Shrine of the Feathered Serpent (3.5)

New RPG Product Reviews - 4 July 2016 - 5:48am
Publisher: Wizards of the Coast
Rating: 4
The backstory tells of a remote village that was saved from a devastating plague some 200 years ago by a kindly couatl, but which of late has been experiencing some difficulties - or at least, some people think so. The humans who live there seem blissfully unaware, but various fey has had problems in the surrounding woods. What is actually going on is explained at some length for the DM, of course.

Several hooks are provided to get the party involved. What's needed to start the adventure is for them to visit Pearlglen, the village in question (so named for the freshwater pearls found in the area). It's a site-based adventure which starts in the village but takes the party to where the individuals behind what is going on are to be found. There's a map of their lair, but none of the village or the surrounding area, so if you feel the need of one, you'll have to find or devise something suitable. Despire the lack of map, the village is well-described with several locations to visit as the party attempt to find out the nature of the trouble. There's a bit of interaction to be had here, which should culminate in the party visiting a nearby ruined temple.

There is an encounter on the way, which is likely to end in a fight, but although it's described there is no diagram to help you set it up. The temple (once the party gets there) does have a plan as well as a full description. Most of those found there intend to fight rather than negotiate, but there are detailed tactical notes to help you run the combats.

The conclusion assumes that the party is completely successful, so if anything goes against them you will have to work out what happens next. There are some notes regarding follow-up adventures which could prove interesting, however. It's a nice straightforward 'go fight the bad guys' adventure, but it may be hard for the party to discern the full details of the fairly elaborate plot that has been hatched by the antagonists... a bit of a shame, it's a neat piece of deviltry!
Categories: Game Theory & Design

Microserve: DrupalCamp Bristol 2016 - 22nd to 24th July

Planet Drupal - 4 July 2016 - 5:01am
DrupalCamp Bristol 2016 - 22nd to 24th JulyJul 4th 2016

DrupalCamp Bristol is back for a second year, with a variety of talks covering hot topics in the Drupal (and wider digital) area. This year we will be hosting the event over 3 days with a Business Day, Conference Day and Sunday Sprints which is open to all.

Business Day (Friday 22nd July)

The event is aimed at business leaders and decision makers who are already familiar with Drupal, however client-side digital managers who are either responsible for a Drupal website or are considering using Drupal as a CMS of choice in the future will certainly find the day useful.

The event will be held within Colston Hall's prestigious Lantern room, and will feature lunch and refreshments throughout, along with a social event later in the evening at Colston Yard. Thank you to our kind sponsors for providing the bar tab!

This year we welcome the following talks:

  • New and improved … and amazing! Selling tech as business value, not shiny widgets. - Jeffrey A. "jam" McGuire (Open Source Evangelist, Acquia)
  • Elementary, my dear Watson (the movie guide to accessibility) - Léonie Watson (Senior Accessibility Engineer, The Paciello Group)
  • We hold these Online truths to be self-evident - Andrew Godleman (Transport for London Online)
  • Story mapping and sketching: humanising the requirements process - Mike Dunn, Will Scott (UX Consultants, Sift Digital)
  • Personalisation: The Holy Grail - Ben Wilding (MD, Cameron & Wilding)
  • Client Panel: a Q+A session with digital managers and product owners managing Drupal websites

Tickets are available via Eventbrite here.

Conference Day (Saturday 23rd July)

The event is primarily aimed at agency teams who use Drupal regularly, such as developers, PMs/AMs, and other agency team roles, and will consist of both high level talks and in-depth technical talks to suit all. This year we are welcoming a larger number of speakers over 3 individual tracks.

The event will again be held at the University of Bristol's School of Chemistry, and will feature lunch and refreshments throughout, along with a social event later in the evening at Zero Degrees. We are still looking for a Saturday Social Sponsor - please get in touch if you are interested. 

We are also pleased to announce a Quiz this year as a change to the closing session. Prizes will be given to the best teams!

The full timetable can be found here.

Tickets are available via Eventbrite here.

Sprints (Sunday 24th July)

If you are interested in staying for the weekend and would like to get involved with Drupal community contribution, then please feel free to attend the Sunday sprints. Torchbox have kindly provided their offices from 10am to 4pm and refreshments will be provided. Tickets are free, although we ask you to sign-up via Eventbrite to register your interest.


