Tag Archives: Role-Playing Games

Dungeons & Dragons Scraps Plans to Update Its Open Game License

Sword of Dungeons and Dragons by artist Chris Rahn
Image: Wizards of the Coast | Chris Rahn

Wizards of the Coast, publisher of Dungeons & Dragons, announced today that they will no longer be pursuing deauthorization of the Open Gaming License 1.0a, abandoning plans previously stated in the drafted OGL 1.2. This statement comes after relentless fan backlash against the decision to deauthorize that was revealed after io9 reported on a leaked OGL 1.1. After three weeks of near constant pressure, it appears as if Wizards of the Coast is fully paying attention to the fanbase.

The deauthorization of the OGL 1.0a was a huge sticking point for fans and third party publishers who made a living using the license that was granted nearly two decades ago. Opinions varied on whether or not Wizards of the Coast could even legally deauthorize, with many people, including Ryan Dancey, vocally arguing that it was never intended to be deauthorized and the very act of doing so was not built into the legal wording of the license.

Brink said in the statement that “these live survey results are clear. You want OGL 1.0a. You want irrevocability. You like Creative Commons.” This sentiment was expressed so overwhelmingly in the playtest OGL 1.2 that Wizards of the Coast had to pay attention. Originally they were going to keep the playtest open for two weeks, however Brink writes, “the feedback is in such high volume and its direction is so plain that we’re acting now.”

The concessions D&D makes in this announcement are huge: they will not attempt to deauthorize the OGL 1.0a, they are putting the entirety of the Systems Reference Document for D&D 5.1 into the Creative Commons, and they are abandoning its previously-stated intentions for Virtual Tabletops.

One thing to note is that Brink states that putting the entire 400-page SRD into the Creative Commons means that fans don’t need to “take [Dungeons & Dragons’] word for it.” That Brink would explicitly acknowledge the lack of trust between fans and publishers and Wizards of the Coast is incredible.

Finally, the company finished the statment with an olive branch, publishing the SRD immediately, and stating, “Here’s a PDF of SRD 5.1 with the Creative Commons license. By simply publishing it, we place it under an irrevocable Creative Commons license. We’ll get it hosted in a more convenient place next week. It was important that we take this step now, so there’s no question.”

[Editor’s Note: This article is part of the developing story. The information cited on this page may change as the breaking story unfolds.]


Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

Read original article here

Cancelled D&D Beyond Subscriptions Forced Hasbro’s Hand

Illustration: Vicky Leta

Dungeons & Dragons publisher Wizards of the Coast finally broke its silence regarding the game’s Open Game License on Friday, attempting to calm tensions in the D&D community and answer questions that were raised after Gizmodo broke the news about the contents of a draft of the document last week.

In a message titled An Update on the Open Game License (OGL), posted on the web site for D&D Beyond, Wizards of the Coast’s official digital toolset, the company addressed many of the concerns raised after the leak of the Open Gaming License 1.1 earlier in the week, and walked them back—fast. Notable changes include the elimination of royalty structures, and the promise to clarify ownership of copyright and intellectual property.

But it might be too little, too late.

Despite reassurances from the Hasbro subsidiary, Wizards of the Coast (WotC) may have already suffered the consequences of their week of silence. Multiple sources from inside WotC tell Gizmodo that the situation inside the castle is dire, and Hasbro’s concern is less about public image and more about the IP hoard the dragon sits on.

The bottom line seems to be: After a fan-led campaign to cancel D&D Beyond subscriptions went viral, it sent a message to WotC and Hasbro higher-ups. According to multiple sources, these immediate financial consequences were the main thing that forced them to respond. The decision to further delay the rollout of the new Open Gaming License and then adjust the messaging around the rollout occurred because of a “provable impact” on their bottom line.

According to those sources, in meetings and communication with employees, WotC management’s messaging has been that fans are “overreacting” to the leaked draft, and that in a few months, nobody will remember the uproar.

Licensees are pushing back

But despite any hopes that this all might blow over, well-known publishers who have previously used the OGL—some almost exclusively, such as Kobold Press, and MCDM— have already put out statements saying that they will either be moving away from all versions of the OGL, or explicitly offering up their own gaming licenses for their core games.

The “negative impact of implementing the new OGL might be a feature and not a bug for Wizards of the Coast,” said Charles Ryan, chief operating officer of Monte Cook Games. “A savvy third-party publisher might look at where 5e is in it life cycle,” he said, and if they were planning 5e products, reconsider their investment. Monte Cook Games released their own open, perpetual license for their acclaimed Cypher System last year.

