WizKids Announces The Expanse Board Game

Tabletop Gaming News - 17 February 2017 - 10:00am
WizKids continues to expand out from their core products of HeroClix and Dice Masters with the announcement of another new board game. This time it’s based on the Syfy television series, The Expanse. Who will you be in control of? The Earth’s UN Forces? The military of Mars? The rebels of the O.P.A.? Or the […]
Categories: Game Theory & Design

February Releases Available For Infinity

Tabletop Gaming News - 17 February 2017 - 9:00am
For a couple months, Corvus Belli was a bit behind with their monthly releases. We had November’s releases in December, for example. Well, with the new year, they’ve caught back up again. Their February releases are now available over in their webshop. From them to you: February releases now available at your FLGS & our […]
Categories: Game Theory & Design

Gábor Hojtsy: Improving Drupal 8's usability and the impact

Planet Drupal - 17 February 2017 - 8:09am

We started regular Drupal usability meetings twice a week almost a year ago in March 2016. That is a long time and we succeeded in supporting many key initiatives in this time, including reviews on new media handling and library functionality, feedback on workflow user experience, outside-in editing and place block functionality. We helped set scope for the changes required to inline form errors on its way to stability. Those are all supporting existing teams working on their respective features where user interfaces are involved.

However, we also started to look at some Drupal components and whether we can gradually improve them. One of the biggest tasks we took on was redesigning the status page, where Drupal's system information is presented and errors and warnings are printed for site owners to resolve. While that looks like a huge monster issue, Roy Scholten in fact posted a breakdown of how the process itself went. If we were to start a fresh issue (which we should have), the process would be much easier to follow and would be more visible. The result is quite remarkable:

Categories: Drupal

Warlord Games Taking Pre-orders For Test of Honour

Tabletop Gaming News - 17 February 2017 - 8:00am
Warlord Games certainly wastes no time when it comes to telling you about a game to letting you get your hands on it. Though we’re not quite to “have it on your tabletop” just yet, they have started taking pre-orders for different kits, from full rules and figures, to just some extras. Check it out. […]
Categories: Game Theory & Design

Navigating the Regulatory Landscape in China’s US$25 Billion Gaming Market - by Henry Fong Blogs - 17 February 2017 - 7:25am
Estimated at over US$25 billion, China is the biggest gaming market in the world. Government regulations however can pose a challenge to developers so this article aims to provide a better understanding of China's gaming regulations and how to comply.
Categories: Game Theory & Design

Drupal core announcements: Updates from Drupal 8 core initiatives for February 2017

Planet Drupal - 17 February 2017 - 7:24am

Now that Drupal 8.3 is in beta, it is time to look at progress around core initiatives again and see how you can help move one or more of them forward. Once again I asked initiative contributors to help compile this post to inform you all of progress across the board. This is just a sampling of some improvements, there are a lot more that we could not cover here.

Default content and new core theme

The default content and new core theme teams decided to join forces because the goals are intertwined. The teams found it hard to demonstrate good default content without a supporting visual look and vice versa. The plan to go with a farmer's market site changed to a more general publication site, but that still allows for plenty of things to showcase. We are looking for a designer / art director for the project (deadline today!).

Use the Slack channel if you want to help or if you just want to follow our progress. Get an invite at


The media team held a sprint in Berlin in December. Unfortunately none of these media improvements landed in Drupal 8.3, however we are very close to complete the base media functionality early in Drupal 8.4. There was significant progress on the visual media library too. Next step is to finalise the plugins for images, documents and oEmbed.

Join in the #drupal-media channel on IRC.


The Migrate API became beta in Drupal 8.2.x with 8.2.5 and will apply to 8.3.0 as well. On the other hand other parts of the migration system like the Migrate Drupal API are still alpha stability and received some big updates. Two huge additions are the migration path for Drupal 7 node translations to Drupal 8 content translation and support added for configuration translations (and implemented initially for user profile fields).

Join in the #drupal-migrate channel on IRC.


Most of the recent progress on the multilingual initiative was in collaboration with the migration team and that is still heavily ongoing. Further feature development around multilingual features is not on the table currently, as most contributors moved on to more pressing areas given the advances achieved in multilingual with Drupal 8 already. Therefore it is being proposed to officially remove the multilingual initiative from the list.


The work in the PHPUnit initiative is focusing on converting a large part of old Simpletest web tests to PHPUnit based browser tests. The goal is to commit a larger patch on February 21st to the Drupal 8.3.x branch. After that one third of Drupal core’s web tests would be converted to PHPUnit browser tests. We are also discussing the timeline for deprecating Simpletest.