Looking forward to seeing everybody there,

The DrupalCamp Bristol Committee.

Written by: Rick Donohoe, Account Manager

Microserve is a Drupal Agency based in Bristol, UK. We specialise in Drupal Development, Drupal Site Audits and Health Checks, and Drupal Support and Maintenance. Contact us for for further information.

Categories: Drupal

ZT Megamenu

New Drupal Modules - 4 July 2016 - 1:44am

An outstanding megamenu for D8.

Categories: Drupal

A Crossover Collision

Gnome Stew - 4 July 2016 - 12:00am

She really did have a momentary identity crisis when no one recognized the S.

Every year, I pour over the Origins event list to pick out the perfect combination of events to play. Well, at least that’s the goal. It’s actually a mix of equal parts careful choice and sheer luck, but it usually works out pretty okay. This year, I somehow signed up for back-to-back games that, based on the PCs and scenarios, were exactly alike. Both games involved joining up two tables of players; one was playing Marvel heroes while the other was playing DC heroes, with both groups trying to save their respective universes from the evil machinations of the exact same bad guys. It was a crossover collision!

Their minis game was on.

How, you may ask, did I end up playing two games back-to-back that were almost identical? Isn’t that a pretty big failure of scheduling? Well, in my defense, one was labeled a bit more obscure than the other, but both involved GMs that I was looking to play with. I was only partially paying attention to the event descriptions. Both were obvious about being crossover games, though, and I really enjoy seeing GMs try something unique and epic with a con game. Games that intertwine two groups have always been a fascinating one for me.

Look at that cop car!

I’ve actually written about turning game night into an event before. Sometimes there are just things you want to try out as a GM that wouldn’t work in a regular campaign. Twice, myself and a friend have attempted a crossover event game. For the first one, we had two rival adventuring parties going after the same MacGuffin that just happened to be hidden in the lair of a blue dragon. The players actually spent more time trying to pick each other off than dealing with the dragon, but overall the game was a success. It did teach me that even the hint of PVP can change the way players react to certain situations. The other attempt was less successful, but that was partially because both of us GMs were uncertain of the system we were running and it slowed the game down a little too much. I wish we had been better prepared, because I was very intrigued by the scenario: alternate universe versions of the same adventuring party get mixed together as they simultaneously fight to repair a tear in the veil between worlds. Someday I may try and make it work again, but I learned how prepared we need to be to make it work.

So, back to Origins. The first game, Savage World Supers, was run by Dave Russo and Mike Whiteman of Amorphous Blob Games. Like many Savage GMs, they brought a dramatic touch of theatricality to the game with an amazing cityscape set up for the final battle. Dave Russo earned a place on my ‘Awesome GMs List’ several years back at Origins when he ran a Savage Worlds Bureau 13 game that turned out to be a huge homage to Big Trouble in Little China.

I’m not sure about that body outline in front, though.

In this particular game, I ended up playing as Supergirl while she and several other DC heroes investigated a strange explosion at Star Labs. While most of the DC characters were well known, they weren’t the A-listers from the DC universe. In the middle of fighting some villains none of our characters recognized (because they were Marvel D-listers), the lab suddenly turned into a Stark Industries Lab. Poor Supergirl had a momentary identity crisis when no one seemed to know who she was or recognize the big S on her chest. At a climactic moment, another pulse of light hit and everyone was transported to a city that was a mishmash of many cities overlaid on top of one another. There were a few moments of PVP between our second string Justice Leaguers and an eclectic group of Avengers squaring off, each thinking the other group was responsible for the mess. Hawkeye and Green Arrow took special pleasure in trying to out-shoot one another. Very quickly, we realized that Braniac and Ultron were the real culprits and all the heroes started working together.

Everyone at both tables was a great sport and really got into the whole thing. Names kept getting mixed up, with Captain America (being played by a gentleman with a British accent) was referred to as Flag Man, Blue Beetle was dubbed Cobalt Cockroach, and poor Supergirl was referred to as S-Girl.

Cobalt Cockroach to the rescue!

All in all, it was a fun game with a focus on tactical play, which is often true for a Savage Worlds game. The roleplaying was fun, but the focus was on the spectacular city the GMs had put together and using that environment in our favor against the villains.

