Reward Schedules and When to Use Them - by William Wang Blogs - 29 March 2017 - 6:39am
Every game has some sort system in place to reward the player for accomplishing an action, be it as small as animating a character when the player commands the character to move forward, or as large as achieving the top score or completing the game. In th
Categories: Game Theory & Design

Fantasy Flight Games Previews Disciples of Harmony Sourcebook for Star Wars RPG

Tabletop Gaming News - 29 March 2017 - 6:00am
While blasters and lightsabers are certainly at the forefront of many people’s minds when they think about what they want their Star Wars characters to specialize in, some players take a bit of a different approach. They’re more interested in letting their words be the main focus. It’s not necessarily a passive path, just a […]
Categories: Game Theory & Design

entityqueue scheduler field

New Drupal Modules - 29 March 2017 - 5:48am

This field allows you to schedule an entity into a specific queue.


I have a node that must always be published but only present in the highlight queue tomorrow from 2 to 4.
I can then put these dates and the relevant queue in the field and This module will add the node/entity/… into/ out of the queue at given time.

Later we will allow you to choose per item if you want it added on top or in the back of the queue.

Categories: Drupal


New Drupal Modules - 29 March 2017 - 3:28am

This module provides notification features for your website, provided by the service.

Categories: Drupal

ADCI Solutions: Product development process

Planet Drupal - 29 March 2017 - 3:27am

Alike any team that focuses on full cycle Drupal development we work with rather complex projects. Usually we go through all the stages: from idea to launch. We love having control over the process, that's why we created the simple yet working scheme. Following its steps gives us confidence that nothing is missed. This article describes the workflow of one of the ADCI Solutions projects and emphasize a designer's role at each stage. Try this scheme out and learn other tips that we included in the article.

Click here to get started

Categories: Drupal


New Drupal Modules - 29 March 2017 - 3:24am

AdTechMedia is an advertising platform with micropayments capabilities for media content monetization. We help publishers and content providers to generate complementary revenue streams that are immune to ad blocking software (e.g. native advertising or native micropayments). Our solutions are white labeled, data driven and realtime.

Categories: Drupal


New Drupal Modules - 29 March 2017 - 2:45am

The plugin allows you to link all online forms of the Thebing Management Software easily with your Drupal website.

Usable placeholders to display the forms for the Thebing School Management Software:

Placement test:

Registration form:


Categories: Drupal

Admin Menu Swap

New Drupal Modules - 29 March 2017 - 1:03am

Allows you to provide customised menus for each role.

Using AMSwap, you can choose which menu is displayed as the main administrative menu (under "Manage") for each role. For instance, you can create an "Owner" menu, then assign that menu to to the "Owner" role you created.

Inspired by Administration Menu Source

Categories: Drupal

Design Flow: One on One Play

Gnome Stew - 29 March 2017 - 1:00am

I first learned D&D from the boy who’s house I was living in, during a rough period of time my Mother and I were going through. He was older than me, and I was not cool enough to play in his group, so he ran a game for me, alone. For a while, my only experience of D&D was one on one play, and I rather enjoyed it, despite the challenges of not having a party for support. Over time, I would get my own gaming group, and rarely ever got back to one on one gaming. When I have tried it, it’s always had its challenges.

The Challenge with One on One Games

There is nothing wrong with one on one play. It’s a perfectly acceptable form of play, but not all games are designed for that type of play. Therein lies the problem. Most RPGs are designed for group/party play. From D&D’s Fighter/Rogue/Wizard/Cleric, to Shadowrun’s Decker/Samurai/Mage, most games make the assumption that you are playing with multiple people, and that each person is fulfilling a specific role. The problems then arise when the assumed roles are not present.  

From a design perspective, having defined roles—even to the point of Classes—is a good way to make sure that everyone at the table has something special they can do and a way to contribute to the party as a whole. The challenge arises when there are too few players to fill the roles. The issue is even more pronounced in one on one play, where the player selects a single role, or if lucky some multi-class selection; which makes them broader in abilities but weaker in power.

Let’s assume that we are playing D&D, one on one, and the player selects the Fighter. Now in that game, the character is lacking stealth and lockpicking (Rogue), the ability to heal (Cleric), and the ability to cast spells (Wizard and Cleric). This makes things challenging for the character as they go through any kind of standard D&D adventure.

How Can We Adapt Games for One on One Play

While there are some games that are designed for one on one play, they are not plentiful, and so in most cases we need to adapt the game we have for one on one play. The way you do that is to first understand what the sum of assumed abilities and skills are for a standard group. Once you know what that is, then you can work on how to minimize the need or supplement them for the single player.

Here are a few tips for how to make that happen:

    • NPC on a Rope – the solo player could have a companion or NPC that helps fulfill some of the missing skills/abilities. This could be a magical familiar, a trusty companion, etc. So you might give your D&D Fighter an animal companion which has a high perception and might be able to sense traps.
    • Item Based – you can provide the player a device that has some of the abilities needed. This could be a magical artifact or an AI Program. You might give your D&D Fighter a rod of healing, so that they can heal themselves between battles.
    • Session Design – as the GM you can write your adventure in a way that minimizes the need for the missing skills and abilities. So perhaps you avoid a horde of zombies for your solo D&D fighter, who lacks the ability to Turn Undead.



The Legacy Weapon  And it was while listening to the hosts of Discern Realities talk about the challenges of one on one play that I came up with a potential solution… 

One of my favorite games is Dungeon World. And Dungeon World, much like its inspiration D&D, has classes in the form of Playbooks. The playbooks represent all the major D&D classes, and are very focused.  The game does work for one on one play, as heard on one of my favorite podcasts, Discern Realities. And it was while listening to the hosts of Discern Realities talk about the challenges of one on one play that I came up with a potential solution…the Legacy Weapon.

