DnDBeyond.com was owned by Fandom until a few days ago, and is one of the most widely used digital toolsets for the ubiquitous roleplaying game, D&D. Business Wire has confirmed that the parent company of Wizards of the Coast, which owns DnDBeyond, is in the final days of talks to acquire it.
The press release says that the acquisition will strengthen the capabilities of the company and add veteran talents to the Wizards of the Coast team. The purchase was spurred on by the fact that D&D Beyond has been paying a royalty to Hasbro over the last three years.
DnDBeyond is one of the most valuable un-owned pieces of the Wizards of the Coast Bundle. 80% of D&D fans have played the game virtually according to the press release. As VTT services become more accessible and easier to use, that number is likely to increase.
Wizards of the Coast had to pay a lot of money to get their product on their site, so acquiring DnDBeyond could be a good thing for players. The capital barriers to gameplay might be less painful if the company owned DnDBeyond.
The uniform consolidation of digital tools under a single company's banner causes the player to have fewer options in the game. The price of their products on DnDBeyond was indirectly determined by the WomaC, but now it is clear where the money is going. It is unlikely that a sustainable market will be created if fans have to pay two or three times for a module, class, or item description.