Later that evening, the game was a team-up between Ed Rollins of Matinee Adventures and Jason Atland of Crimson Hand Gamers, both great GMs and groups. They were using Mutants and Masterminds and had a full collection of A-listers from both Justice League and the Avengers. Ed and Jason also ran a crossover game last year with The Dresden Files, so I had every confidence they were going to provide a good game.

This time, I was at the Avengers table and chose Scarlet Witch as my character. The moment weird stuff started happening with reality, everyone looked at her accusingly. I kept having to repeat, “It’s not my fault this time! At least, I don’t think it is.” In this version of the scenario, the Avengers ended up clearly in the DC universe. They had a run in with some obscure super powered punks, but also got to meet with a very congenial and convincing Lex Luthor. Iron Man thought he’d met a kindred spirit. We found out that the JLA table met a very arrogant Victor von Doom who they pretty much started beating on right away. How could he be a good guy with a name like that?

It wasn’t her fault! Honest.

When the game hit the climactic moment and both universes hung in the balance, all the heroes were transported to a strange blend of the Neutral Zone and the Negative Zone. Just as in the previous game, it turned out that the muddled realities were the fault of Ultron and Braniac teaming up, but this time it was quite literal as they merged into one very big bad. Just like how it works in the comics, the heroes all threw themselves at the bad guys individually until finally the idea to fight together clicked in. Iron Man worked with Wonder Woman to amplify his blasts off her bracelets, and then the final blow was struck by Superman wielding Mjolnir, thrown to him willingly by Thor since Superman was in a better position to make the attack.

In comparison to the earlier game, this one was all theater of the mind. While it was still a very tactical game in the way we used our powers, it relied a bit more on roleplaying and interacting with the mixed realities. Just like the other game, though, I had an absolute blast. During the last battle, there were a couple of players hanging back and not quite getting into the spirit of the team-up, but it was also an evening game, so it was the end of a long day for everyone.

No minis, but everyone had a great table tent to indicate who was who.

Some people might have been disappointed that the two games were so similar, but I found it to be a unique opportunity to take a look at the differences that GM play style, system, and the other players at the table all bring to a game. Even though they had similar concepts and used the exact same ultimate bad guys, they were still very different games. It’s honestly very cool to see GMs collaborating to try and pull together something epic in scale for their players at a convention like that.

While I definitely prefer my smaller games for campaigns, I hope to try and work on some collaborations of my own in the future. It takes a bit more logistical work and a high level of cooperation between GMs, but it can be a nice way to turn an event game into something special.

Have you ever had a chance to play in or run your very own crossover collision?

Categories: Game Theory & Design

Fuzzy Thinking: My Character Concept

RPGNet - 4 July 2016 - 12:00am
Let me tell you about my fuzzy character.
Categories: Game Theory & Design

How to Survive Indiepocalypse in 5 Easy Steps - by Vince Weller Blogs - 3 July 2016 - 11:41pm
Want to become a famous game developer but worry about the indiepocalypse? For just 3 easy payments of $19.99 you too can learn the secrets the gaming industry doesn't want you to know! Apply within!
Categories: Game Theory & Design

On Board Game Accessibility - by Michael Heron Blogs - 3 July 2016 - 11:41pm
Accessibility for video games is an important concern, but we shouldn't lose sight of the fact that gaming has a wider focus than what's on a computer. This post discusses the importance of accessiblity in tactile, tabletop games.
Categories: Game Theory & Design

A Ludum Dare postmortem. Lessons from the blitz. - by Alexandru Palade Blogs - 3 July 2016 - 11:41pm
Game jams are a blurry, adrenaline filled, caffeine infused roller coaster. Take some time to reflect when the haze is gone and there are valuable lessons to be learned.
Categories: Game Theory & Design

How Graphical Realism Makes Level Design Harder - by Christopher Gile Blogs - 3 July 2016 - 11:41pm
Using a high degree of graphical realism changes player expectations and thus makes must be designed around.
Categories: Game Theory & Design


New Drupal Modules - 3 July 2016 - 10:38pm
RethinkDB for Drupal

The work contribution done in Github

This is an ORM for RethinkDB. Which mean the module does not intend to replace
the default DB drivers but to create entity representation of your RethinkDB in
your Drupal installation.

