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New Dark Angels Available To Pre-Order For 40k

Tabletop Gaming News - 16 hours 23 min ago
Back when I was playing 40k regularly, my two main armies were Orks and Dark Angels… I guess I have a thing for green armies. Hey, when you buy green paint in bulk, you save. Well, the Dark Angels are getting themselves updated for the latest edition. A new Codex, as well as army bundles, […]
Categories: Game Theory & Design

Tabletop vs Larp Embodiment

Gnome Stew - 18 hours 48 min ago

viking fun!

“I don’t really feel comfortable a lot of the time in LARPs,” a friend confessed after playing my run of The Inheritance, a viking family drama LARP by Luke Crane.  “I dunno it’s just like, extra nerdy? Nerdier than tabletop? And there’s costuming? It’s like, harder for me to separate the game from what I’m doing I guess? I don’t know what it is it just feels weirder somehow. I was nervous before I played!”

I nodded along, listening. I’ve actually heard a similar story from lots of people about LARP. Some people are more nervous about “parlor larps” or “emo larps,” games that have emotions, romance, or touching. Some people are nervous about wearing costumes. Others just aren’t really sure what to do when walking around instead of sitting. LARPing has a completely different set of social cues and rules that maybe they’re just not used to.

All of this is completely perplexing to me, since a lot of my entry into gaming was through vampire larps and goth clubs, both places where moving around and costuming ridiculously were a huge part of the fun. I’m also very comfortable at house parties! So when my friends tell me this stuff, my ears perk up with curiosity and I try to learn what makes them so darn nervous about larping. Here are some of the things I’ve found.

The Body Problem

Embodiment is something I pay close attention to. I think that being genderqueer, a studier of human behavior, and having an obsession with body modification gives me a bit of an edge sometimes. I like to examine how people embody themselves, how they hold themselves, how they perform gender in their body movements, how they lounge. Embodiment is a huge part of LARPing. The joke is that LARPing is just gaming standing up. That’s true, but some of us are more comfortable in our bodies than others. With a recent diagnosis of fibromyalgia, it’s actually harder for me to sit for many hours than stand and move around in a LARP, so I can empathize.

There’s also the fact that moving your body around brings your mind closer to your character in many ways and that tabletop is more of an abstraction. Do you want to talk to someone? Move over and stand next to them. This simple action can actually cause a brain to believe the fantasy a little more. I’m reminded of the third hand illusion, where a fake hand is put in front of you while your real hand is hidden. After some sensory stimulation, your brain begins to believe the fake hand that you see is so real that you flinch when it’s stabbed. Our body movement is very closely related to our reactions to things, and a LARP can intensify that, even if there’s no simulated sword fights and you’re just moving around a room.

Feeeeeelings

I’ve heard that some people have amplified feelings when they’re embodying characters in a LARP. There’s been some discussion about this before from Lizzie Stark and other prominent LARP writers, but a lot of it has to do with Alibi. Alibi is basically the mask that you wear that is your character. You put it on, your character takes actions that are not entirely you, but definitely driven by you. When you’re roleplaying at a table, there’s more abstraction between you and your characters actions. A player might describe these actions, or even just roll for them. In a Larp there is gesturing, dancing, sitting, standing, falling down, etc. So the distance between the player and the character can shrink, therefore leaving less alibi in its place. With less alibi, a player can feel closer to their character.

That closeness can lead to bleed, where a player feels what their character feels. This type of crossover can be as simple as “my character is an outsider, and I feel that way sometimes too and understand it” or as complex as “I just broke up with my boyfriend and so did my character and now I feel extra sad”. This type of bleed can happen in any game, really, but in a Larp where the alibi is much smaller and all the embodiment makes it feel more real this can hit close to home.

Sometimes this is really fun! Other times it can feel super intimidating.  It really depends on the people involved and what their preferences are. I love feelings and often play close to home as a kind of experiment with my own feelings about issues in my life. But that’s me. There’s also Larps that play heavier on emotions than others. I’d put Inheritance as a dramatic Larp, but not a feelings-heavy Larp that’s meant to pull on your emotions. So in my experience running this for friends, it helped them get more into a Larp type environment with low emotional bleed risk.

viking postures

Lady Vikings

A neat thing happened in this run of the game was that most of the players were ladies, while the gender of characters were split pretty evenly. This is where many gestures, postures, and gendered movements become highlighted! In Inheritance the gender of the characters needs to stay as it is written because of gender roles in Viking culture and their relevance in the setting of the game (a long house, where women have a lot of social sway). I loved seeing a house full of mostly lady vikings shouting and toasting to Odin, it was a delightful scene I wish could exist in all of our games and viking media.