We are also working on improving our JavaScript browser tests in multiple issues. For documentation there is also a Javascript browser test tutorial now!

If you want to convert your tests in your contrib / custom module, please read the PHPUnit browser test tutorial and help out on in case you run into problems. Please follow the PHPUnit initiative issue for status updates. Join us in IRC in #drupal-phpunit.

(This update written by klausi & dawehner)


The biggest user facing change with workflows since the last update is the introduction of the Workflows module as a separate concept from content moderation. Now other modules can use workflows for user levels, commerce and other needs as well, when the workflow has nothing to do with content moderation. Many API changes were also made including support for moderation of non-translatable entity types and entity types without bundles (as long as revisions are enabled). Publishing entities implementing EntityPublishedInterface is also possible now, not just nodes.

Wondering how to join an initiative? Meeting information for each initiative is listed at

Categories: Drupal

Design Exercise: A Better Steam - by Taekwan Kim Blogs - 17 February 2017 - 7:24am
Examining Steam Discovery like any other MMO with issues in balancing, matchmaking, information availability, and unintended aggregate results from poorly considered reward structures
Categories: Game Theory & Design

How much value am I getting from my Xbox One? - by Steve Bailey Blogs - 17 February 2017 - 7:19am
Perceived value can be one of the most fractious topics in video games. So I've used my own Xbox One collection to take at closer look at how much actual value I wring out of the games that I buy.
Categories: Game Theory & Design

How to find Twitch & Youtube influencers for your game? - by Yannick Elahee Blogs - 17 February 2017 - 7:19am
Game influencers are always looking for new games. They have to entertain their public constantly, some of them make a new video every day. We'll try to understand how to find influencers from Twitch & Youtube for any game.
Categories: Game Theory & Design

Blood Bowl, Horus Heresy, The Hobbit Releases Available From Forge World

Tabletop Gaming News - 17 February 2017 - 7:00am
Forge World is once again hitting a bunch of different games with this week’s set of pre-orders. Guild Ball is getting another legendary Star Player. The Horus Heresy has the latest book. And for The Hobbit, the dwarves get a couple different reinforcements. From the releases: A hulking brute of an Ogre Blocker, Morg ’N’ […]
Categories: Game Theory & Design

Prototyping - by Gabriel Priske Blogs - 17 February 2017 - 7:00am
Welcome to Dueling Devblogs, the blog where two good friends and game devs each make games as a way of discussing their outlooks on design philosophies. Gabe Prototypes for his game and comes up with a design. Wall jump to attack. Its god damn Mario
Categories: Game Theory & Design

Drupal core announcements: A big chunk of old tests using WebTestBase wil be converted to PHPUnit BrowserTestBase on Feb 21st

Planet Drupal - 17 February 2017 - 6:29am
Start:  2017-02-21 18:00 Europe/Vienna Event type:  Online meeting (eg. IRC meeting)

As part of the PHPUnit initiative a considerable part of Simpletests will be converted to PHPUnit based browser tests on February 21st 2017. A backwards compatibility layer has been implemented so that many Simpletests can be converted by just using the new BrowserTestBase base class and moving the test file. There is also a script to automatically convert test files in the conversion issue.

Developers are encouraged to use BrowserTestBase instead of Simpletest as of Drupal 8.3.0, but both test systems are fully supported during the Drupal 8 release cycle. The timeline for the deprecation of Simpletest's WebTestBase is under discussion.

Categories: Drupal

CMON Posts Rising Sun Interview With Eric Lang

Tabletop Gaming News - 17 February 2017 - 6:00am
It seems you all have been just eating up the Rising Sun previews we’ve had. And I can’t blame you. I’m really looking forward for this one, too. Well, we’ve seen a lot of miniatures, but what about gameplay? CMON has posted up a short interview with Eric Lang were they get a bit into […]
Categories: Game Theory & Design

Angular Views

New Drupal Modules - 17 February 2017 - 5:32am
Categories: Drupal

Big pipe override

New Drupal Modules - 17 February 2017 - 1:26am
This module is meant for development purposes

Some times you want to disable big pipe, for example to make sure you can set breakpoints in JS files in attached libraries. Just drop in this module and enable it in settings.php like so:

$settings['big_pipe_override_enabled'] = TRUE;

When changing this value, you should clear the cache.

