Hasbro CEO Chris Cocks Is Talking About AI in D&D Again

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Chris Cocks, the CEO of Hasbro, is talking about the usage of AI in Dungeons & Dragons again. In a recent interview with Semafor, Cocks once again brought up potential usage of AI in D&D and other Hasbro brands. Cocks described himself as an "AI bull" and offered up a potential subscription service that uses AI to enrich D&D campaigns as a way to integrate AI. The full section of Semafor's interview is below:

Smartphone screens are not the toy industry’s only technology challenge. Cocks uses artificial intelligence tools to generate storylines, art, and voices for his D&D characters and hails AI as “a great leveler for user-generated content.”

Current AI platforms are failing to reward creators for their work, “but I think that’s solvable,” he says, describing himself as “an AI bull” who believes the technology will extend the reach of Hasbro’s brands. That could include subscription services letting other Dungeon Masters enrich their D&D campaigns, or offerings to let parents customize Peppa Pig animations. “It’s supercharging fandom,” he says, “and I think that’s just net good for the brand.”


The D&D design team and others involved with D&D at Wizards of the Coast have repeatedly stood by a statement posted back in 2023 that said that D&D was made by humans for humans. The full, official stance on AI in D&D by the D&D team can be found below.

For 50 years, D&D has been built on the innovation, ingenuity, and hard work of talented people who sculpt a beautiful, creative game. That isn't changing. Our internal guidelines remain the same with regards to artificial intelligence tools: We require artists, writers, and creatives contributing to the D&D TTRPG to refrain from using AI generative tools to create final D&D products. We work with some of the most talented artists and creatives in the world, and we believe those people are what makes D&D great.
 

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Christian Hoffer

Christian Hoffer


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Even as a random table you'd be better off asking it to generate a random table, checking to make sure the variety is sufficient, and rolling manually. They are inherently biased to produce similar material over and over again because they literally function on what is most probable.

A random table is going to have a far, far more limited list than an AI can draw on. That's the point. It's not that you're ever going to have an AI do everything (at least not with the tech we have now), it's that it can generate suggestions that act as a springboard. AI is very good at some things that humans could theoretically do but in practice it's not realistic. There is no way a random table is going to give you better ideas - it just has a more limited list of similar options.

If you don't want to use technology fine. I could still vacuum my house, do dishes by hand, throw out my kindle, write physical letters and drop them in the mailbox. I also acknowledge that technology changes and sometimes it can be helpful. 🤷‍♂️
 

A random table is going to have a far, far more limited list than an AI can draw on. That's the point. It's not that you're ever going to have an AI do everything (at least not with the tech we have now), it's that it can generate suggestions that act as a springboard. AI is very good at some things that humans could theoretically do but in practice it's not realistic. There is no way a random table is going to give you better ideas - it just has a more limited list of similar options.

If you don't want to use technology fine. I could still vacuum my house, do dishes by hand, throw out my kindle, write physical letters and drop them in the mailbox. I also acknowledge that technology changes and sometimes it can be helpful. 🤷‍♂️
Like I said, have the LLM build the table. It will otherwise give you a narrow cluster of the same ideas over and over. Ask GenAI to "try again" and it eventually goes in a loop. Even the random table is going to have duplicates if it's long enough, but at least you can identify those ahead of time and filter them out.

It's technically possible to build more creative GenAI, but the closest you get right now us RAGs and extra loops to try and expand and refine, respectively.
 

Let's say some random new DM comes here and asks for advice, we'll have a dozen different people answering with 13 different pieces of advice. When 12 people advice you watch 13 different YouTube channels, each with a 100 hours of video, do you watch them all or choose one, which one do you choose? Is it good advice? The same with books, someone will advice something, someone else will advice something else. And not every book/YT gives good advice. The new DM doesn't know what to differentiate, everyone has their own favorites and their own financial priorities (thus the link with books of DM advise that just happen to be all in print on the Amazon site, linked with an affiliate link)...

