Micro theme

New Drupal Modules - 15 September 2017 - 4:38am

This module provide the ability for a micro site to select a theme from a selection of themes designed for micro sites.

Categories: Drupal

Og Moderate

New Drupal Modules - 15 September 2017 - 3:38am
Categories: Drupal

Video embed Damdy

New Drupal Modules - 15 September 2017 - 3:03am

This module provides Damdy handler for Video Embed Field.
Users can add Damdy videos to their site by pasting the id of the video prefixed by 'damdy/' into a video embed field.
There is a config form in order to set all the Damdy configuration required to get the videos.

Video Embed Field

Categories: Drupal

InternetDevels: A glimpse at creating custom field formatters in Drupal 8

Planet Drupal - 15 September 2017 - 2:27am

Drupal 8’s “fruitful fields” of opportunities are endless — so let’s take another walk through them!

Read more
Categories: Drupal


New Drupal Modules - 15 September 2017 - 1:31am

A comprehensive platform allowing managing restaurants, their menus and allowing users to place orders online.
More information to follow suit.

Categories: Drupal

The Long Con

Gnome Stew - 15 September 2017 - 1:00am

No we’re not talking about heists or con artists, but Long Convention Games. So let’s answer the first obvious question – what is a Long Con? From what I’ve been able to gather from talking to multiple people, it is a convention game that lasts multiple sessions. I’ve found three to be typical, but I believe there have been two session versions and longer session versions of the long con. With that said, the long con feels a lot like a mini-campaign or even a regular campaign. I know the Dungeon World long con I just ran at the QCC felt a lot like a campaign that had a beginning, middle, and end. It was one solid story arc.


There’s probably a lot of ways to structure a long con, but this is how I did it for Odvek’s Castle, my Dungeon World long con. I don’t do a lot of up front prep for my Dungeon World games, but I do a lot of what is called foundational prep. Odvek’s Castle was set up with a point crawl map, a map of the main entrance to the castle, and an idea of what was going on inside the castle for the characters to get involved in. Lets move on to the sessions.

Session I

Since it’s Dungeon World and I have playbooks, the first thing I do is have the players make their characters and connect themselves to each other. While we’re making characters I’m asking questions about what happened to them to give them their looks, why they wear what they wear, and how their skills came to be. I’m getting to know the characters. Then I have them do the bonds thing where they connect themselves to each other. Last, I have some questions about a specific item called the Statue of Odvek, which can answer any one question the characters might have. Once I have that, we start playing and I let the setting breath for a while, have the players settle into their characters, and give them time to get a feel for me and let myself get a feel for them. When we were getting ready to end the session I dropped a cliffhanger to pique their interest for next time. Now let’s break down what I was doing there, which can be used in any long con:

  • Interactive character creation. Let the players make characters in a way that gives them some choices about who they are, how they’re connected to each other, and the situation you’ve set up for them to deal with.
  • Let the game breath. Once play starts, give them some time to explore their characters and the setting you’ve put them in. It’s all about the introductory phase. If you have any NPCs, locations, themes, or tones to establish this is the place to do it.
  • The cliffhanger. End the session by dropping a cliffhanger of some sort. It can be a mystery, a new NPC or organization that hints at some of what’s going on in the background—something to indicate there’s a larger plot at work. What we’re looking for here is a new element that feels like a hook for the next session.
Session II

At the end of Session I dropped a tidbit that made them think there was something more going on than they realized at the beginning. They found the Statue of Odvek, which was sentient and became an NPC. They eventually named it Rook, since it didn’t actually have a name before that. It said something about “She’s in control.”  So with that ending I could have just picked up next session with them speaking with Rook, but instead I asked them if they’d let me set a scene. They agreed, so I went with action. I had the bard and wizard running away and a giant stone statue with a shards of stained glass arm chasing them. Each shard contained the image of a woman’s face who didn’t look very pleased with them. It had just kicked the dwarven fighter through the wall, no damage because I was just dropping in some flavor, and the rogue was riding on the statue’s back—I like to start with a bang if I can.

From there they split up and escaped from the statue into the Halls of Chaos, where they started learning things about the castle, the background, and their actual foe, Petra—the one time apprentice to Odvek. There were a variety of encounters and some magical items found. Rook was there for me to use to interact with the party, and they found a mechanoid construct which had a telescopic lens that let someone see the magical patterns of the castle.