Smaller indie presses have pulled together resources to help people make third-party content for small games. Rowan, Rook and Dekard, for example, released The Resistance Toolkit, a document meant to help ease designers off the 5th edition D&D rules and into writing third-party content for their acclaimed RPG Spire.

One third-party publisher told Gizmodo that they had expected WotC to update the OGL as seen in the leaked documents, but not until 2025, during the full release of DnDOne. Now many third-party publishers have moved up their migration timeline following the publicity disaster surrounding the leaked new Dungeons & Dragons OGL.

One of WotC’s biggest competitors, the independent publisher Paizo, owner of the Pathfinder and Starfinder RPGs, is currently spearheading a campaign to create an Open RPG Creative License (ORC) that would be stewarded by a non-profit foundation. Other publishers, including Kobold Press, Chaosium, and Legendary Games, have already committed to the effort.

Another third-party publisher who asked not to be identified told Gizmodo their company “has already collaborated with other third-party publishers” to mount a legal defense of the original, circa 2000, OGL 1.0(a).

The OGL 1.1 text and the 2.0 FAQ

Last week Gizmodo received leaked draft copies of an “OGL 1.1″, and then a few days later, a Frequently Asked Questions document which referred to an “OGL 2.0.” (This is an important distinction, because while a 1.1 could be considered an update to the original 1.0(a), calling the new agreement 2.0 may indicate it’s being imagined as an entirely new, separate agreement.)

One of the most telling parts of the OGL 2.0 FAQ included a statement that clarified one of the most inflammatory points of the leaked OGL 1.1—whether or not the original OGL 1.0a would be deauthorized. The leaked FAQ said that the “OGL 1.0a only allows creators to use ‘authorized’ versions of the OGL which allows Wizards to determine which of its prior versions to continue to allow use of when we exercise our right to update the license. As part of rolling out OGL 2.0, we are deauthorizing OGL 1.0a from future use and deleting it from our website. This means OGL 1.0a can no longer be used to develop content for release.”

Although many people have come forward to debate the legitimacy of this interpretation, including former WotC executive Ryan Dancey, who helped write the original OGL 1.0, the FAQ continued to push this language. Additionally, the Jan 13 update does not explicitly state that the company will not attempt to deauthorize the OGL 1.0a. “I do not believe that the OGL v1.0a can be deauthorized,” Dancey said in an email to Gizmodo. “There’s no mechanism in the license for deauthorization.”

“When v1.0a was published and authorized, Hasbro & Wizards of the Coast did so knowing that they were entering into a perpetual licensing regime,” Dancey continued. “All the people involved at the executive level – Peter Adkison (who was Wizards’ CEO), Brian Lewis (who was Wizards’ in house counsel), and me (I was the VP of Tabletop RPGs) all agreed that was the intent of the license.”

While the OGL 2.0 FAQ was distributed across multiple teams inside of Wizards of the Coast, sources indicate that this FAQ was not released on January 12 as intended due to the impact of the canceled subscriptions and the rising tide of backlash online.

The FAQ for the OGL 2.0 also stated that “the leaked documents were drafts, and some of the content that people have been upset about was already changed in the latest versions by the time of the leaks.” However, what upset people—including copyright riders and royalties—still seemed to be in place in the FAQ for 2.0.

The part that of the OGL 1.1 that stated once you publish under the OGL 1.1 other people can use your work as well is very similar to DMs Guild language,” explained Jessica Marcrum, co-creator of Unseelie Studios. “But that’s not ‘open’ language. And it seems like they’re using the guise of the old OGL to to pretend that 1.1 is an open giving license when it isn’t.”

Additionally, multiple sources reported that third-party publishers were given the OGL 1.1 in mid-December as an incentive for signing onto a “sweetheart deal,” indicating that WotC was ready to go with the originally leaked, draconian OGL 1.1.

The ‘Term Sheets’

According to an anonymous source who was in the room, in late 2022 Wizards of the Coast gave a presentation to a group of about 20 third-party creators that outlined the new OGL 1.1. These creators were also offered deals that would supersede the publicly available OGL 1.1; Gizmodo has received a copy of that document, called a “Term Sheet,” that would be used to outline specific custom contracts within the OGL.

These “sweetheart” deals would entitle signatories to lower royalty payments—15 percent instead of 25 percent on excess revenue over $750,000, as stated in the OGL 1.1—and a commitment from Wizards of the Coast to market these third-party products on various D&D Beyond channels and platforms, except during “blackout periods” around WotC’s own releases.

It was expected that third parties would sign these Term Sheets. Noah Downs, a lawyer in the table-top RPG space who was consulted on the conditions of one of these contracts, stated that even though the sheets included language suggesting negotiation was possible, he got the impression there wasn’t much room for change.