It's like looking for books on technical subjects, a hundred people answer, with 101 different pieces of advice. Some just seem (or actually are) horrible, others don't jive with your style of learning. It's a crap shoot! Especially horrible for young folks that don't recognize when something is horrible advise or something doesn't jive with your way of learning. LLM doesn't solve that of course, but it is a LOT less of an investment of time.
I dunno. IME, when someone asks for some advice here, there is typically a decent amount of overlap from the various posters on what resource works best. After the 3rd or 4th person recommends checking out XYZ, that's where I would start.
 

Like I said, have the LLM build the table. It will otherwise give you a narrow cluster of the same ideas over and over. Ask GenAI to "try again" and it eventually goes in a loop. Even the random table is going to have duplicates if it's long enough, but at least you can identify those ahead of time and filter them out.

It's technically possible to build more creative GenAI, but the closest you get right now us RAGs and extra loops to try and expand and refine, respectively.

Given the correct prompts an AI can create ideas (and imagery) that random tables simply can't. I have a friend that uses AI for work and his campaign, he was able to feed all sorts of random campaign documentation from his home game and the AI spit out a 100 page booklet detailing all of the regions and important PCs. He had to do some editing, but it was minor compared to the scope of the document. I've only dabbled in it myself but it can do art I can't and spit out backgrounds for NPCs. If I made the investment my friend did, I wouldn't be surprised if that background included details from my world that I never thought of. Random tables cannot do what AI can.

It's not going to be perfect of course but there are only so many ideas under the sun. I'm not going to bother arguing about it any more, suffice to say that people that have used it that I've discussed this with would disagree. It spits out far more detail, far more specifics than you're going to get out of random tables.
 


Again, I'm struggingly to see how this is a benefit compared to just...
You're struggling to see how giving someone basic, generic information is an advantage compared to telling them to parse through hours and hours of internet content, with zero context against which to weigh it?

I'm not. If I'm brand new to D&D and you point me to a YouTube channel with hundreds of videos, I'm going to be thinking "thanks for nothing."

Here's what ChatGPT gave me:

1. The Basics: How the Game Works

  • D&D is a tabletop roleplaying game where players create characters and go on adventures guided by a Dungeon Master (DM).
  • The DM describes the world and controls non-player characters (NPCs), monsters, and story events.
  • Players describe their characters’ actions, and dice rolls determine success or failure.


2. Character Creation

Each player creates a unique character with:

  • Race & Class: Defines what your character is (e.g., elf wizard, dwarf fighter).
  • Ability Scores: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA) determine strengths and weaknesses.
  • Skills & Proficiencies: Your character is better at some tasks based on their background and training.
  • Equipment & Spells: What your character carries and any magic they can use.
  • Backstory & Personality: A short description of your character’s past, goals, and quirks.


3. Core Gameplay: Rolling Dice & Making Checks

  • The most important dice roll is the d20 roll:
    • Roll a 20-sided die (d20).
    • Add any relevant modifiers (ability bonus, skill proficiency, etc.).
    • Compare the total to a Difficulty Class (DC) set by the DM.
    • If the total meets or exceeds the DC, you succeed; if not, you fail.
Common rolls include:

  • Ability Checks – Used for general tasks (e.g., climbing, persuading, recalling lore).
  • Skill Checks – Specific trained abilities (e.g., Stealth, Acrobatics, Perception).
  • Saving Throws – Resisting dangers like spells, poisons, or traps.
  • Attack Rolls – Rolling to hit in combat.
Special Rolls:

  • Natural 20 (Critical Success on Attacks): If you roll a 20 on an attack roll, you automatically hit and roll extra damage (double the dice).
  • Natural 1 on an Attack Roll: Always misses, regardless of modifiers.
  • Ability Checks & Saving Throws: A 20 or 1 is not automatically a success or failure—the result still depends on modifiers and the DC.


4. Combat Rules

Combat is turn-based, and each round follows this structure:

  1. Determine Initiative – Roll a d20 + Dexterity to decide turn order.
  2. Take Your Turn:On your turn, you get:
    • Movement (move up to your speed).
    • Action (attack, cast a spell, use an ability, etc.).
    • Bonus Action (if available, like dual-wielding or a special ability).
    • Reaction (a special response to an enemy’s action, like an opportunity attack).
  3. Resolve Effects: Apply damage, conditions, or spell effects as needed.
  4. Next Turn: Play continues in initiative order until combat ends.