Eventually, they retreated from the castle back to the safety of the courtyard of the motte-and-bailey structure, which is where their base camp was. There – with all the information they gained about Petra – they plotted their next move, interacted with some of the NPCs who had set up shop in the courtyard, and before they were going to go back into the castle someone new entered the courtyard. It was the bard character’s background coming to haunt them, as their was a bounty on him for sleeping with a noble—which was a no no. That’s where we ended, with another cliffhanger, setting up a final session where they were going to confront Petra before she pulled off her plan to ascend to godhood. Once again let’s look at what I was doing here in a more general sense:

  • Started with a charged situation. It doesn’t have to be a fight or something action packed, but something with a higher tension level works best.
  • Provide information. This section is about revealing the plot that is going on in the background, moving it to the foreground, and arming the characters with the information they need to make a move to deal with the situation.
  • Keep the setting living, breathing, and evolving. Odvek’s Castle is a strange Gygaxian place so I kept spewing forth more strange Gygaxian stuff. If your game is a spy game, then spew forth spy tropes of trust issues, black sites to get information, and other spies coming to kill the characters.
  • End with a hook. A cliffhanger or a problem they weren’t expecting to deal with works really well. Some complication related to the main issue that arises is also an excellent way to deal with the situation.

Middles are hard because there’s not really a resolution that you can have. Maybe it’s getting the MacGuffin that sets up the final act. This could be anything from an item to some bit of knowledge. The try fail cycle is a good one to use, as they try and fail to get what they need until they succeed. Another is gathering information which leads to other places to get more information. This ends once your characters have the information they need to try out a plan to deal with the situation. You could also have one or more unresolved threads, and you have the hook into part three, then you can wrap up and get ready for the final session.

Session III

Session III started with the end of Session II since I had a charged situation. They dealt with the bounty hunter and his comrades by using a bit of persuasion and a dagger to the throat. Then it was back into the castle to find a magic baton for the bard before finally going off to deal with Petra. They descended into where she was performing the ritual, and one of the players pulled me aside to ask if they could possibly die and have their story continue on. I did one better and brought their story to the final encounter. The dwarf had a beef with the Troll King so I had Petra Summon the Troll King during the final conflict. This conflict consisted of different versions of Petra as her main version was attempting to ascend to godhood in a ritual that Odvek once achieved. The PCs disrupted the ritual and Petra was supposedly killed, disappearing into a pit of blackness. After that I gave the players a chance to give some epilogues for their characters. Now lets talk about the break down:

  • Tie up the open threads. Anything you revealed in Session II and Session I should be tied off if possible.
  • Tie up character threads. If there are character threads out there, make sure you provide an opportunity for those to be tied off.
  • Keep the setting living, breathing, and evolving. This is a constant for the game and really helps with providing a connectivity to the play of the sessions and making it feel like a unified story.
  • Go Big or Go Home. Have something appropriate and large for the final confrontation or two.
  • Epilogue. Assuming the characters survive, give them a chance to have an epilogue. It’s a nice way to let them tie up their long con stories and gives them some closure.

There’s the Long Con. I hope you enjoyed this article and if you have an questions or comments, or have done the long con yourself, please let me know in the comments. I’m planning on doing more of these in the future and I’d love to have your input and ideas so I can get better at this style of game.

Categories: Game Theory & Design

PreviousNext: Composing Docker Local Development: Xdebug (OSX)

Planet Drupal - 14 September 2017 - 5:16pm

In this post, we will show the pain points of running Xdebug in a Docker local development environment and how we overcame them.

by nick.schuch / 15 September 2017

Xdebug is essential when it comes to local development.

Normally the hardest part about configuring Xdebug is setting the IP address which it should send its debugging data to (eg. PHPStorm).

Configuring this with Vagrant was very simple since we were able to use the following setting for it to "Just Work":

xdebug.remote_connect_back = 1

Remote Connect Back is awesome, it allows for Xdebug to send its debugger information back to the IP address making the web request, where PHPStorm is running.

However, running Xdebug with "Docker for Mac" (D4M) is hard. D4M runs over multiple networks:

  • OSX host
  • Linux VM

This means that the IP address Xdebug ends up sending data to is the IP address of the Linux VM.

