Newsfeeds

Dog Might Games Pride Month Giveaway Happening Now

Tabletop Gaming News - 12 June 2018 - 9:00am
June is Pride Month. And we here at TGN certainly want to make everyone feel welcome into the gaming fold. Dog Might Games feels the same way, and is celebrating with a special raffle for pieces that have rainbow staining. You can buy tickets for your chance to win, with all proceeds going to The […]
Categories: Game Theory & Design

New Releases Available For Arena Rex

Tabletop Gaming News - 12 June 2018 - 8:00am
Are you not entertained!? I know I am by the miniatures that Red Republic Games releases for Arena Rex. A bit of editorializing: I think they’re some of the highest-quality figures out there. Their modelling is masterful. And they’ve got two new ones available for you. Cato and Ladon comprise the newest faction for the […]
Categories: Game Theory & Design

CMON Posts New Cthulhu: Death May Die Preview

Tabletop Gaming News - 12 June 2018 - 7:00am
It’s too late to keep the cultists from actually summoning some ancient evil into the world. The Investigators only have one chance to save the world. When that Great Old One shows up, they gotta shoot it in the face while they have a chance. That’s what’s happening in Cthulhu: Death May Die, the new […]
Categories: Game Theory & Design

Unverified User Report

New Drupal Modules - 12 June 2018 - 6:49am

As an administrator I can register my email address for weekly reports on users that are registered but never logged in.

Features
  • The ability to register an email address to get reports sent about users that have registered but never logged in.
  • The ability to see a realtime report on users that have never been logged in.
  • The ability to send a test email to confirm its working.
Categories: Drupal

Specbee: Why We Love Web Accessibility With Drupal 8 : Why You Should Care Too

Planet Drupal - 12 June 2018 - 6:03am
Why We Love Web Accessibility With Drupal 8 : Why You Should Care Too
  • By : Ganesh
  • Date :12-06-2018
Categories: Drupal

Privateer Press Previews September Releases

Tabletop Gaming News - 12 June 2018 - 6:00am
We’re already 1/3 of the way through June, that means we’re close to halfway done with the year. Hard to think, right? Well, the autumn is coming, and with it will be a whole monster set of releases from Privateer Press. Yes, along with some Warmachine releases, September will bring the release of Monsterpocalypse back […]
Categories: Game Theory & Design

Amazee Labs: Zurich Drupal Meetup - June

Planet Drupal - 12 June 2018 - 5:37am
Zurich Drupal Meetup - June

Join us on Wednesday, at Gridonic, for the upcoming Zurich Drupal user group meetup.

Anli de Jager Tue, 06/12/2018 - 14:37

The gathering is dedicated to all those interested in Drupal. Everyone, from beginners to experts, are more than welcome.

Hope to see you there!

Date and time: Wednesday, June 13, 2018, from 6:30 PM to 9:00 PM

Venue: Gridonic - Ernastrasse 22, Zürich

Categories: Drupal

Fate Horror Toolkit Review

Gnome Stew - 12 June 2018 - 5:00am

When I was younger, my older siblings continually conspired to scare me. They would hide around corners and jump out at me, force me to watch scary things on TV, and — my favorite — pretend to be dead, waiting for me to run screaming to my mom. I guess what I’m saying is, I’m pretty sure I’ve been sick of jump scares since before I was even in first grade.

Despite this baggage, I still managed to develop a fascination with various horror franchises. When my friends and I were in middle school, we would rent all kinds of scary movies. One of the first movies I watched when my little town got cable was Aliens, and through high school I became at least a little obsessed with the Nightmare on Elm Street movies.

I’m not quite as conversant in modern horror, but when I saw that Evil Hat was releasing a Horror Toolkit for Fate, it got my attention.

The Purple Beast

This review is based both on the PDF of the Fate Horror Toolkit, and the physical copy of the book. The book is 152 pages, and the physical copy is the same size as the standard Fate line, in hardcover.

The interior art is black and white, and matches the theme of the chapter in which the art appears. For example, when the topic is the zombie apocalypse or body horror, the art style is different than when it features Spooky Fun. There are some detailed images of dead bodies, insect creatures, and mutated body parts, but viscera and gore are limited (unless you count shadowy textured areas).

The formatting follows the clear and easy to read style that is present in other Fate books, with clearly bold headers, offset example paragraphs, and lots of bullet points.

Chapter 1: Gazing Into the Abyss

This chapter has an overview of the horror genre, what elements make up a horror-themed game, and a summary of the chapter contents. There are page references to specific rules in this book, and references to sections of the Fate Core rulebook.

