Commerce ShipEngine

New Drupal Modules - 29 December 2017 - 10:46pm

ShipEngine provides a common API for multiple shipping carriers. A company using multiple carriers (UPS, USPS, FedEx) may find their services useful.

This module provides:
- Shipping Method plugin, providing rates for services configured in ShipEngine.
- Labels (currently hardcoded as test - USPS only) created after order placed, visible on order page.

Please submit issues if you would like to use this and something isn't working.

Categories: Drupal

Btester Core

New Drupal Modules - 29 December 2017 - 10:20pm
Categories: Drupal

Commerce MyCard

New Drupal Modules - 29 December 2017 - 10:07pm

The Commerce MyCard Module provide a payment method for Drupal Commerce Module. MyCard is a 3rd Party Payment Service which can be used at Taiwan, China, Hong kong. The detail of the payment can be found at MyCard Official Website.


This module provide only one payment but with multiple payment method at the mycard side. There are three types of payment. 1. Ingame 2. Costpoint 3. billing.

Categories: Drupal

Aegir Dispatch: Helmo's year of Aegir 2017

Planet Drupal - 29 December 2017 - 4:00pm
What have I done? It turns out a lot of Aegir. Anarcat inspired be to write about the time I’ve spent. And now that the Aegir project has a proper blog … why not. 190+ hours of community Aegir time (23 full 8 hour days) as per my hamster. According to “Credited on 61 issues fixed in the past 1 year” Within Aegir I worked all over the place:
Categories: Drupal

Freelock : Getting hands on with Drupal Commerce 2 - Onsite payments and Sales Tax

Planet Drupal - 29 December 2017 - 2:29pm

We're nearing launch of two new Drupal Commerce sites, one of them being this one. It turns out has some relatively sophisticated commerce needs: some taxable products, some non-taxable products. Recurring subscriptions. Arbitrary invoice payments.

We previously blogged about Commerce 2 Price Resolvers. Now, let's get into some of the details of payment gateways and taxes.

Drupal 8Drupal CommerceDrupal PlanettaxCustom Development
Categories: Drupal

Warlord Games Taking Pre-Orders For The Roman Invasion of Britain Set

Tabletop Gaming News - 29 December 2017 - 12:00pm
Roman conquests spanned more than just the area around the Mediterranean. They took over much of continental Europe and then made eyes at the isles just across the sea. The British Isles seemed ripe for invasion. However, all the Brits living there at the time didn’t quite see it that way. There was much fierce […]
Categories: Game Theory & Design

River Horse Previews Victor the Kurgan For The Highlander Board Game

Tabletop Gaming News - 29 December 2017 - 11:00am
Well, if there can be only one, that seems to imply that there’s more than one from time to time. Such is the case with the Immortals in Highlander. So, who else is out there besides the MacLeods? Well, how about Victor the Kurgan? He’ll be part of the upcoming board game from River Horse. […]
Categories: Game Theory & Design

New Jeep Kits Available from Warlord Games

Tabletop Gaming News - 29 December 2017 - 10:00am
Ah, the Army Jeep. Tough, rugged, can get you almost anywhere. These light vehicles were used in scouting and reconnaissance, moving personnel around, and harassment of the enemy’s flanks. Now, you can do all that with your Bolt Action armies, as there’s two new Jeep kits available, both the regular variety and an up-armored version. […]
Categories: Game Theory & Design

Alexa Flash Briefing

New Drupal Modules - 29 December 2017 - 9:45am
Categories: Drupal

AEG Posts Up New Releases

Tabletop Gaming News - 29 December 2017 - 9:00am
With just a couple days left in 2017, AEG has updated their website with a look at some recent and upcoming releases. Looking for a way to spend that holiday money or just trying to find a new game to play in the new year? Check these out. There’s a little bit of something for […]
Categories: Game Theory & Design

Level Design First Blocks: Part 3 – Personal Skills - by Max Pears Blogs - 29 December 2017 - 8:50am
The concluding part of my 3 part of my series on first steps to becoming a level designer.
Categories: Game Theory & Design

New Algoryn AI Heavy Support Team with X-Howitzer Available For Beyond the Gates of Antares