Categories: Drupal

Drupal governance announcements: Coding standards proposals for final discussion on 7/12

Planet Drupal - 3 July 2016 - 9:23pm

The TWG coding standards committee is announcing two coding standards changes for final discussion. These appear to have reached a point close enough to consensus for final completion. The new process for proposing and ratifying changes is documented on the coding standards project page.

New issues for discussion:

Updates on existing issues:

These proposals will be re-evaluated during the next coding standards meeting currently scheduled for July 12. At that point the discussion will likely be extended, or if clear consensus has been reached one or more policies may be dismissed or ratified and moved to the next step in the process.

Categories: Drupal

Development Modules

New Drupal Modules - 3 July 2016 - 5:51am

This module enables or disables all development modules at once. It comes with a pre-defined list of development modules and provides hooks to add more modules and to alter the list of determined development modules.

It is not a module in itself and therefore can't be enabled, it is simply a Drush command that works on every D6, D7 and D8 site without being enabled on the site as a module.

Simply install with drush dl dev_modules

Categories: Drupal

Frederic Marand: MongoDB 8.x-2.0-alpha1 released

Planet Drupal - 3 July 2016 - 3:52am

On behalf of all contributors to the MongoDB module suite for Drupal over the years, I am pleased to announce the 8.x-2.0-alpha1 release of the MongoDB package for Drupal 8, six years after we started this project on Drupal 6.

This release is the first step to an initial stable release of the MongoDB package for Drupal 8, containing:

  • mongodb a module exposing the new PHP library as Symfony services exposed to a Drupal 8.x instance. It is designed as a minimal and consistent connection layer on top of the PHP library for MongoDB, for all modules targeting MongoDB on Drupal 8.x, be they contributed or bespoke.
  • mongodb_watchdog a PSR-3 logger storing event data in MongoDB. On top of the features already present in 6.x and 7.x versions, it introduces a per-request report showing all events logged during a request, in order.

read more

Categories: Drupal

Search API Pantheon

New Drupal Modules - 2 July 2016 - 12:50pm

The project will eventually contain bridge code for using Drupal 8 Search API on Pantheon.

Categories: Drupal

Review Roundup

Tabletop Gaming News - 2 July 2016 - 11:00am
Saaaatuuuuuuurrrdaaaaaaaaaay! Saturday of a long weekend, too. All. The. Bonus! But that doesn’t mean I’m going to shirk my duties. You want your review articles, and I’m here to give them to you. So I present to you: Who Knew, Everdawn, Flick ‘Em Up, Night of Man, Ra, Through the Ages: A New Story of […]
Categories: Game Theory & Design

InternetDevels: June 2016 collection: some useful contributed modules for Drupal 8

Planet Drupal - 2 July 2016 - 8:03am

It’s summertime, but tireless drupalers are as active as ever in bringing Drupal 8 to perfection — it looks like the sun gives them the energy! Each day, they are making the latest major version of this famous site-building framework more and more ready for any kinds of complicated projects.

Read more
Categories: Drupal

Webmoney Payment

New Drupal Modules - 2 July 2016 - 6:43am

This module provide integration payments for (7.x-1.x version)

Registering with webmoney

Before you start the installation process you must register on
and create your own Merchant. You will get "WMID", "Secret key" and
other settings for your payment system.

Categories: Drupal

Restricted Area

New Drupal Modules - 2 July 2016 - 3:34am

If you want to secure some specific entities (nodes/term/assets/etc) or specific pages (still in development), you really need this module.

It allows you setup login and password, in a simple way, for each important page.

All password stored as hashes, so there are no security issues related to third-party access to the database.

Categories: Drupal

Simple Taxonomy to Menu

New Drupal Modules - 2 July 2016 - 3:24am

Provide similar function with taxonomy menu, but much different:

  • 1, create a sync form for each vocabulary, at:
  • 2, use menu link content entity
  • 3,provide weight support
  • 4,custom path pattern: for example /taxonomy/term/%tid, /category/%tid, /vocabulary/%tid/all

Both of these feature does not support for D8 taxonomy menu module, so I build a simple version for our use case.

Categories: Drupal


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