Getting it right

In its “Update on the Open Game License” released Friday, WotC promised that the new OGL was still in development and not ready for final release “because we need to make sure we get it right.” The company promised to take feedback from the community and continue to make revisions to the OGL that made it work for both WotC and its third-party publishers.

But it may be too late. “Even if Wizards of the Coast were to entirely walk [the leaked OGL 1.1] back, it leaves such a sour taste in and in my mouth that I don’t want to work with the OGL in the future,” said Unseelie Studios’ David Markiwski.

Meanwhile, the “#DnDBegone” campaign encouraging fans to cancel their D&D Beyond subscriptions continued to gain traction on Twitter and other social media sites.

In order to delete a D&D Beyond account entirely, users are funneled into a support system that asks them to submit tickets to be handled by customer service: Sources from inside Wizards of the Coast confirm that earlier this week there were “five digits” worth of complaining tickets in the system. Both moderation and internal management of the issues have been “a mess,” they said, partially due to the fact that WotC has recently downsized the D&D Beyond support team.

Wizards of the Coast stated in the unreleased FAQ that it wasn’t making changes to the OGL just because of a few “loud voices,” and that’s true. It took thousands of voices. And it’s clear that Wizards of the Coast didn’t make the latest changes purely of their own accord. The entire tabletop ecosystem is holding Wizards of the Coast to the promises that they made in 2000. And now, the fans are setting the terms.


Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



Read original article here

Wizards of the Coast Breaks Their Silence on the Dungeons & Dragons Open Game License

Illustration: Vicky Leta/Gizmodo

Wizards of the Coast, the Hasbro subsidiary that publishes Dungeons & Dragons, revealed details of its new Open Game License on Friday and attempted to answer questions about the future of the D&D community that were raised after io9 broke the news about the contents of a draft of the document last week.

A leaked copy of an updated “OGL 1.1,” received and reported on by io9 last week, outlined restrictions on third-party publishers including a 25 percent royalty payout for revenues over $750,000, and a copyright clause that appeared to cede ownership of content over to Wizards of the Coast (WotC). All of these concerns were taken up online, as D&D fans, content creators, and third-party publishers responded to the report with concern. Several prominent game publishers announced plans to stop creating new licensed content to focus on their own systems.

The update from Wizards of the Coast says; “the next OGL will contain the provisions… [so that it] covers only content for TTRPGs. That means that other expressions, such as educational and charitable campaigns, livestreams, cosplay, VTT-uses, etc., will remain unaffected by any OGL update. Content already released under 1.0a will also remain unaffected.”

This seems to imply that the Fan Content License, which was previously mentioned in the OGL 1.1 draft as continuing under the new licensing agreement, will be used to protect Wizards from fan content like Actual Play podcasts and videos. The fact that they are also saying that VTTs will be unaffected is a significant change, as earlier editions stated that “non-static” media would be disallowed under the new OGL 1.1. This is likely a massive relief to numerous companies that are working on creating and innovating in the VTT space, but without the fully updated OGL, there are no rock-solid assurances yet.

Another announcement is the fact that any updated OGL “will not contain is any royalty structure.” This is a huge change from the previous iterations, which had a tiered royalty structure that required all commercial projects to report to Wizards of the Coast. One of the reasons for this change seems to be the response that people had to the language about copyright and ownership in the OGL 1.1. The update says, “any language we put down will be crystal clear and unequivocal on that point. The license back language was intended to protect us and our partners from creators who incorrectly allege that we steal their work simply because of coincidental similarities.”

The announcement goes on to include the expansive IP projects that Wizards is taking on—a movie, a television series, and digital games. It’s clear that Wizards of the Coast cares much more about protecting the cultural currency of Dungeons & Dragons before they think about anything else—including fans, content creators, and third-party publishers.

While the updated OGL 2.0 isn’t going to be released today, it will be coming. There will be no backing down entirely for Wizards of the Coast. They’ve committed too much time, money, and effort into their IP to allow it to be written off totally under the OGL 1.0(a) and the suits in Hasbro will not allow everyone to make off with their name and numbers.

Additionally, the final thing to note about this update is that Wizards of the Coast is doing some incredible spin doctoring in order to lay the groundwork to try to salvage the situation that they find themselves in. The company would love for you to think that this is all part of the plan, but none of this was part of any plan.

The drafts that io9 received were not a thought experiment. They were intended to gauge a reaction, but from individual publishers that Wizards could silence with an NDA, not from the public at large. For all intents and purposes, the OGL 1.1 that was leaked to the press was supposed to go forward. Wizards has realized that they made a mistake and they are walking back numerous parts of the leaked OGL 1.1, saying that, “any change this major could only have been done well if we were willing to take that feedback, no matter how it was provided–so we are.”

