adventures, character options, and home brew rules can make them available for others to use.
So what’s the downside?
It has to do with my memories of D&D back in the early 1990s. I started playing D&D after I found my dad’s Basic Set as a kid, and soon moved on to the then current second edition of AD&D. I bought the Players Handbook and the Dungeon Master’s Guide, but wanted more. So whenever we visited game stores (which were more common back then) and I had some money, I’d grab another adventure to play with my brother. Now, I can still find those adventures, but it involves going to a website.
The DMs’ Guild basically takes away this product line from FLGS’, which can be a problem. FLGS’ are under an immense amount of pressure, as Barnes and Noble and Amazon both offer easily-accessible alternatives for customers. But FLGS’ serve an important role in their towns, bringing gamers together and sustaining a welcoming community. My FLGS–Killer Rabbit Comics and Games–runs numerous events for local gamers, and has helped connect me with many others interested in playing D&D. If gamers can/have to go to their FLGS for the latest D&D content, this will do a lot to sustain these businesses. If new products are often not available in stores, customers will just shop online. Barnes and Noble will survive (maybe) just through customers occasionally buying the $50 rule books, but FLGS’ will suffer.
Like I said, DMs’ Guild is a great idea, which should be encouraged. So what can WOTC do to help FLGS’? There are a few options.
First, they could print some of these products. It could be the official D&D products, or best-sellers from users. But print versions would probably sell well. There are lots of D&D fans–like me–who want more content. WOTC could even mark them up, and they’d do well. This would bring business to FLGS’, but it would also ensure a steady stream of product releases to keep players from wandering away from D&D.
Second, they could leverage the excellent Adventurers’ League. This initiative has helped gamers to get together, often via FLGS, to play D&D. It’s actually how I got back into D&D after 5e came out. And it really helps FLGS’, as many of the players end up buying their D&D and other gaming materials from the store hosting their sessions.
So why not extend this, and make some DMs’ Guild content available for Adventurers’ League organizers? The printed versions of popular DMs’ Guild products could be sold through Adventurers’ League organizers–making distribution easier. Or WOTC could even offer some printed versions for free as an incentive for exceptionally successful hosts.
I know that WOTC cares about FLGS’, and don’t think DMs’ Guild was an attempt to hurt them. I think DMs’ Guild is a great idea. I just think there are a few ways to tweak it to make sure this great resource doesn’t hurt the local game stores that sustain D&D.