Tabletop Gaming News - 29 December 2017 - 8:00am
Warlord Games is bringing in the new year with a bang… a really big bang… like, a ground-shaking bang. They’ve got their new Algoryn AI Heavy Support Team with X-Howitzer now available for Beyond the Gates of Antares. Make sure it’s a great new year for you, and the last one for your enemies. From […]
Categories: Game Theory & Design

5 Great Tabletop Game Conversions for iPad

Tabletop Gaming News - 29 December 2017 - 7:03am
Digital versions of your favorite tabletop games are becoming popular. They offer some fantastic benefits but also sacrifice some of the experience for convenience. Virtual or Actual? There are benefits and disadvantages to both iOS and physical versions of games. It’s hard to cluster four players around a single iPad to play a game, but […]
Categories: Game Theory & Design

IDW Posts New Masque of the Red Death Preview

Tabletop Gaming News - 29 December 2017 - 7:00am
And this time, it’s not about being killed with literature, but just being killed in literature. IDW Games is going to start off the new year with the launch of their Kickstarter campaign for Masque of the Red Death. So, besides perhaps going back and reading the Poe story that is the basis for the […]
Categories: Game Theory & Design

Early Egyptian and Nubian Javelinmen Available From Warlord Games

Tabletop Gaming News - 29 December 2017 - 6:00am
Early warfare was pretty simple (relatively speaking). Take a stick. Attach something really pointy to the end. Throw at the enemy. In a way, we’re not really all that different now (just the points don’t have to be as sharp, or the sticks as big, because we make those things go really, really, really fast). […]
Categories: Game Theory & Design

Proactive and Reactive Gaming – The Dance

Gnome Stew - 29 December 2017 - 3:00am

Sometimes skimming twitter the strangest things can start my gears turning. Several weeks ago, I scrolled past a completely non-gaming tweet that mentioned how people like to get reactions. Suddenly I realized, as I quickly tabulated many comments by folks at whose tables I have sat, that when I play, I am very reactive. This has been said to me in a variety of ways, from “having a lot of heart,” to “really moving with the story.” For all of the different ways people have expressed it to me, it comes down to being mainly reactive as a player. And having had that thought, I was fascinated—what does reactive mean, in gaming? What about proactive?

 I like to think of it like a dance — the proactive player or GM pushes the story, and the reactive player or GM follows the lead. 

To start, let’s define how we’ll use “proactive” and “reactive” in a gaming sense.  The dictionary defines proactive as “creating or controlling a situation by causing something to happen rather than responding to it after it has happened” and reactive as “acting in response to a situation rather than creating or controlling it.” For the purpose of gaming, the player’s intent or mindset may be involved in defining whether an action was proactive or reactive. I like to think of it like a dance — the proactive player or GM pushes the story, and the reactive player or GM follows the lead. In harmony, they create beauty in narrative just as the dancers in their movements. Too much reaction and no one knows where to go, and too much proactivity and there is a power struggle. So having laid that out, how can we define proactive and reactive game play?

As A Player

“That’s it — we’re going in. Watch my back.” A proactive player makes decisions that may change the direction of the story. They are engaged but also constantly thinking of new directions to move in, or how they can take control of a scene (or help the PCs in general take control). Proactive players contribute a lot to your table, and really good ones are rainmakers for the GM, taking some of the weight off of them for keeping the story going. Proactive players introduce new elements and twists to the narrative, adding layers of depth and complication. They are also the players who may take things into their own hands if they feel that the rest of the group or the story itself is not moving fast enough for them (LEEEROOOOOY JENKINS). They’re a boon at the table but if they’re socially unaware of how to share table time, the GM may have to work to keep them from taking over.

“Ernesto! How could you! Think of your children! And me, your wife!” Reactive players do just that — they react to what’s happening in the story. The way to get their characters involved is to hit them right in the feels, and they’re happy to give themselves the feels to make this as easy as possible. These are the players who move through the story driven by their responses to the other characters, PCs or NPCs, or the situations in which you put them. Games that are purely hack and slash will be difficult for them, because they’re there to play off what you put in front of them, and there’s not much character building action in a dungeon. These are the players who really like having vulnerable characters, because that very vulnerability informs how they allow themselves to be buffeted by the winds of drama and chance to build a beautiful and emotionally logical narrative that unfolds through interaction.

