According to a story at io9, it looks as though WOTC is trying to put the OGL genie back into the bottle: https://gizmodo.com/dnd-wizards-of-the-coast-ogl-1-1-open-gaming-license-1849950634
The biggest (and most egregious) change — it claims to “de-authorize” the previous version of the OGL (something which goes against the original language of the OGL, which is perpetual).
I wonder what “unauthorizing” the OGL 1.0 will mean for the non-WOTC-derived content — since other rules systems were released under it, by other companies. (D6, FATE, Runequest, Traveller, etc.). I suspect that the “unauthorization” (on it’s face a violation of the original terms of the OGL) will only apply to D&D content, so if you’re producing D&D material you MUST use 1.1.
Funny thing, WOTC originally addressed the question of changes to the OGL back in 2004 (from the internet archive): https://web.archive.org/web/20040307094152/http://www.wizards.com/default.asp?x=d20/oglfaq/20040123f
Q: Can’t Wizards of the Coast change the License in a way that I wouldn’t like?
A: Yes, it could. However, the License already defines what will happen to content that has been previously distributed using an earlier version, in Section 9. As a result, even if Wizards made a change you disagreed with, you could continue to use an earlier, acceptable version at your option. In other words, there’s no reason for Wizards to ever make a change that the community of people using the Open Gaming License would object to, because the community would just ignore the change anyway.
I suppose we’ll wait and see, but one thing is for sure — the tabletop games industry is about to experience some Interesting Times.