This chapter also has a sidebar on the responsible execution of horror, and a two-page spread on safety and consent. Given the subject matter of the book, I think it was a very good move to put this right up front. The “Horror Doesn’t Excuse Being Horrible” paragraph hits about a third of the way through the first page, and you can’t miss it.

Chapter 2: The Raveled Sleeve of Care

This section addresses setting up a horror campaign and making characters that will fit into the horror genre. There is a list of media to consume for inspiration (most of which revolves around sympathetic and flawed characters in a horror story), as well as new optional rules to help reinforce the genre.

The tools presented in this section help build connections to the source of the horror and to give players reasons to compel their own aspects. There are also new rules that revolve around the following:

  • Enhanced self-compels
  • Group Fate Pools
  • Heroic Sacrifice
  • Legacy Aspects
  • Hauntings
  • Group Aspects
  • Intensity Aspects
  • Moral Dilemmas

There is a lot of great material here even outside of horror games. Enhanced self-compels work with the group Fate Pools to reinforce the PCs working together against a problem. Heroic sacrifice, legacy aspects, and hauntings all incentivize a PC to accept death as part of the story, while giving them a way to continue to participate in the story. Group aspects dovetail with the rules for group Fate Pools, and intensity aspects introduce a rating system for aspects that tie the character to something potentially horrible or dangerous in the game. Moral dilemmas set up a resolution where X or Y equally hard resolutions are the most obvious ways to resolve the situation, and anything outside of those options automatically becomes more difficult.

Many of these tools highlight the agency of the player by creating rewards for their investment in the horror genre. Rather than just making things harder for the player characters, many of these tools highlight how the players can make life worse for the group to tell a better story, while still giving them some options to nudge the story in each direction.

Chapter 3: Some Scars are Invisible

This chapter addresses the portrayal of the mental stresses that are present in the horror genre. There is another list of media inspiration for horror media dealing with the mental toll of horror, and introduces some rules for portraying the long-term repercussions of trauma on the characters.

Some of the optional new rules include the following:

  • Trauma Aspects
  • Coping Conditions
  • The Mental Toll of Gore

In addition to the game advice and new rules, there is also a thoughtful discussion of mental health and the proper way to utilize it in a game without trivializing it. This includes determining what the trauma was, how that would affect a person, and what they would do to lessen that effect. The emphasis is to do this without trying to find a specific medical condition, which could lead to stereotypical behavior based on a shallow reading of a diagnosis.

Trauma aspects are taken on by a character when something seriously disturbing happens, and coping conditions can be checked to allow the character to continue to function. There are different levels of severity for these conditions, based on the condition rules introduced in the original Fate Toolkit and elaborated on in the Dresden Accelerated game.

The mental toll of gore is a means by which the GM can attack the stress track of characters with the disturbing nature of an environment. It functions as an independent element that has a turn where it attacks, although some character aspects may, optionally, be used to explain why a player is inured to such attacks.

Chapter 4: Who’s Who of the Damned

This section is all about making monsters, and giving example monsters. Like the previous chapters, there is a list of media inspirations, this time focusing on media that has strong and memorable antagonists. There are discussions on how to use monstrous skills or approaches, as well as monstrous conditions, to build threats. The final sections of the chapter deal with body horror including rules for how a player character’s body part can function as a monster. There is an extensive section on The Other as a villain–a societal force that is attempting to subsume or eliminate the PCs if they don’t conform.

There are several fully built example threats, like the Vampire, the Slasher, the Killer Swarm, and the Created. There are also stat blocks and special rules for hands, tongues, hearts, and eyes to function as monsters while still connected to a character. This includes effects that might take place when the body part acts against its host, and what happens if a body part breaks free of its original body. As a brief aside, there are times I really love being part of this hobby.

When discussing The Other as a threat, there is advice about using care in choosing what “other” you are portraying. Because it represents more of a societal force or movement, there is more discussion on how a campaign involving The Other progresses over time.

Chapter 5: We Are All Going To Die

This chapter is about playing in a horror campaign where all the characters will eventually die, and how to facilitate that. The media sources cited as inspirational in this section revolve around horror media featuring doomed protagonists, and there are rules for a countdown clock and how it should function.

When setting up the countdown clock, the players and the GM set up what triggers the clock to tick forward, and what, if anything, rolls the clock back. The assumption is that there will be less causing it to roll back than causing it to move forward.

In a campaign like this, the group sets up what their goal is, so they still might accomplish something before the end. Once the clock ticks off its final segment, everyone is doomed, but the amount of time they have to “wrap things up” will vary based on the length of the campaign.