The Legacy Weapon is an item-based solution. It is a magical weapon that has passed from one wielder to another. Along the way it has collected various Moves (abilities) from those past wielders, which it can bestow upon the current wielder. This comes at a cost, as the weapon has its own needs which must be satiated. Should the wielder fall in battle, the weapon tries to acquire one of its owner’s skills before they pass through the Black Gates.

From a design perspective, it was a simple design—but it’s implementation was a bit more tricky.  The biggest challenge was that a number of the moves in the playbooks augment other moves or require other moves to be present. After writing the basic mechanics of the weapon, I had to go through all the basic playbooks and determine any challenges for each move if they were bestowed by the weapon, and provide advice for how to use them.

After getting all that worked out, I had a chance to playtest the design at Dreamation with Jason Cordova from Discern Realities. The design played very well, but Jason was able to find two tweaks that helped to center the design back to Dungeon World’s core principle of leading with the fiction. Jason suggested that any time a new ability is used by the current wielder, that you have to narrate a flashback about the previous wielder using that ability. In doing that, not only does the Legacy Weapon supplement the missing moves a solo player needs, but it then tells a story about the history of the weapon. Thank you, Jason.

If you are a fan of Dungeon World and are interested in one on one play, you can check out the Legacy Weapon on DriveThruRPG .

Give It A Try

One on one play can be a very intense form of role playing.It’s solo spotlight time and focus allows for deep role playing and exploration. The challenge is that few games are designed for the experience. With a little forethought and work you can make nearly any game work as a one on one. Do you play one on one games? Have you ever run one? What have been your highlights and your challenges?

Categories: Game Theory & Design

Colorfield: Development best practices learned from the Drupal Dev Days Seville 2017

Planet Drupal - 28 March 2017 - 11:50pm
Development best practices learned from the Drupal Dev Days Seville 2017 christophe Wed, 29/03/2017 - 08:50
Categories: Drupal

Domain Site Settings

New Drupal Modules - 28 March 2017 - 6:31pm

Domain Site Settings

Domain Site Settings module for Drupal 8 community users.

* This module provide the administrator interface to manage the site basic setting for each domain.

Domain Site Settings module have configuration setting page
to set site basic setting against each Domains like 'Site name', 'Slogan', 'Email', 'Front page', '404 page' and '403 page'.

Configuration page path:

Categories: Drupal

League of Legends dev: inclusivity in games 'just a reflection of Earth circa 2017'

Social/Online Games - Gamasutra - 28 March 2017 - 4:22pm

"Having an openly gay character or punishing a player for calling another player a racial slur doesn't feel political to me," writes Riot's Greg Street. "It's just a reflection of Earth circa 2017." ...

Categories: Game Theory & Design

Drutopia Action

New Drupal Modules - 28 March 2017 - 3:57pm

A feature module that provides an Action content type and related configuration.

Development is on GitLab and mirrored here.

Categories: Drupal

WizKids Previews Rocket Raccoon For HeroClix

Tabletop Gaming News - 28 March 2017 - 3:00pm
When you think of the Guardians of the Galaxy, I’m willing to say it’s a pretty safe bet that you’re thinking of Groot and Rocket Raccoon. While Star Lord may be the leader, and Drax and Gamora certainly have their parts to play, the dynamic duo of a talking (kind of) tree and murderous raccoon […]
Categories: Game Theory & Design

One Page Rules Adds Battle Brother Detachments And Ogres

Tabletop Gaming News - 28 March 2017 - 2:00pm
I know some of you out there love the One Page Rules rules sets. They’re constantly being worked on and updated to make sure they’re as good as they can be. They’re also being expanded, bringing in more armies. This latest update gives you Battle Brother Detachments as well as Ogres. Plus, with the update, […]
Categories: Game Theory & Design

PenguinComics Launches Science Fiction Mini Adventure Cards Kickstarter

Tabletop Gaming News - 28 March 2017 - 1:00pm
You all know I’m a big fan of items that can help GMs along in their mission of making a good game for their players. Pre-made adventures, maps, and other materials can really cut down the prep-time needed to run a game. Well, J. over at PenguinComics is making it so your sci-fi games are […]
Categories: Game Theory & Design

Migrate SQL Sub Row

New Drupal Modules - 28 March 2017 - 12:21pm

Provides two migrate source plugins & one process plugin for doing migrations from an SQL database.

The source plugins are both base plugins (like the SqlBase plugin and in fact extending from it), and require similar local implementation to the SqlBase plugin to use in your migration.

Categories: Drupal

Fantasy Flight Games Previews the Daqan Infantry Command Unit Upgrade Expansion for the Runewars Miniatures Game

Tabletop Gaming News - 28 March 2017 - 12:00pm
That’s a whole lotta headline for a four-model box set, but there we are, then. More previews are coming out for Runewars, the fantasy miniatures game from Fantasy Flight. This time around, it’s the Daqan Infantry Command Unit Upgrade expansion pack. There’s a new army standard, a wizard, and more that you can use to […]
Categories: Game Theory & Design

Final Fantasy XIV drops timed free trials in favor of a level cap

Social/Online Games - Gamasutra - 28 March 2017 - 11:51am

Square Enix's ongoing massively-multiplayer online game Final Fantasy XIV is changing how it offers free trials for its monthly subscription-powered game. ...

Categories: Game Theory & Design

Podcast Roundup

Tabletop Gaming News - 28 March 2017 - 11:00am
Here we are, once more, at Tuesday. It seems that Monday was a really bad one for many of my friends. So here’s to making Tuesday not so bad. Also, here’s to hoping the week goes by quickly and smoothly for everyone so we can get back to the joy that is the weekend. To […]
Categories: Game Theory & Design


Subscribe to As If Productions aggregator