However Wizards wants to spin it, the fact is that if hundreds of thousands of fans hadn’t said something on Twitter, YouTube, TikTok, and Reddit, the current capitulation would have most likely happened after the OGL 1.1 was released. “Finally,” Wizards of the Coast ends their statement, “we’d appreciate the chance to make this right… We won’t let you down.” It may be too late for that.

[Editor’s Note: This article is a breaking news story, and the information cited on this page will change as the story unfolds. Our writers are updating this article as new information is released.] 


Want more io9 news? Sign up for our newsletter to get the most up-to-date reporting on D&D and the OGL. Or check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

Read original article here

35 Things To Know Before Playing

Screenshot: Gameloft / Disney / Kotaku

Disney Dreamlight Valleyout now on Xbox, PlayStation, Switch and PC– is a new cozy life sim that combines the chill village vibes of Animal Crossing with the farming and mining of Stardew Valley, all while sprinkling on a heaping of Disney magic in the form of iconic characters and locations from popular films like Wall-E and Moana. The end result is a fantastic game that is much more than just an Animal Crossing clone.

But with the added complexity, also comes some headaches or frustrations that players might run into. For example, you currently can’t change your name after picking it. There are more little things to watch out for or mechanics the game doesn’t fully explain. So we have put together a list of tips and tricks to help you save Dreamlight Valley!

For Now, There Aren’t Any Microtransactions

Currently, you can’t spend any real money in the game to buy new clothes or more moonstones. However, this will change in the future. Gameloft has confirmed that at a later date players will be able to buy moonstones and a cosmetic store will be added.

However, the devs make it clear that only cosmetic items will be sold, no timers, XP boosters, or anything like that is coming to the game in the future. Gameloft did confirm it has plans down the line to sell paid expansions to add more content to the game, but what that will mean isn’t yet known. Regardless, it seems that even when the game goes free-to-play in the future, it won’t become an annoying mobile game-like grindfest.

Screenshot: Gameloft / Disney

Don’t Try To Jump Ahead

Welcome to early access: players have reported broken quests after getting certain things before the game expected them to. For example, someone at Kotaku has gotten stuck on the primary story quest “With Great Power” which is related to Ursula. The issue is that because she stopped to go and do something else after receiving a key item, rather than completing the task at hand, something broke.

The safest thing you can do at the start is to only follow the opening quests until you reach the point where the game syncs to your time, and to see things through when you’re on important missions.

Focus On Getting The Royal Tools First

After loading up the game and speaking to Merlin, you’ll need to find some royal tools. These are very important and you shouldn’t delay finding them as they unlock new areas of the map and help you progress.

If you need some help locating the tools, here’s where you can find them:

  • The watering can is found behind some barrels next to your house.
  • The shovel is stuck in the ground next to the central plaza near a large, old restaurant.
  • The pickaxe is found in the southeastern section of the plaza and is stuck in a large rock.
  • Finally, the fishing rod can be found in the meadows near a pond after you unlock that area using the pickaxe. After you find it, take it to Goofy who will provide you with the actual royal fishing rod.

Be Mindful Of The Time

Once you reach a certain point in the game, it will sync to the real-time of your console or PC. This means when you play at 12 am at night, it’s 12 am in the game, too. Now, shops like Goofy’s stall and Scrooge’s store stay open 24 hours a day. Some characters like Merlin appear to stay up all night as well. But different characters have different routines.

For example, Remy will eventually go to bed and if you try to talk to him at this house, the game will say he’s asleep. So don’t wait too long to talk to villagers for quests or daily conversations.

Open Those Blue And Red Bags

The game doesn’t really make this clear, but those blue clothing and red furniture bags you get can be opened. Doing so will provide you with some new stuff. Open them whenever you can so you can save inventory room.

Check Your Mailbox

You likely have goodies waiting for you, especially if you bought one of the more expensive founder packs which come with extra bonuses and items. Your mailbox is found right outside your home.

Screenshot: Gameloft / Disney

Don’t Worry About Clearing All The Vines Right Away

I get that you might want to spend your first hours in the game clearing everything, but instead focus on the early quests and sidequests as that will help you advance the story and unlock new abilities. It’s easy to get sidetracked!

The Collection Tab Is Filled With Valuable Information

When you open the pause menu, you’ll see a “Collection” tab. While you might just gloss over it, we recommend diving into this section as it contains a lot of good information about every item, recipe, and character in the game. Want to know how many coins a certain meal or vegetable is worth if you sell it? That info is here. Curious which plants grow the fastest? Yup, that information is here, too. In a lot of ways the Collection section of the menu feels like an in-game wiki and is worth poking around.