The discussion of this style of campaign was particularly interesting to me, as I like the concept of having an end game in mind when starting a campaign, and I like the dynamic way that a countdown clock might play into that. It also seems like a tool that could have broader applications than just the horror genre.

Chapter 6: The High Cost of Living

If you ever wanted rules to help model survival horror, this is your chapter. Inspirations cited in this chapter revolve around horror media where survivors have limited resources and ever-present external threats, and the optional rules include consumables, consequences and NPCs, and havens.

Consumables drive a lot of play, since they get used in different circumstances. There are general rules for the number of NPCs in a haven, and how they might be removed from play. Havens get assaulted and damaged, and must be defended and repaired.

The rules for connections between the NPCs and the PCs allow for some of the danger of survival horror to remain present while still having a stable cast of protagonists.

Chapter 7: Horror is the New Pink

Chapter seven is all about managing aspects of horror that overlap with the unique way the genre interacts with assumptions about women. It has the usual inspirational material, and has additional rules for feminine horror aspects, horror points, and several thematically linked scenarios.

Much of the material in the Horror Toolkit gives players agency while incentivizing causing problems for their characters, even beyond what Fate Core normally allows. In this case, characters will have a feminine horror aspect linked to the theme of the campaign. Self-compelling this will give the player a horror point, which acts as an especially effective Fate point.

The generation and use of feminine horror aspects and horror points allow for the player to have greater control over when they might be put in a position of vulnerability, and how much agency they will have in the resolution of the scenario.

The example story arcs explored in this section include the following:

  • Poisonous Sexuality
  • Anticipated Blood
  • Alien Pregnancy

These include setups, feminine horror aspects, stunts, NPCs, current issues, and lingering issues. Lingering issues are a specific aspect that characters in a feminine horror scenario have, which represents past events and how they still affect the player character.

While the chapter has several tools for modeling the story structures described, this is definitely one of the chapters where reading the breakdown of the elements, and the usual progression of these stories, is as interesting as the mechanics reinforcing that story structure.

Chapter 8: Spooky Fun

Compared to the heavy topics in some of the other chapters, chapter 8 looks at a slightly lighter side of horror. The optional rules in this section deal with stories inspired by Goosebumps, Scooby Doo, or Nancy Drew. This includes inspirational media suggestions, a new way to present skills (the report card), conditions, stunts, and new rules like courage and fear. It also defines what being taken out looks like in this genre, and introduces formalized rules for twists in the narrative.

The report card version of skills presents a version of skills that is similar to approaches from Fate Accelerated, with the rating of a subject that can be broadly applied depending on the fiction. Player characters using these options do not have a stress track, but mark several conditions that they can clear over time. The group has a Courage stat that builds as they find clues. It can also go up when players introduce a twist to the story. The courage stat is available when the group is together, but not when they get separated, unless there is a special circumstance.

I like the concept of building the Courage stat, and how finding clues is less about having a convoluted mystery, and more about building resources until the group is ready to confront a threat. It reinforces the genre concept that having all of the kids together for the confrontation is the best way to get a favorable resolution.

Appendix

There are two appendices in the book, and both involve safety tools that can be employed at the table. Appendix 1 deals with the X-Card by John Stavropoulos (which can be found here online), and Appendix 2 deals with the Script Change tool by Brie Sheldon (which can be found here online). While some of the text of both tools is included in the appendices, there is also some additional discussion on why these tools might be useful or preferable for a group.

I appreciate that these tools are both in the book in usable forms. Often, when outside safety tools are referenced in RPG material, it can be easy to not follow up on links presented in the text. In this case, while there is more material on both sites, there is enough to make both tools functional from the book itself.

I have a lot of respect for both tools, but I am especially happy to see Script Change referenced in an RPG safety section, as it is a great tool that I have seen used very well at a table, and Brie Sheldon did a great job designing it. I’m looking forward to more “safety in gaming” sections referencing their work.

Plenty of Stakes, Lots of Garlic Many horror stories manage to be scary or impactful even when they are using established tropes. This toolkit does a great job of explaining how to use those tropes to maximum effect. Share49Tweet9+11Reddit1Email

The tools in this book are useful for a horror game, but many of them, like the group Fate Pool, heroic sacrifice, and trauma aspects, can be used for games that aren’t explicitly in the horror genre. The discussion of doomed campaigns, survival horror, and feminine horror, as well as the outline of The Other and how it progresses in a game, provide strong campaign frameworks. Almost all the tools provided have a strong, built-in aspect of agency to them.

Should I Have Invited Them In?

