Monday, March 23, 2026

The Business: Seattle Pulls A Bait-And-Switch

GaryCon went down over the weekend. There was some Wizards of the Coast-related announcements.

Wizards of the Coast's D&D Design Team made an appearance at Gary Con XVIII and discussed the future of the brand at a press conference on March 19, 2026. Big news came out at this press conference, which was led by Gary Con founder Luke Gygax (see “ICv2 Interview”) and the new head of the D&D franchise Dan Ayoub, starting with the announcement that Luke Gygax will be collaborating with D&D design team on upcoming projects. Gygax specifically noted that he will be lending his expertise on the Greyhawk setting to future projects, and mentioned a possible Melf's Guide to Greyhawk book coming down the road.

“I grew up playing in Greyhawk,” said Gygax. “The names on the Greyhawk map are named after not only my family, but my friends and relatives. It is a place where I experienced all those adventures as Otis, the Ranger... the places we visited in those early campaigns are all seminal memories for me.”

Ayoub discussed his passion for the D&D brand at length, and acknowledged that he is aware of how D&D design may have gravitated away from fan expectations in the last several years. He addressed the gap in new release information that occurred at the end of 2025 into February 2026, which was primarily due to team transition, and limitations on the team's ability to block releases due to the creation of new content. Ayoub also committed to an annual unveiling of the next year's D&D lineup at Gen Con, starting in 2026 (for the 2027 lineup).

Ayoub also addressed plans for the new Season model for D&D (see “'D&D' Roadmap“), which span roughly three to five months depending on the product release. Ayoub is an advocate of the module format, so aside from the banner releases announced for each Season, there will also be modules on the way.

For retailers, Ayoub reaffirmed the company's dedication to publishing print copies of D&D books. He also reaffirmed the D&D brand's commitment to supporting retailers:

“(The hobby channel) is the beating soul of D&D,” said Ayoub. “I think it is something we've lost sight of a little bit. We've started sharing plans with retailers our plans to support retail...part of the plan behind Seasons was to help support retail.”

I wouldn't get your hopes up.

The Pundit continues.

Which means it's not really part of the Brand. The target audience--Normies, Casuals, Tourists--will not engage with it, especially if this is a print-primary product when Wizards of the Coast have already pivoted to being digital-primary and root the business on Beyond and its service-based model.

The Soup Aisle still thinks that print is going to be primary, that retail matters, and that their siloed cult cells in their basement playing Calvinball is the hobby. Like it or not, WOTC's C-Suite is correct to see that going digital-primary is the smart play because it removes the friction that's been a Known Issue for decades. Beyond is now the root of the business because it is superior in recruiting, training, and retaining players from those three demographics; they pay, they pay early, and they pay often with little difficulty because C-Suite's making the game resemble what they're already familiar with in competing media.

Tabletop, as a business, is driven by Network Effects. That means control over friction. Normies (et. al.) treat friction as failure, so they always go with the least-frictive option; this is why they accept Beyond and other digital formats over what the Cargo Cult demands is still the way to go- even when the data says otherwise.

WOTC isn't stupid or wrong to go digital-primary when all of their competition--Vidya--is already there. We already have online play via Discord as normal; using Beyond is just a fait accompli once you've made that shift for Normies.

This is the pressure from above crushing the Cargo Cult. The Clubhouse is the pressure from below. The collapse is in process for Conventional Play, and anyone thinking that this changes a damned thing is maining Copium straight into their veins like a junky. Either way, the Cargo Cult is on borrowed time and is counting down to extinction; what will remain is WOTC's Walled Garden and the Clubhouse- and the Soup Aisle will have nothing.

Sunday, March 22, 2026

The Culture: The Bros Will Make Tabletop Great Again

Correcting the record on how Tabletop came to be is not over yet.

And this also means correcting what Tabletop is and how it works.

Because man, Brian Neimeier saying that the Pop Cult leads to the Death Cult keeps getting confirmed.

Rule Zero: How Calvinball makes "believing absurdities" turn into "committing atrocities" possible.

Saturday, March 21, 2026

The Culture: Throwing Down Idols Is Not Consigned To History

Over the week, we had this exchange on Twitter.

Mythic's right. That's why I call it a Cargo Cult.

Cult. That's religious. They worship idols and enforce dogmas and conduct initiations (indoctrinations).

The Bros came in as a righteous crusade, threw down those idols, and tread all over them with their sandalled feat.

Because idol worship is not a good thing, be it in the most literal form or in the more abstracted form of the Pop Cult- which is what "folk D&D" is, a Pop Cult of idol worship.

Jeffro correctly nails down the issue being one of "being inititiated" instead of Reading The Manual like you do with everything else. This is how you get such indefensible Just So dogmas about Tabletop; they are all mutations of an original error, and the freakouts against the Bros are really freakouts against the destruction of their idols.

These are the same people who wonder why most prospects bounce off their non-games when compared against Vidya or Board/Cardgame counterparts and rightly dismiss their cult as a waste of time for losers.

The Bros fix the hobby by returning it to being something that is actually (a) a unique gameplay experience that competing media can't do better and (b) returns it back to being a pro-social social club based hobby pursuit where you can participate no matter where you go because there's local hobbyists playing exactly the same game, exactly the same way as you do back home.