Save For Your First Inventory Unlock

Once you get going, you’re going to start hitting your bag limit constantly. The first bag upgrade is pretty expensive at 5,000 coins, but you’ll make that back in no time now that you can carry extra high-value goodies, like rare gems. To upgrade, simply look at your bag and highlight the “+” sign at the bottom of your inventory.

Hit Down On The D-Pad To Instantly Open Your Challenges

Dreamlight Valley is filled with hundreds of challenges that can be completed to earn more dreamlight, a currency that lets you unlock new worlds that feature new Disney characters. You can quickly access all these challenges and turn in the ones you’ve completed by hitting down on the d-pad when playing with a controller. We recommend prioritizing the easier challenges, of which there are plenty, like stopping to take a picture.

Check Your Dreamlight Challenges Tab Often

Now that you know about the quick controller shortcut to see your dreamlight challenges, you should make a habit of checking them frequently. Nearly everything you do in the game will progress at least one or two of these challenges, meaning that you will likely always have some rewards waiting for you. And don’t forget to check out the rotating daily challenges which are included in this part of the menu, too.

Use The Map To Find Characters, Set Waypoints

A good place to start looking for a character is near or inside their house. But Mickey and others will wander around sometimes and if you need to speak to them to complete a quest it might be annoying to walk around, searching for them. So instead, use the in-game map which shows you where everyone is at all times. You can highlight anyone or any icon and press on them, and once you leave the menu the game will throw up a neon breadcrumb leading you to the thing in question. Just a heads up: You can only use this map outside.

Don’t Worry So Much About Energy

You might get nervous seeing an energy meter and half flashbacks to horrible 2012-era mobile games that gated content behind waiting for meters to refill. Don’t worry about that here. You can easily refill your energy by eating some food or going back to your home. I recommend just carrying around some apples as they only take up one slot and provide some energy when needed. You can also just forage fruit around you as needed.

Look For White, Blue, Or Gold Ripples When Fishing

If you see ripples in lakes or in the ocean, that’s a good place to go fishing. But not all ripples are equal. White ripples are the most common ones you’ll see and only provide basic fish. Blue are rarer and will provide more valuable and uncommon sea critters. And finally, there are gold ripples which are the rarest and provide a chance at catching the best fish in the game. Just know, that the rarer the ripple, the harder it will be to catch whatever is lurking below it.

Screenshot: Gameloft / Disney / Kotaku

Start Growing Stuff ASAP

Using the shovel you get early on you can dig up a small garden outside your home (or anywhere else, really) and start planting all those carrot seeds you probably have. Do this! Having a load of food will help later as they are needed for quests or meals. Remember that you can also plant and water in bulk by holding down the button as well.

Build A Chest! It’s Extra Storage

Early on in Dreamlight Valley, storage is going to be an annoying problem. One way to help alleviate this problem is by crafting a chest or two. These chests can be crafted at any crafting table and require 25 softwood and 25 rock. A nice bonus: If these chests are inside your house, you can craft and cook with the ingredients in your chests and don’t need to pull them out, saving you time and inventory space.

Unlock Remy First

Once you get to the castle, you’ll have a choice between Moana, Wall-E, and Remy. While you can pick the character you like best, Remy will immediately teach you a bunch of new recipes that can net you good money as well as unlock a new facility on your island. Plus, his house is nice.

Talk To All Your Disney Villagers At Least Once A Day

There are a few different ways to level up your friendships with the various Disney characters that live in your village. But one of the easiest ways doesn’t involve gifts or quests or anything like that. Simply take a moment out of your day to talk to them. Every day you get a new bit of dialogue with each villager and completing that conversation earns you a nice chunk of friendship XP.

Read More: 4 Ways To Get Rich Quick In Disney Dreamlight Valley

 

When Gifting Villagers, Look At What They Want First

Your various Disney residents are nice folk who will smile no matter what crap you give them. But if you want to level up your friendships faster, check out which items they want each day before giving them gifts. To see these items, simply talk to a character and ask to give them a gift. On the right side of the screen, you’ll see three items they desire that day. And some of these will be easy to get a hold of, like crackers or wheat. Just note that you can only give them one of each desired item each day.

Take Disney Friends With You

Once you reach friendship level 2 with any Disney villager you can assign them a role, like fishing or mining. When you hang out with them, if you go fishing or mining, you’ll get extra resources. And as you hang out with villagers you level them up and as they level up they get better at granting you bonus items.

Upgrade buildings 

Things like Scrooge’s shop, Goofy’s stall, and Remy’s restaurant can all be upgraded to have wider stock and functionality, though they’ll cost you a pretty penny. We recommend starting with the stall and then Remy, because this allows you to grow a wider variety of crops, which you can then cook for your new clientele at the restaurant. Chez also sells stuff like milk and butter, which are essential for cooking.