I love seeing what happens when people embody a different gender, or people who aren’t cis men get to be in leadership roles within the game. It subverts a general dynamic of spaces where cis men typically are in leadership roles, and the space becomes more welcoming for other genders. I definitely recommend doing this in LARPs if at all possible. The space surprisingly transforms from one of unsure nerdery to one of liberating roleplaying.

Overall I think this approach to introducing people to LARPing has been successful! Taking a less emotional game, with clear boundaries, in an all gender welcoming space really helps people experimenting with embodiment within LARPs. Transitioning from ttrpgs to standing up and roleplaying might be weird and new for some people, but I hope to share with more of my friends how much I love it, and how cool it can be to embody a character a little bit more.

What LARPs have you played recently and loved?

 

Categories: Game Theory & Design

In the Company of Giants Revised (5E)

New RPG Product Reviews - 19 hours 27 min ago
Publisher: Rite Publishing
Rating: 5
An Endzeitgeist.com review of the second revised version

The second revision of the 5e-conversion of „In the Company of Giants“ clocks in at 16 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 12 pages of content, so let’s take a look!


This review was moved up in my reviewing queue at the request of my patreons.


Now one of the definite strengths of this series, should you not be familiar with it, lies in immersion - like most Rite Publishing books, the "In the Company of..."-series is defined by being simply pleasant to read, which is a pretty big deal for me. How does it achieve that? Well, know how some crunch-supplements read like telephone books? Rite books employ a cool strategy here - they are written from the point of view of actual characters. Thus, this pdf begins with Owain Northway, one of the sages of Questhaven, receiving a letter from a member of the Jotunnar race, who then proceeds to explain the basics of the race.


If Jotunnar does sound Norse-flavored, you wouldn't be wrong (their names sport the Icelandic suffixes of -son and -dottir, denoting "son of" and "daughter of"), but neither would you get the totality of the picture. Far beyond what other product lines offer in either 5e or PFRPG, we receive an in-depth look at culture and mindset of the race - which begins as Medium-sized and only slowly unlocks the true potential of their heritage. Philosophy-wise, the race similarly does take an unconventional stance - there are two dominant ways of thinking, with the first being called Vird.

Vird would be pretty much a philosophy steeped in Norse morale - i.e. cherishing the value of bravery, being forthcoming and true, but this does not extend to traditionally "good"-coded concepts like mercy. Courtesies and proper behavior still are very important and the elaboration of the concept is enticing and well-presented.


Osoem, then, would be the path of embracing what one could construe as the base giant desires - they are not necessarily evil, though their actions would be considered as such; instead, they very much behave as one would expect from the more unpleasant real world giant mythologies, rationalizing it as part of their nature. The scorpion on the turtle crossing the river comes to mind.


Racial trait-wise, the race increases Strength by 2 and they increase your choice of either Constitution or Wisdom by 1. On a basic level, Jotunnar become older than humans and favor a regimented society. At the start of the game, you are Medium and gain proficiency with Intimidation and Persuasion. You do count as one size category larger for the purpose of determining carrying capacity, pushing limits etc. and when you fail a Strength or Constitution saving throw,, you can reroll the save, but must keep the new result. You can use this feature only once per rest interval, requiring a short or long rest to use it again.


The main meat of this book. Crunch-wise, would be the jotun paragon class, which is exclusive to the jotunnar race and gains d10 HD, proficiency with simple and martial weapons, one artisan’s tool, Strength and Constitution saving throw and you get to choose proficiency in two skills, chosen from Athletics, History, Insight, Nature, Perception, Performance and Survival. Nice: Beyond quick build advice, we also get equipment choices and ability-score requirements for multiclassing purposes. While not wearing armor, the class has a natural armor of 10 + the greater of either Strength or Constitution modifier + Dexterity modifier and you may still use a shield in conjunction with this AC boost. The jotun paragon class also gains a slam attack that inflicts 1d4 + Strength modifier bludgeoning damage, which increases to 1d6 and 1d8 base damage at 6th and 11th level, respectively. RAW, it does not note that the jotun paragon is proficient in slams, but I assume so, analogue to other class features.