The Cargo Cult wants to keep it to siloed basement cult cells playing Calvinball because that's how cults maintain indoctrination over time; low-key cult psychological abuse is still cult psychological abuse, as we see regularly now with all that very same thing being exposed in the public schools across the West (and, increasingly, going to creep into Japan and South Korea too; the signs are there).

If you're instead in a decentralized, distributed society where the authority is in a manual and not in a man--and reading/comprehending the manual is not only allowed, but required--that can't happen. If you know that rolling a man at the local Clubhoue is the same as it is in Tokyo or Dubai, or the rules for XP and Training, etc. then you know that you're not running afoul of Frustrated Novelists, Theater Kids, or similar resentful spergs (all of whom should be remedially instructed via cranial pugilation therapy into proper behavior).

The restoration of the Real Game and the Real Hobby to its pro-social origins, severing the diseased growths, and carrying on anew from there is inevitable. The cultism deserves to be destroyed.

Friday, March 20, 2026

The Culture: The Second Story On Narrative Warfare

Remember what Arch did yesterday? Hilary Lane comes in for the layup.

The reality is that Public Relations professionals--the secularlization of ancient cult indoctrination techniques--knew this over a century ago; again, read Propaganda by Edward Bernays and Public Opinion by Walter Lippmann (they're the two founders of Public Relations, the category that holds Advertising and Marketing as jobs).

Pay attention to her usage of a woman's perception of Korean men being warped by K-Dramas as an example. This is how Public Relations techniques can create an illusion of How Things Work, and if the systems of everyday life don't match up to the illusion then that disparity becomes the liminal space wherein weaponized resentment becomes the festering wound from which Death Cult political action roots itself.

Yes, this is how Hannah the Post-Wall Heifer gets radicalized (an irreversible process, like Chaos Corruption) into voting for Death Cult people and policies so long as they can hold out believable promises to guarantee that Hannah gets a state-mandated K-Drama Korean man issued to her for her enjoyment.

Hilary brings the receipts. She shows the troon in Minnesota justifying child access to porn (specifically child porn) as being necessary and proper for the cultivation of troon identity. Talk about giving away the game.

Watch it. If you are an honest man, you will see that she is indeed right- and the tell is that all the right people are furious with her.

This is becoming more than just about porn-addled shitlibs Hannahs.

Thursday, March 19, 2026

The Culture: Arch Points Out The Obvious

Arch embraces the inevitable.

This is him not only waking up and choosing violence, but deciding that Exterminatus is not the extreme option.

He has such a firm grasp on the psychology of Resentment that Chaos personifies that he is now ready to see the real-life counterpart.

That's right, this not something harmless. The end result of this in real world terms is the destruction of Civilization and the extinction of Designated Enemies.

You want to know the Death Cult and the Mammon Mob have to control the narrative down to the level of hobbyist pursuits? Because even the smallest of things can hold the power to expose them and thus give both form and name to an otherwise invisible enemy; if you can name it and shape it, you can kill it.

This is what those skilled in Sophistry know too well; that's why they play wordgame and deal in gaslighting as easy as breathing- and it's why they weaponize lore, history, and precendent--three forms of word-based foundation-building--in their attacks. ("It's just fiction", "It's just Your Truth", "It's just Oppressive Construcs" respectively, and when they seize power they waste no time changing it to suit, as Virginia recently showed again.)

GW didn't intend it, but via stealing Chaos from Moorcock to label their Cosmic Enemy they would provide a model for the very trans-national crime syndicate and death cult that threatens the world and all within it. The enemy noticed, and they cannot forgive or ignore this; by their reaction, you know that Arch's presentation is correct. This is textbook "Protest Too Much" revelation.

Wednesday, March 18, 2026

The Business: The Professor Admits The Inevitable

The Professor confirms what was already reported.

Digital Primary development and publishing; print depreciation, focusing on the online Walled Garden.

Move to a Seasonal mode of business, straight out of the Live Service playbook, and drive the majority of players to the Walled Garden and increasing the friction for not using it will succeed; this is why the Professor's own offering is Dead On Arrival.

The Copium that this will lead to an indie resurgence?

LOL. LMAO. They will NOT be played. That's been said repeatedly every time WOTC, and TSR before that, fucked up for 50 years. It never happened. Their own internal records and data showed it in 1999, and that initial survey's been proven correct every year since.

C-Suite got the memo at last, and the Cargo Cult is coping with the consequences. It's WOW or the Clubhouse, you delusional fuckwits.

And the Normies already chose WOW. They'll do it again in a heartbeat.

Tuesday, March 17, 2026

The Culture: BDubs Explains It All

Over at BDubs' blog, he explained how GOSS, SEEN, and Docketing fixed 50-year-long Known Issues that OGs in the Cargo Cult never fixed.

Whether their PCs were first level dungeon delvers venturing forth under DM Dunder Moose, faction leaders participating in the occasional Braunstein session with DM Gelatinous Rube, or simply men submitting downtime orders to me, the players were astonished and excited by what this event might mean for UMBROS.

None of it would have been possible without Docketing. It would not have come together without GOSS. And it would scarcely have mattered to anyone beyond the immediate participants without SEEN.

Together these methods of running a REAL D&D campaign have produced something rare: a Braunstein style fantasy world that lives, moves, and rewards those bold enough to adventure within it.

Will you try it or will you keep playing in conventional (meaning boring) D&D games?

You can read the full post here.

There is only one other thing to do: link up the tables. That's Friday's article at the Clubhouse.