Eat meals, You Move Faster

While a few apples or carrots will refill your energy meter, it’s good to keep a meal or two on you if you have the inventory space. Meals not only refill your meter more, but they also provide a speed boost to your character. This is very useful as you open up new areas of the Dreamlight Valley as it will help you get around faster. However, there’s an ever faster way to get around the game…

Screenshot: Gameloft / Disney / Kotaku

Unlock Wells For Fast Travel

As you complete quests and unlock the magic castle, you’ll also unlock the ability to fast travel. But this doesn’t really become useful until you start unlocking Wishing Wells. The first one is unlocked by following Merlin’s questline and reaching level five friendship with three villagers. After that, future wells can only be unlocked after paying Scrooge some coins.

Do Scrooge’s Questline To Upgrade Your House

Your house looks like shit when you start the game and is also very, very tiny. To upgrade it and make it look nicer and increase its size, you’ll need to talk to Scrooge McDuck and complete his various quests to eventually unlock the ability to improve your home. Thankfully, expanding the inside of your house is only $1,000. A bigger home will let you have more space for a crafting table, chests, and a nice oven.

Farm Mining Spots For Quick Cash

After you finish the early quests and sidequests, you’ll likely want to expand your inventory, upgrade your house, and more. You may also want to buy cooler, fancier items from Scrooge. All of this costs lots of money. One easy way to make some extra cash is to simply go mining.

First, clear out your inventory, and then bring along a friend with the mining role to get bonus XP and items. Then make the rounds, looking for black rocky bits embedded in the cliffs around the map. Use your pick axe and mine all of these. Don’t worry, they regenerate fairly quickly. Doing this a few times will get you a ton of stone, some coal, and a few gems, too. I’ve been able to make $1,500 to $2,500 after a few runs and stop by Goofy to sell everything. It’s worth stopping even if the rocks don’t shine at first glance: Sometimes, the gem will only appear after you start mining it.

Look at recipes to see how much they’re worth

Cooking is one of the best ways to make money in the game, so take heed of your recipe box. Do note, however, that the prices listed in your menus are a starting point. Depending on the quality of your ingredients, or added herbs, your final product can and likely will be worth a lot more money.

Be Warned: Remy’s House Is MASSIVE

Remy the rat appears to have one of the biggest houses in the game, for some reason. So just be prepared for that when you unlock him and have to find a spot to put his massive house.

Feed Critters For Extra Rewards And Items

See all those squirrels and rabbits running around? Well, you can feed them. And you should. Not only will this sometimes complete a daily challenge, but feeding critters their favorite foods will provide you with bonus items. What you actually get depends on the critter’s region, but it’s a quick and handy way to get some extra XP and materials.

To Upgrade Your Pickaxe, Unlock Moana

While your pickaxe in Dreamlight Valley is very strong and seemingly able to break anything, it does have its limits. But, you can improve it by simply completing the Moana and Maui questline found in their respective Disney realm. This will allow you to break many of the rocks that contain chests around the island that may at first seem impossible to interact with.

Remember: You Can Move Houses Later

It’s very easy to feel overwhelmed when setting up a new house for a new Disney character, like Remy or Anna. You may feel pressure to put the home in just the right spot to make the best-looking village. You might even regret where you put something down. But don’t worry so much. In Dreamlight Valley, you are free to grab and move homes, benches, shops, or almost anything else whenever you want and with no penalties. If you place Wall-E’s large house down in a spot you end up hating a few hours later, it’s cool. Just go to the furniture menu and you can move it somewhere else. Same with any of the objects you place outside.

When You See Glowing Plants Or Hear Frantic Music, Get Ready

As you explore the game you’ll likely encounter a moment where you pick a plant or harvest some fruit and notice that the plant or tree begins to glow. Take advantage of this moment! As long as the object is glowing, you can continue to harvest resources from it. I’ve been able to grab a dozen carrots from a single seed when this happens.

Image: Gameloft / Disney / Kotaku

Likewise, if you pop a night thorn root or mine a rock and suddenly hear frantic music, look around. You should notice glowing items that have spawned, like a large group of coins or gems. Quickly run around and collect all the shiny items before the music stops and they despawn to get extra resources and a bonus chest.

Always Pick Up New Stuff

Dreamlight Valley is a big game filled with thousands of items. But odds are, you don’t want everything in the game. However, any time you see something new in the world you should definitely pick it up, even if you don’t want it! Why? Well, nearly every new object or ingredient teaches you a recipe when you first pick it up. So pick up everything at least once!