At 3rd level and 15th level, the jotun paragon gains a mighty cool ability – as an action, you can grow in size (so yeah, you still can adventure with your buddies), increasing your size at 3rd level to Large. Equipment changes size with you and your weight increases by a factor of 8. Items out of your possession regain their size after 1 minute. Now, 5e’s size-increase rules are brutal – in order to maintain balance, the usual rules for size increase are NOT applied for the jotun paragon class. Instead, weapon attacks deal an additional 1d4 damage, which increases to +1d6 or +1d8 at 5th and 11th level, respectively. You may resume Medium size as a bonus action. The upgrade at 15th level allows you to use a second action to grow to Huge size, for a further size and weight increase. Damage boost while Huge is +2d8…and before you ask: No, you can’t be affected by enlarge/reduce while thus grown. Big kudos for balancing this…and for explaining the interaction with e.g. a giant’s sword in a sidebar.


Starting at 5th level, we get rock throwing, which scales based on your slam attack; 7th level lets you swat rocks etc. out of the air as a reaction, protecting your puny allies. Also at 7th level, you gain temporary hit points equal to 10 + number of Hit Dice extended + Constitution modifier whenever you complete a short rest, but only when you actually spend Hit Dice, so no cheesing here. They btw. vanish after a long rest. While you have these temporary hit points, you ignore the effects of the frightened condition – note that you only ignore the effects – you’re still subject to it! Interesting ability!


At 9th level, you gain advantage on all saves that affect humanoids, but not giants. At 11th level, you may execute a crushing blow in melee, which inflicts of +2d12 damage and the target must succeed a Strength save or be knocked prone. The feature may be used twice before requiring a short or long rest to use again, +1 use at 14th and 17th level. 13th level nets perhaps the most hilariously epic ability of the class – at this level, you can take grappled creatures and use them to beat up their friends or throw them. Yes, you are proficient in using other folks as weapon. Yes, it’s cool, and yes, you can smash grappled foes against walls, floors, etc. At 15th level, you double your damage versus objects and structures. At 20th level, you increase your Strength by 4 points to a maximum of 24, gain +10 speed while Large and +20 speed while Huge. Ability score improvements are gained at 4th, 8th, 12th, 16th and 19th level. Minor complaint: You have to deduce that and Extra Attack from the table, but that remains a cosmetic complaint.


Now, as far as player agenda goes, we get a Jotun Lineage, which is chosen at 2nd level and grants abilities at 2nd, 6th, 10th and 18th level. A total of 6 different lineages are provided: Cloud giant, fire giant, frost giant, hill giant, stone giant and storm giant – the classic ones, basically. The respective lineages are pretty flavorful – some abilities tie in with the mythological components associated with giants: Jotun paragons with a cloud giant lineage gain, for example, gain a kind of wildcard Charisma skill proficiency that may be changed upon finishing a long rest, representing their mercurial temper; at higher levels, these jotun paragons gain the ability to treat clouds etc. as solid and may even create duplicates from cloud matter. Fire giants can make nonmagical weapons temporarily magical and fiery, with the option to use Hit Dice as a resource to further enhance the weaponry. And yes, there is a hard cap on the number of weapons you can prepare thus…and having access to a forge increases the duration. When suffering normal fire damage, high level jotun paragons may draw some heat into their armors and at the highest levels, we have the ability to temporarily negate fore resistance or decrease immunity.


Jotun paragons with the frost giant lineage are not simply carbon copies of the fire lineage in cold; instead, they can fortify themselves against cold, gain Constitution-based limited spellcasting (representing runic lore). Really cool: At 10th level, grapples may inflict escalating negative conditions on failed saves, even including temporary petrification! Cool! Hill giants gain a necrotic bite and may regain Hit Dice by consuming flesh, but only once per long rest interval, and only as part of a short rest. Tapping into the cliché of the stupid, tricked giant, you can waltz towards foes if you succeed a save versus charms, illusions, etc., and you gain a thunder damage stomp that deals damage in a small cone and may push foes back on a failed save. Stone giants get a further AC bonus when not wearing armor, proficiencies and some adaptation to the deeps…which comes with a cool angle: Life aboveground feels less real, allowing you to use your reaction to declare one attack incurred in such environments as less real, halving its damage. Finally, the lineage of the storm giant nets you both resistance to thunder and lightning and some storm-themed, limited-use spells – the only lineage that I consider a bit less interesting than it could have been.


