That's the whole point - they know their creative team is bankrupt. Going to D&D One's virtual model means the playerbase will create their own content... limited to the parameters of their application.
Why be creative when they can just cage the peasants in and provide them with the basic cardboard and water for them to churn out that easy-to-make gruel?
Graduates from the White Wolf school of game 'design'.
Paradox has even applied to this formula to video games now, but even worse somehow. You can use their IP in your personal project you publish to itch.io, but subject to a bunch of restrictions like: you must adhere to the most recent iteration of canon (despite the changes being extremely controversial among fans), you can't use any canon characters (even tho that's pretty much the only thing fans like to discuss), you can't advertise your game as using their IP (so you don't actually benefit from the brand name recognition that would justify using the license in the first place), you have to pay a percentage of your profits as royalties, you can't invent
any original ideas even if you can make them unobtrusively fit into canon, you can only make games about vampires and hunters at present because those are the only ones with rulebooks out yet, etc.
At this point, you're better off just inventing your own IP. There's absolutely nothing about Paradox's IP that would justify subjecting yourself to all these ridiculous self-sabotaging restrictions. You can very easily file off the serial numbers in a genre like urban fantasy because of all the public domain resources you can draw on. Just look at
Bloodlust: Shadowhunter for an example: it feels sort of like a
Bloodlines rip-off but uses an entirely original (albeit derivative) setting that Paradox doesn't seem to be able to sue out of existence.