5. Roleplaying & Exploration

  • Outside of combat, players interact with the world.
  • You can:
    • Talk to NPCs to get information, make deals, or deceive.
    • Explore environments for clues, treasure, or secret paths.
    • Solve puzzles or investigate mysteries.
  • Your character’s personality and choices shape the story!


6. Story Progression & Adventure

  • The DM presents challenges, quests, and encounters.
  • Players can solve problems creatively (not always by fighting).
  • Choices affect the world and determine how the story unfolds.


7. Winning & Losing?

  • D&D has no single "win" condition—the goal is to enjoy the adventure.
  • Characters may grow stronger (level up), achieve personal goals, or change the world.
  • If a character dies, the group can try to revive them or create a new one.


8. The Most Important Rule: Have Fun!

  • D&D is about teamwork, creativity, and storytelling.
  • If a rule is confusing, the DM can make a fair ruling and keep the game moving.
  • There’s no "wrong" way to play as long as everyone is enjoying the adventure!
Would you like a step-by-step walkthrough of character creation or an example of play?
 

Or you could, I don't know, get them from someone who spent 20 years diving into the best tips GMs have offered?
Is that person going to meet with them one on one, or are we asking the brand new player to parse through hours and hours of videos before they even understand the basics? If they have the opportunity to have a person with 20 years experience give them a person to person tutorial, then I agree that that is clearly the best possible option. Directing someone to a YouTube channel is not the same thing.
 

Is that person going to meet with them one on one, or are we asking the brand new player to parse through hours and hours of videos before they even understand the basics? If they have the opportunity to have a person with 20 years experience give them a person to person tutorial, then I agree that that is clearly the best possible option. Directing someone to a YouTube channel is not the same thing.
Maybe read a single 2 minute article?

 

Maybe read a single 2 minute article?

That article is great! It's not exactly what I was discussing, but it's a very good article. I think it would be an excellent resource for most DMs - I recommend! It does not, however, invalidate the point I was making: that one thing LLMs are good at is distilling a lot of information and coming up with simple, generic responses that reflect the general consensus, which is ideal for players who don't know where to start.

A new player can type exactly their question into one and get a specific response. They don't have to parse articles and videos to try to find one that addresses their specific concern.

Which is what LLMs are already being used for, whether we like it or not.

I'm a language teacher. I have serious concerns about the way that LLMs are already impacting students finding their own, unique voice. But we can't stick our heads in the sand and fail to recognize that there are already some things that LLMs are very useful for.

Edit: Example ( I asked it a typical newbie question, whether natural 1s always fail):

ChatGPT said:​

No, rolling a natural 1 is not always an automatic failure in Dungeons & Dragons 5th Edition—except for attack rolls. Here's how it works:

1. Attack Rolls: Natural 1 Always Misses

  • If you roll a 1 on an attack roll, it automatically misses, no matter how high your modifiers are.
  • This is the only roll where a natural 1 always means failure in the official rules.

2. Ability Checks & Saving Throws: Not an Automatic Failure

  • If you roll a 1 on an ability check or saving throw, it does not automatically fail.
  • You still add your modifiers, and if the total meets or exceeds the Difficulty Class (DC), you succeed.
Example:

  • A rogue rolls a natural 1 on a Stealth check, but with their +9 bonus, they get a total of 10.
  • If the enemy’s Perception DC is 9, they still succeed!

3. House Rules: Critical Failures

  • Some DMs use a "critical failure" house rule where a natural 1 on a check or save causes something bad to happen (e.g., dropping a weapon, falling prone).
  • This is not an official rule, but it can add drama and unpredictability to the game.

Final Rule: Only Attack Rolls Have Automatic Failures

  • Attack rolls: Natural 1 always fails.
  • Ability checks & saving throws: No automatic failure—modifiers still apply.
Would you like a summary of critical successes (natural 20s) as well?
 
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