If there is any downside to the book, it’s that the tools may work better for creating a good horror story than being immersed in a good horror story. There has been discussion about how well Fate can do horror in the past, and while the tools in this book incentivize players to make the decisions that will put their players in harm’s way, for some players, knowing that they can pump the brake may drop them out of the immersion they were previously hoping to experience.

Recommended — If the product fits in your broad area of gaming interests, you are likely to be happy with this purchase.

If you are even a little interested in Fate or in horror as a genre, it is unlikely you will regret this purchase. In addition to providing a wide range of useful Fate related tools, the discussions on genre and campaign structure are going to be of broad appeal, even for people not running their game using Fate.

If you are the kind of player that is more focused on the flow of the story and hitting the right beats, you may appreciate this a bit more than if you want to be immersed from your character’s point of view, but even in that instance, many horror stories manage to be scary or impactful even when they are using established tropes. This toolkit does a great job of explaining how to use those tropes to maximum effect.

What do you think of horror RPGs? Do you need to feel scared for them to be successful? What horror games have done this the best? What Fate toolkits would you like to see in the future? I’m interested to find out all of that and more, so please leave me a comment below. I’d love to hear from you.

Categories: Game Theory & Design

Convert Bundles

New Drupal Modules - 12 June 2018 - 4:59am

This module adds drupal actions to convert entities from one bundle to another.

Content can be converted individually from a "Convert Bundle" tab on the node (or entity), selected nodes from the content administration page (/admin/content), or all entities of one bundle to another from the convert bundles config page (/admin/config/content/convert_bundles).

Since the convert bundles creates standard drupal actions for each type of entity, this module should work with other drupal modules such as rules and vbo.

Categories: Drupal

Vardot: 6 Reasons Why Leading News and Media Networks are Using Drupal 8

Planet Drupal - 12 June 2018 - 4:03am
Ahmed Jarrar June 12, 2018

The world’s top news and media networks operate different sites to targeting a wide audience. They know that the only thing better than playing to a niche market is playing to all the niche markets --by running multiple websites tailor-made to fit the preferences of their different market segments, they play to win.

This kind of business model takes effort. Their content has to be distributed in multiple languages and reworked to fit different cultures. Naturally, it takes the right CMS to be able to pull this off while still managing to be user-friendly (after all, new content pops up every hour of a given day).

This article will cover the reasons why leading news and media outlets opt for Drupal 8, choosing the framework for all other alternatives in the market. Read on to find out why Drupal is trusted by 73% of the top news and media networks (including Al Jazeera, the Walt Disney Company, Time Inc., The Economist, Twenty-First Century, CBS, and Viacom) are using it.

 

Drupal 8 is Optimized for a 24 Hour News Cycle

 

The news cycle is both the greatest and worst thing to ever happen to news media. On one hand, it guarantees a steady stream of content, and therefore opportunities to earn from subscriptions and ad space. On the other hand, news media practitioners are almost always on the clock.

The freshness of a news item is time-sensitive and highly dependent on presentation (nobody wants to read a poorly-presented article, for instance). This is why a CMS like Drupal 8, which offers core features straight out of the box, is preferred among newsmen. For example, Drupal offers a rich media editor for the content creation stage of editorial work.

Drupal’s functionality also extends beyond the newsroom, with offerings such as monetization tools, social media integration, and near-universal 3rd party integration.

 

Drupal 8 is Easy to Personalize and Localize

 

Personalization is the key to engaging with an audience. Users want to see content that appeals to their interests and challenges them to discover new information. Naturally, timing is also a major factor; a news site that is aware of their readers’ most active times can take full advantage of things like push notifications, and special offers to exclusive content.

Beyond this, news agencies need to be able to push content that appeals to a person’s sense of locality --people are naturally drawn to things that might have an impact on their lives directly. While there’s no contesting the average person’s curiosity about distant happenings, top news and media networks know how to tap into the power of the parochial mindset.

Drupal enables personalization through a suite of powerful tools designed by its large community of developers. The platform makes it easy to connect readers to the kinds of content that align with their interests. Likewise, localizing content is a necessity made accessible through the platform --nurturing a loyal following is easier with Drupal 8, which allows your content to be relevant to events that take place in their immediate surroundings.

 

Drupal 8 Allows for Convenient Multi-Site Management

 

Running multiple websites is easy with Drupal. The platform allows businesses to run multiple websites grounded in the same code base. In plain English, you don’t need to build websites from scratch every time you want to expand your base of captive niches, and you can apply the same brand of aesthetic and experiential quality to your different digital holdings.

Drupal offers a multi-site management solution, complete with tutorials, that makes the job of expanding a news empire about as accessible designing a blog. Put this together with Drupal’s offer of news and media distribution solutions straight from the box, and sprawling online presences for news agencies can grow virtually overnight.