Get Iron From The Swamp Biome

When you begin the Frozen realm, you’ll eventually hit a questline that involves iron. Don’t waste your time exploring the small realm to find some. Instead, you’ll need to leave and visit the swampy Glade of Trust biome. This is where you can easily mine iron ore which can be turned into iron ingots at any crafting table.

How To Make Brick Paths

In Dreamlight Valley, the world you start out in is broken, messy, and covered in vines and weeds. Pretty quickly, you’ll clean most of this up. However, the broken pathways between shops and homes will need a bit of extra attention to fix. Luckily, crafting new brick path titles is easy. All you need is two pieces of stone to make one brick path chunk. After about 15 minutes of mining, you should have more than enough material to begin fixing up all the paths in your village.

Keep An Eye Out For Blue Chests

While you run around your village, keep an eye out even if you think you’ve already farmed everything. Things like blue chests actually respawn. When you do find one, open it! You’ll get moonstones, the premium currency in the game that will (eventually) let you buy clothes and future event passes. But don’t expect to see them very often. In my experience, these chests have been pretty rare, only spawning once or twice every few days.


Update, 9/12/22, 1:25 p.m. ET: After playing more Dreamlight Valley, we’ve added more tips and tricks to this article.



Read original article here

A Cult-Hit TTRPG Gets An Open License For Creators

Image: Monte Cook Games

Indie tabletop role-playing game (TTRPG) designers will have some new rules to play with soon. Monte Cook Games announced last week that its core set of tabletop roleplaying game rules, known as the Cypher System, is switching to an open license that will allow anyone to design and sell content using its rules. The game system’s community of dedicated fans and indie game designers has jumped at the opportunity.

While the company isn’t the first to make this move (Wizards of the Coast has long distributed Dungeons & Dragons content under a similar open license) this is a first for Monte Cook Games, which rose to prominence in 2013 with Numenera when Monte Cook, industry veteran and co-designer of the third edition of D&D, launched the company after a record-setting Kickstarter.

The Cypher System is quite different from the likes of your typical Dungeons & Dragons format; the game focuses more on narrative concepts than mechanical frameworks. Put another way, language and thematic ideas are more central than specific classes and party functions played out over rounds of combat. The Cypher ruleset originally premiered in the 2013 publication of Numenera, and reappeared in the company’s follow-up game The Strange before getting its own genre- and setting-neutral release as The Cypher System Rulebook in 2015. A 2019 revision implemented some slight tweaks.

Today the Cypher System enjoys a passionate and dedicated community full of enthusiasm over its alternative takes on the TTRPG formula. Twitch channels like Cypher Unlimited have thriving communities on Discord and Facebook, and several other community members have published their own material via the previously established (and more limited) Cypher Creator System.In a brief comment to Kotaku, Cypher Unlimited host Anthony (known as Spiggs18), described the Cypher System’s new open licensing agreement as a “game changer” for the community. (Full disclosure: I composed the opening music for Cypher Unlimited’s streams.)

One of the first products slated to release under the open license comes from Cypher Unlimited itself, a very party-appropriate game titled GM Roulette. Each player gets a chance to reframe the story taking turns as the GM. I’ve had the chance to play an early version of this game on one of their streams and it’s a lot of fun to see a game take unexpected turns when the role of Game Master gets passed around over the course of a single game. It’s also the kind of rule-breaking playfulness that I think emerges very organically from community spaces.

Accompanying Cypher Unlimited and GM Roulette in this round of early CSOL (Cypher System Open License) games are works from fellow community members and indie publishers Marlowe House and Ganza Gaming.

Marlowe House has released a number of cyberpunk supplements under the older Cypher Creator System license.
Image: Marlowe House

Andrew Marlowe of Marlowe House described the freedom in securing funding for Cypher System products being of particular importance for the future of his content. “I’m a fledgling publisher” Marlowe told Kotaku, “and I’m limited in what I can afford to pay freelancers, artists, editors, layout etc.” Having legal clearance to crowdfund his game with an open license dramatically changes the scope of what he’s able to produce. His upcoming book, Blood and Chrome, a cyberpunk setting and sourcebook, was originally intended to come out under the older Cypher Creator System license, which would’ve come with more limits on funding options and limit where it could be sold. He also stated that he’s excited to see “the sorts of things that might be weird and experimental from the community.”

Christopher Robin Negelein of Ganza Gaming also told Kotaku that the CSOL has allowed him the freedom to work on a “licensed property like Mystery Flesh Pit National Park” and that he hopes the upcoming “expanded Cypher ecosystem” will let folks know there are other games besides D&D out there, especially when indie products using these rules will now have the freedom to crowdfund and use print-on-demand services. Part-time indie designers, Negelein said, “have to choose what we can accomplish with the limited time we have” and so having more freedom via an open license means that those choices can be more impactful.