As a Game Master

When we think of GMs, our stereotype tends to be the proactive GM: they’ve prepped this session, they have a plan, and they know where this story is going. Proactive applies to all the planning outside the table. You’re creating the narrative itself before anyone else is there to be reactive with. It also applies in game when you pull a twist or make a move to make the characters take the bait, or make them react to pull them along your story line, or really any time you thicken the plot.

The reactive side of GMing is changing the world to reflect the actions your PCs have taken, or your NPCs changing their interactions based on how they’ve been treated before.  Reactive GMing is also sourcing your table and then weaving those new story elements into your narrative. It’s in not planning endings and seeing where the story takes you, as a group, and it’s in making sure to bring back details players may throw in offhandedly, never expecting to see again. The more improvisational your GMing is, the more reactive it tends to be.

But Narrative Control!

You could make the argument here that what I’m really talking about with proactive and reactive GMs and players is narrative control, and that’s fair. To be proactive, you have to have narrative control. The stereotype of the Dungeon Master single-handedly laying out a story that they’ve prepped behind closed doors while their players react is just that — in a standard traditional game, the GM has narrative control over everything that isn’t the characters themselves. Characters in these games can be proactive, but only insofar as it relates to their own actions as a character, because that’s where the boundary of the narrative control lies. To find a more even divide of proactivity vs. reactivity in both players and the GM, turn to games that share the narrative control more freely. Shared narrative control gives the GM the freedom to be more reactive with their story, while giving them the tools to do so (supporting improv GMing), and simultaneously gives players the power to be proactive in the world, and not just with their characters.

We’re All On A Spectrum

No one is a fully proactive or reactive player, and certainly the circumstances, the game you’re playing at the time, and the other people at the table will influence where you fall on any given day. Of course we all blend elements of both reactive and proactive together, and the best GMs and players know instinctively which is the correct move to make at any given moment to drive the game forward, switching seamlessly between them.

 I primarily enjoy reacting to the story, no matter what role I’m taking in that particular game. As a player, it feels like a tango — the story guides me in a direction, and I follow and lean in to it, allowing it to guide me.  

Personally, I see myself as further to the reactive side of the scale both as a player and as a GM. I primarily enjoy reacting to the story, no matter what role I’m taking in that particular game. As a player, it feels like a tango — the story guides me in a direction, and I follow and lean in to it, allowing it to guide me. As a GM, my prep is pretty much to get the characters moving in a direction that I can react to so that we can start bouncing off each other as we move forward, passing the reaction ball back and forth. When I hit the combo right and the right people are at the table, my experience as a player vs. as a GM doesn’t actually differ greatly — in either case, I am along for the ride as the story unfolds, and loving every second of it. I’m either reacting as a character, or I’m reacting as the world around the players. In fact, if I can be so bold, I’d say that I love playing to find out, which is, I know, why Powered by the Apocalypse games are really working for me at the moment. My improv GMing style is closely tied with preferring to be reactive, so I do know that when I need to make a hard move, for example, sometimes it takes me a minute to think through what the best story option is. Having said all of that, I also of course live for the twists, the drama, the big proactive reveal. But until the perfect moment arises, I’m happy to react, and let the story create itself.

Where do you fall on the proactive/reactive spectrum? Is it the same or does it change depending on if you are playing or GMing?

Categories: Game Theory & Design

Game devs around the world share their New Year's resolutions

Social/Online Games - Gamasutra - 29 December 2017 - 1:08am

2018 is nearly upon us, so what are game devs planning for the year ahead? To make games, of course, but also lots of other interesting things -- read on to find out what! ...

Categories: Game Theory & Design

Lawful GM: NPCs

RPGNet - 29 December 2017 - 12:00am
Seven techniques for better NPCs.
Categories: Game Theory & Design

Custom Body Class

New Drupal Modules - 28 December 2017 - 11:37pm

Custom Body Class

It is a simple module for Drupal 8 users to add custom CSS class to the <body> tag of the specific node page.

Categories: Drupal

Bibliography & Citation - Altmetric

New Drupal Modules - 28 December 2017 - 7:41pm

Adds Altmetric badges to BibCite reference entities.

Categories: Drupal


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