Categories: Drupal


Gnome Stew - 17 February 2017 - 1:00am

There are numerous ways to determine damage in a roleplaying game. It may depend on the weapon (or spell) used, the skill of the combatant, and/or the roll of the dice. In this article, we’ll look at four ways of calculating damage. It’s not meant to be a master’s thesis on the topic. Rather, it’s an overview of some major methods. This topic should prove useful for those gamemasters (GM’s) who wish to homebrew their own game or hack published systems. For others, it will hopefully provide food for thought and fodder for discussion.

Here are some options:

In many venerable systems, damage is rolled separately from “to hit” rolls. These are very familiar to most players, so they are a good option for convention games. There are no unique mechanisms to explain. They provide an added tension to each combat round. You’re never sure if you’ve landed a killing blow or not.

However, they do increase the number of overall dice rolls during combat. This may bog things down during large battles. Also, the additional roll can create the situation where you hit well, but do little damage. I’m sure most of us remember a time when we hit with a 20, but only did 1 point of damage. Some systems suggest dealing maximum damage on a “critical hit” to avoid this extreme situation.

In this mechanism, weapons do a predetermined number of damage points. For example, a sword might do 8 points while a dagger only does 4. This makes combat speedy, and damage easy to determine. For a one-shot or convention game, it might be just the thing. However, it may be a bit TOO simple and doesn’t provide any variability or tension. It also doesn’t account for any degree of success. Barely hitting an opponent does the same damage as a critical hit.

In this setup, your “to hit” roll also determines your damage. If you hit well, you do a lot of damage, if you hit poorly, you do less. It could be a static scale. For example, a full hit might do 10 points of damage, while a partial hit only does 5. It could also be a bonus added to a traditional damage dice roll. This system eliminates cases in which a player rolls well to hit, but then rolls poorly for damage.

How, this is a bit more complicated, and may require a little math to determine the degree of success. I use this system for my homebrew game and find a chart helps a great deal.

All three methods discussed so far imply a traditional hit point mechanic. However, some systems take a different, more story-based approach. In thoses systems, damage affects your ability to perform other tasks. For example, if you take a hit in a dice pool system (such as RISUS), you lose one die on future rolls. When you are out of dice, you are down for that combat. A penalty to a dice roll is another version of this mechanic. For example, you might suffer a -2 on the first hit, then a -4 on the second hit, and so on. This system is more cinematic than hit point systems, with the hero getting worn down because of combat. Also, there are no hit points to keep track of, perhaps streamlining combat.

This type of system may be a hard-sell for players who prefer more traditional games. There isn’t generally an easy way to differentiate between weapons. A dagger hit works about the same as a phaser hit, and you just have to accept that as part of the game. Finally, some call this the “Death Spiral” when it becomes difficult to succeed at any action as you lose dice or modifiers.

The type of damage system you select may depend on the type of game you’d like to run. What might work for a long traditional campaign might not be necessary for a light-hearted one shot. You’ll also want to consider the level of complexity that you are comfortable using during play. You don’t want to tie the albatross (or cumbersome system) around your own neck.

What method works best for your game? What other methods of calculating damage can you suggest? Let us know below.

Categories: Game Theory & Design

Video: Improving our games through subversive diversity

Social/Online Games - Gamasutra - 16 February 2017 - 3:59pm

Game devs Catt Small and Shawn Alexander Allen take the stage at GDC 2016 to talk about how you can create more diverse and inclusive games, and why that's a valuable thing you should be doing. ...

Categories: Game Theory & Design

The Watch RPG Up On Kickstarter

Tabletop Gaming News - 16 February 2017 - 3:00pm
The Shadow is invading the Clanlands. This nefarious force does more than just attack at the walls. No, it can influence your mind and turn you into its pawn, making you fight those you once called friend and family. Who can stand against such an enemy? Well, hopefully you can. You’re a member of a […]
Categories: Game Theory & Design

Book of Metal RPG Sourcebook Up On Kickstarter

Tabletop Gaming News - 16 February 2017 - 2:00pm
\m/___ \m/ Heavy Metal and RPGs go back a very long way. I mean, The Who sang about Lord of the Rings, after all. Then you’ve got Amon Amarth that sings about being the protectors of Valhalla. One of my favorite characters I’ve ever played was a bard and his “electric lute” (it had a […]
Categories: Game Theory & Design

The Book of Passion Up On Kickstarter

Tabletop Gaming News - 16 February 2017 - 1:00pm
Oh I wonder, wonder who, badooooo *bass-drum*, who wrote the book of love? Well, in terms of The Book of Passion, a new OGL sourcebook that’s up on Kickstarter, that would be Christina Stiles. We might be a couple days removed from Valentine’s Day, but there’s no reason you can’t get some intimacy into your […]
Categories: Game Theory & Design


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