You couldn't make it up: NFTs Are Here to Ruin D&D
TLDR: Rather than create a character, you buy an NFT of a character, which could be a newbie, or, if you're willing to pay for it, could be someone else's levelled-up killing machine with a +20 Sword of You're Dead Now. (And you'll have to pay extra for their gear, which is also NFTs),
It's a pretty good article, but it misses one of the fundamental problems, which is that for Gripnr to succeed it has to turn D&D into a Pay to Win system. Which isn't why people play RPGs.
The whole idea of stripping character creation out of D&D so that you instead buy an NFT of a character means removing one of the most enjoyable parts of the game. And even if you do buy someone else's carefully nurtured high level NFT, blockchain can't deliver you the delight of getting them there - their story isn't yours, because you don't know it.
The 'pay to win' model will appeal to a certain kind of gamer, the kind everyone hopes they never end up playing with....
And as for the idea of making everyone play on twitch and have other GMs monitor their streams to make sure no one's cheating to inflate the value of the NFTs, who is going to pay those other GMs for their time?
Even at minimum wage the economics don't work, and I'm certainly not sitting through a 10 hour stream of a bunch of random teens playing D&D unless someone is paying me. (And I can well imagine people for whom putting their face on twitch is an absolute no).
The article does talk about blockchain's ruinous energy usage, but it misses the more personal cost - that this ramps up the entry cost of D&D (currently zero if one of your mates has the rulebooks) and turns success at D&D into a game of how big is your allowance for buying fripperies (and high speed internet).