Conclusion:

Editing and formatting are very good, both formal and rules-language has been kept pretty precise and well made. Layout adheres to Rite Publishing’s nostalgic, old 2-column b/w-standard with its rune-borders. Artworks are mostly stock and b/w. The pdf comes fully bookmarked for your convenience.


Rite Publishing must be congratulated here; The 2nd revision of the Steven D. Russell’s original playable giants, handled by Brandes Stoddard and developed by Dan Dillon, is finally what fans of 5e wanted. Another company perhaps would have moved on after the failed 1st revision, but Rite Publishing is devoted to making things right…and that’s exactly what happened here. You get the evocative size-increases and can still adventure with your buddies; you get the option to become Huge without wrecking balance…and better yet, the lineage abilities are evocative and cool, at least for the most part: I absolutely adore the somewhat fairy-tale-ish flavor that suffuses even brief descriptions of the crunch, how the respective lineages offer different, cool options…in short, I do consider this to be the conversion that the file deserves.


This is, in short, a great little pdf. While I was slightly underwhelmed by the storm giants, the 0ther 5 lineages are pure amazing and this pdf, in short, is very much worth getting. Flavorful, fun and well-made – the second revision gets well-deserved 4.5 stars, rounded up for the purpose of this platform.

Endzeitgeist out.
Categories: Game Theory & Design

Random Quotes

New Drupal Modules - 20 hours 19 sec ago

Random Quotes fetches random quotes from TV shows. It's really an entertainment module.

Categories: Drupal

TMGMT Translator TextMaster

New Drupal Modules - 21 hours 21 min ago
Categories: Drupal

common asked questions

New Drupal Modules - 10 December 2017 - 10:28pm
Categories: Drupal

Spinning Code: A Process to create a Drupal 8 module’s Config

Planet Drupal - 10 December 2017 - 10:43am

One of the best practices for Drupal 8 that is still emerging is how to create modules with complex deployable configuration. In the past we often abused the features module to do this, and while that continues to be an option, with Drupal 8’s vastly improved configuration management options and the ability to install configuration easily I have been looking for something better. I particularly want to build modules that don’t have unnecessary dependencies but I can still reliably include all the needed configuration in my project. And after a few tries I think I’ve struck on an effective process.

Let’s start with a quick refresher on installing configuration for a Drupal 8 module. During module installation Drupal will load any yaml files that match configuration patterns it already knows about that are included in your module’s config/install directory. In theory this is great but if you want to include configuration that comes with other modules you have to figure out what files are needed; if you want to include configuration from core modules you probably will need to find a fairly large collection files to get all the required elements. Finding all those files, and copying them quickly and easily is the challenge I set out to solve.

My process starts with a local development sandbox site that is just there to support this development work, and I create a local git repository for the site’s configuration (I don’t need to connect it to a remote, like Bitbucket or GitHub, or handle all of the site’s code since it’s just to support finding changes to config files). Once installation and any base configuration is complete I export the site’s config to the directory covered by the repo (here I used d8_builder/config/sync, the site itself was at d8_builder/pub), and make sure all changes in the repository are committed:

Now I create my module and a second repository just for it. The module’s repository is linked to a remote since this is the actual product I’m creating.

With that plumbing in place I can to make whatever configuration change I need included in the module. Lately I’ve been creating a custom moderation workflow with several user roles and edge cases that will need to be deployed on a dozen or so sites, so you’ll see that reflected below, but this process should work for just about any project with lots of interrelated configuration.

Once I have completed a set of changes, I export the site’s configuration again:  drupal config:export

Now git can easily show which configuration files were changed, added, or removed:

Next I use git, xargs, and cp to copy those files into your module (hat tip on this detail to Andy Gregorowicz):
git ls-files -om --exclude-standard --exclude=core.extensions.yml |  xargs -I{} cp "{}" pub/modules/custom/fancy_workflow/config/install/

Notice that I skip the core.extensions.yml file. If your module had dependencies you’ll still need to update your module’s info.yml file to list them.

These files are great except for one detail: they all start with the UUID for the sandbox site, which will cause break imports. So I hop into the module’s config/install directory and use sed to remove those lines:
sed -i '/^uuid/d' *

Now a quick commit and push of the changes to the module’s repo, and I’m ready to pull the module into other projects. I also commit the builder repo to ensure it’s easy to track any future changes.