Drupal 8 is Secure

Security is a natural concern for any organization, and news companies are no exception. Nobody wants to lose credibility in the face of a cyber attack, or worse, have their subscribers’ data leaked.
One of the pivotal reasons why the media prefers Drupal is the long tradition of security that surrounds the platform. Between the swarms of developers working to close every loophole and patch over every possible entry point and the dedicated team of security specialists attached to Drupal, the framework does an excellent job of guaranteeing its users’ security.

 

Case Study: Uber Publisher & Al Jazeera

 

We mentioned Al Jazeera among the list of news agencies that rely on Drupal for their CMS needs. They were generous enough to agree to serve as an extensive case study on the official Drupal website, and some of the major takeaways do a good job of proving how the platform is a good fit for the industry.

The case study banks on the news agency’s growth after their tie-in with Drupal. It also describes how the agency met their myriad goals, including the unification of AJMN’s digital assets and workflows into a single interface. All told, the decision to opt for Drupal was a success for Al Jazeera.

Now, what the case study didn’t cover was Al Jazeera’s decision to opt for one Drupal-based solution in particular: Uber Publisher, a sub-profile of Varbase. Uber Publisher is a Drupal distribution that contains over a thousand out-of-the-box features and is continuously funded, supported, and improved by Vardot --and likely a contributing factor to Al Jazeera’s digital success. Its features for media marketing, automated tagging, easy authoring, and SEO make it a potent tool in the hands of a business of any size.

 

Conclusion

Drupal 8 is an optimal solution for news and media networks, regardless of their size. It’s affordable, convenient, and easy to both implement and maintain over the lifespan of a media agency. A good network would do well to tap into the functionality that Drupal has to offer, and a great one would scan the market for tools such like Vardot’s Uber Publisher; with any luck, they’ll meet the same digital success as Al Jazeera and its cohort (or exceed it).

Categories: Drupal

Popup After Login

New Drupal Modules - 12 June 2018 - 3:54am

Display pop-up message after user logged in. Provide configurable back-end to write message and shown in pop-up when user is logged in, Only once per login.

Provide two types of pop-up messages
1) Welcome pop-up.
2) Always show pop-up after logged in.

Dependency
This module depends upon sweetalert2 module , Because this will use sweetalert2 plug-in for pop-up functionality.

Categories: Drupal

elementor

New Drupal Modules - 12 June 2018 - 3:37am

placeholder

Categories: Drupal

Character Class: Winning the Metagame Part 1: Succeeding on Your Diplomacy Roll

RPGNet - 12 June 2018 - 12:00am
How to be more fun to play with and make the game more fun.
Categories: Game Theory & Design

govi_links_destacados

New Drupal Modules - 11 June 2018 - 8:27pm

This feature provides the configuration and content specific structure that allows publication of Featured Links of the Public Entities of the Bogotá's Mayoralty

Categories: Drupal

govi_noticias

New Drupal Modules - 11 June 2018 - 8:21pm

This feature provides the configuration and content specific structure that allows publication of News of the Public Entities of the Bogotá's Mayoralty

Categories: Drupal

govi_slideshow_principal

New Drupal Modules - 11 June 2018 - 8:12pm

This feature provides the configuration and content specific structure that allows publication of featured images at Home Page of institutional site of the Mayoralty of Bogota

Categories: Drupal

govi_informaci_n_institucional

New Drupal Modules - 11 June 2018 - 7:34pm

This feature provides the configuration and content specific structure that allows publication of the Institutional Information of the Public Entities of the Bogotá's District which corresponds to the Standard for the Publication and Divulgation of Public Information defined in the Law of Transparency and Public Information Access of Colombian State.

Categories: Drupal

govi_eventos

New Drupal Modules - 11 June 2018 - 7:25pm
Categories: Drupal

govi_presupuesto

New Drupal Modules - 11 June 2018 - 7:14pm

This feature provides the configuration and content specific structure that allows publication of the Budget Documents of the Public Entities of the Bogotá's District which corresponds to the Standard for the Publication and Divulgation of Public Information defined in the Law of Transparency and Public Information Access of Colombian State.

Categories: Drupal

Appnovation Technologies: Phases of Team Performance

Planet Drupal - 11 June 2018 - 6:54pm
Phases of Team Performance We should be aware that adding or removing resources on projects have a tendency to interrupt and impact the overall performance of a team. Certainly with the higher numbers represented within a team, switching of members would likely not feel a huge impact. But we can all see more often than not, when it’s in smaller groups, where any member represents ...
Categories: Drupal

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