Existing solutions in the Docker community usually end up with the developer running additional configuration that they have to manage:


To solve this we wrote a tool called "D4M TCP Forwarder", which receives requests being sent to a port on the D4M host and forwards them to the OSX users host IP.

To add this to your project you simply add this service to your Docker Compose file:

xdebug: image: nickschuch/d4m-tcp-forwarder network_mode: host

The solution results in:

  • No configuration for a developer
  • Reusable solution for the community
Tagged Docker

Posted by nick.schuch
Sys Ops Lead

Dated 15 September 2017

Add new comment
Categories: Drupal

Micro user

New Drupal Modules - 14 September 2017 - 3:55pm

This module improve the user entities integration with a micro site.

Categories: Drupal

Micro taxonomy

New Drupal Modules - 14 September 2017 - 3:53pm

This module provide a dedicated vocabulary to a micro site.

Categories: Drupal

Micro sso

New Drupal Modules - 14 September 2017 - 3:51pm

This module provide single sign-on (SSO) functionality from a master host to its micro sites.

Categories: Drupal

Micro sitemap

New Drupal Modules - 14 September 2017 - 3:48pm

This module integrate the sitemap module with a micro site.

Categories: Drupal

Micro simple sitemap

New Drupal Modules - 14 September 2017 - 3:45pm

This module integrate the simple sitemap module with a micro site.

Categories: Drupal

Micro node

New Drupal Modules - 14 September 2017 - 3:42pm

This module integrates node entities with a micro site.

Categories: Drupal

Micro contact

New Drupal Modules - 14 September 2017 - 3:40pm

This module integrates the core contact module with a micro site.

Categories: Drupal

Micro menu

New Drupal Modules - 14 September 2017 - 3:38pm

This module provide a dedicated menu for micro site.

Categories: Drupal

Acheson Creations 20-40% Sale Happening Now

Tabletop Gaming News - 14 September 2017 - 3:00pm
Who doesn’t love saving money? Maybe people who have more of it than they know what to do with, but I don’t know anyone like that. I certainly love saving money. So that’s why I’m always on the lookout for sales. Well, Acheson Creations is having themselves a sale. Everything in their webshop is 20% […]
Categories: Game Theory & Design

In Darkness Delve Vol. 1 RPG Adventures Up On Kickstarter

Tabletop Gaming News - 14 September 2017 - 2:00pm
A DM, in my opinion, can never have too many resources at their disposal when it comes time to run the game. Pre-made adventures are a nice way to get your game going without having to spend hours and hours of prep time on it. You just open up to Page 1 and go. In […]
Categories: Game Theory & Design

New Fishermen Guild Starter Box Coming From Steamforged Games

Tabletop Gaming News - 14 September 2017 - 1:00pm
Steamforged Games has been looking to make entry into Guild Ball easier for new players. They’ve created starter boxes for all of their factions. But what if someone has looked online, seen the stat cards, and kinda wanted the other captain and mascot for the team? Well, there’s help now for them, too. A new […]
Categories: Game Theory & Design

DC Deck-Building Game Crossover Pack 6: Birds of Prey Now Available

Tabletop Gaming News - 14 September 2017 - 12:00pm
The all-woman superhero group, the Birds of Prey, are getting their own Crossover Pack for the DC Deck-Building Game. The set also includes a new Rotation mechanic. Cards can be rotated to various orientations on the field, giving players bonuses for controlling them in such a way. So while they may be powerful, be careful […]
Categories: Game Theory & Design

Annertech: How to allow an Editor Choose the View Mode of an Entity Reference Field in Drupal 8

Planet Drupal - 14 September 2017 - 11:20am
How to allow an Editor Choose the View Mode of an Entity Reference Field in Drupal 8

Say you are building a website which has a 'Related Content' feature. Then say your client says something like "This is great, but all the related content looks like the teaser on the listing page. Can't we choose ourselves how we want it to look?" What's your response? You say yes, and you go install Display Suite or Panels or some other heavy duty module? Or, say yes and follow these neat little instructions. No one says no to clients, do they?

Here's what you need to do:

Categories: Drupal


Subscribe to As If Productions aggregator