This isn’t a replacement for tools like Configuration Installer, which are designed to handle an entire site, this is intended just for module development.

If you think you have a better solution, or that I’m missing something important please let me know.

Categories: Drupal

DrupalEasy: DrupalEasy Podcast 200 - Ryan's Drumroll

Planet Drupal - 10 December 2017 - 9:27am

Direct .mp3 file download.

The three original hosts of the DrupalEasy Podcast, Andrew Riley, Ryan Price, and Mike Anello take a look back at episode 1 of the podcast, the last 9 years of Drupal, and what the next 5 years may bring.

Discussion DrupalEasy News Sponsors
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Subscribe to our podcast on iTunes, Google Play or Miro. Listen to our podcast on Stitcher.

If you'd like to leave us a voicemail, call 321-396-2340. Please keep in mind that we might play your voicemail during one of our future podcasts. Feel free to call in with suggestions, rants, questions, or corrections. If you'd rather just send us an email, please use our contact page.

Categories: Drupal

Pocket API

New Drupal Modules - 10 December 2017 - 7:19am

The Pocket service allows users to manage a list of web pages that can be synchronized to a variety of devices and apps.

This module provides a client that can push URLs to Pocket, potentially allowing users of a Drupal site to connect their Pocket account and automatically receive newly published content. [Very much a work In progress.]

This module is not affiliated with Pocket or the Mozilla Corporation.

Categories: Drupal

Canvas Fingerprint

New Drupal Modules - 10 December 2017 - 5:00am
Categories: Drupal

Developing a game in pursuit of untainted strategy - by Gabriel Wink

Gamasutra.com Blogs - 10 December 2017 - 4:13am
Producing a full-on strategy game, from management of space to psychological mechanics.
Categories: Game Theory & Design

Sword Legacy: Omen's Developer Blog - #1 The Strategy RPGs That Inspired Us - by Arthur Protasio

Gamasutra.com Blogs - 10 December 2017 - 4:11am
Developers of the upcoming indie tactical RPG, Sword Legacy: Omen, explain why they chose the turn-based strategy genre and analyze five specific games of great inspiration to the project.
Categories: Game Theory & Design

8 ways to avoid going crazy while developing your indie game - by Kade Dunn

Gamasutra.com Blogs - 10 December 2017 - 4:11am
Developing indie games can be a harrowing experience--check out a few things to keep in mind while developing your indie title and trying to remain sane!
Categories: Game Theory & Design

Postmortem: Making Boss 101 and living our dreams - by Tim Donley

Gamasutra.com Blogs - 10 December 2017 - 4:03am
Boss 101 was our first game as a team but not my first game in the industry. I take a look at what got me to Boss 101. The ups and downs, going from big games to indie. Mostly though - I'm living my dreams!
Categories: Game Theory & Design

Lessons Learned From Two Game Launches - by Ryan Sumo

Gamasutra.com Blogs - 10 December 2017 - 4:01am
Despite getting front page exposure on Steam, our launch for Political Animals did poorly. Academia : School Simulator's launch sold almost 3x more units without a Steam feature. I explain why I think this was the case.
Categories: Game Theory & Design

Popular Games that Were a Nightmare to Create (Development Hell) - by Michael Smith

Gamasutra.com Blogs - 10 December 2017 - 3:56am
These top titles were a nightmare to make and sent the developers through hell, but they were worth it in the end.
Categories: Game Theory & Design

Copyright: the Monster Lurking in the Dark - by Anderson Addo

Gamasutra.com Blogs - 10 December 2017 - 3:56am
Copyright is a beast for indies, lurking in the dark waiting for us to make just one mistake. Reading this article will make you more prepared when it comes; it tells you about some important aspects of copyright that every indie should know.
Categories: Game Theory & Design

Free Game Development Tools for Novice Game Developers - by Thomas Glare

Gamasutra.com Blogs - 10 December 2017 - 3:41am
Game development might seem like a large and intimidating endeavor because it is. However in this day and age there exist tools means for curious beginners to try their hand at their own passion project. This article is from my own personal experience.
Categories: Game Theory & Design

Сontact Mail

New Drupal Modules - 10 December 2017 - 1:01am
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