Charles Ryan, CFO of Monte Cook Games, told Kotaku that folks familiar with Wizards of the Coast’s open game license should expect very familiar material here, though he stresses designers wait for the finalized license and source material before making any final product decisions.

Monte Cook Games first conceived of switching to an open license fairly early on, but wanted time to set expectations and standards around its Cypher System products first, similar to how Dungeons & Dragons established its own brand long before Wizards of the Coast launched its open game license with the third edition rules in 2000.

The core rules that powered Numenera will soon be available for anyone to build and sell original worlds with.
Image: Monte Cook Games

Ryan said that with so many great creators producing solid material for the Cypher System Creator program, and with so many different settings and rules published by Monte Cook Games in the past 10 years, it’s now time to let community and indie designers help expand the Cypher System world, and his company’s looking forward to seeing what exciting products, both homebrew and commercial, will result.

Following the lead of the official Dungeons & Dragons “Systems Reference Document” (SRD), Monte Cook Games is promising to release a new Cypher System Reference Document this summer. This reference will contain the core rules for free copying and general usage, but several intellectual properties from Monte Cook Games, like the Numenera setting, remain under copyright.

Open licenses in TTRPGs are very much like when a video game developer builds in official mod support, just with added opportunities to transform them into sellable products with a clear legal framework to avoid intellectual property issues. A similar comparison might be the use of the Unreal and Unity engines by indie devs. D&D and others have enjoyed this flexibility across both commercial and homebrew projects for years. Now the Cypher System community will get its shot.

Read original article here

D&D Gets Rules Expansion With Next Evolution Coming in 2024

Inset of the cover of Monsters of the Multiverse, featuring the wizard Mordenkainen.
Image: Wizards of the Coast

Your regular sessions playing Dungeons & Dragons 5th Edition leaving you bored? Get ready to shake things up a little, and a lot. Not only will the game’s rules get expanded next year, but the RPG will have a bigger—and more mysterious—transformation in two years.

The 2022 tinkering comes courtesy of the D&D Rules Expansions Gift Set, a boxed collection of two already published expansion books, Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything, along with a third, new book titled Monsters of the Multiverse. It “collects and revises tons of D&D material released since the launch of [the] fifth edition into one convenient tome,” and contains “over 30 updated player character races and a massive bestiary with over 250 redesigned monsters and stat blocks, all for use in any D&D world.” The three books have exclusive foil covers, as does the included Dungeon Master’s screen. It’s due out January 25 of next year, will run you $169.99, and you can get more details here.

Image: Wizards of the Coast

However, you may want to wait for… whatever the hell is coming next. Executive producer Ray Winninger announced during a recent D&D Celebration live-stream event that the “next evolution” of Dungeons & Dragons would be arriving in 2024. He was then extremely cagey about the details, so we don’t know whether this will be the 6th Edition of the granddaddy of tabletop role-playing games, or a “5.5 Edition” much like the one received by the 3rd Edition. Winninger did say, however, that it would be “compatible” with 5th Edition, which suggests a “5.5”… but 2024 is Dungeons & Dragons 50th anniversary, and surely Wizards of the Coast would make something grander to mark the occasion than merely adjusting the current incarnation of the game, which is already 10 years old. Surely.

Whatever it ends up being, apparently work on it has already begun. Clearly, Wizards isn’t going to be dropping more details anytime soon, but we’ll let you know as soon as they are.

[Via Wargamer]


Wondering where our RSS feed went? You can pick the new up one here.

Read original article here

Final Fantasy VII Remake’s Yuffie DLC will be two chapters long, confirmed

The mystery is coming together

So Final Fantasy VII Remake Intergrade instantly shot up on my 2021 radar.

Yeah, some parts of it are a bummer, like the PS5-specific requirement. And not everyone has one of those! Seeing as they’re basically unicorn pieces of hardware. But for those that do, we have more Final Fantasy VII Remake to enjoy sooner than later (whenever Part 2 decides to actually come out).

To that end, folks are champing at the bit for more Yuffie DLC info, and we got it. As spotted on Game Watch (via Nibel), the Yuffice DLC bit will take place across two chapters. Yuffie will also be able to use “ninja-like” abilities outside of combat, and she will be accompanied by her companion, Sonon; who is a “warrior who studied under Yuffie’s father Godo.”

Both of the latter factoids were intimated in the trailer, but it’s nice to see it spelled out. The chapter part is especially useful, so we have our expectations in check when this actually launches later this year. For reference, the base game was roughly 18 chapters, though the length of those varied some.

FFVII Remake Intergrade [Game Watch via Nibel]

 

 



Read original article here