Friday Snippets

Tabletop Gaming News - 23 February 2018 - 11:00am
Fridaaaaaaaaaaaaaaaay! Gateway to the weekend. AND! I placed an order for some new dice yesterday. So you know I’m stoked. When dice sets sell out in a matter of minutes, and you manage to get some, it’s a pretty good feeling. Still riding high on that wave today. #NoSuchThingAsTooManyDice Anyway, as I wait for those […]
Categories: Game Theory & Design

Riot reveals the odds and rules that power League of Legends loot boxes

Social/Online Games - Gamasutra - 23 February 2018 - 10:48am

Riot Games has published an interesting breakdown of how in-game items drop from the loot box-styled 'hextech chests' it recently added to its long-running free-to-play MOBA League of Legends. ...

Categories: Game Theory & Design

New Bolt Action Releases Available From Warlord Games

Tabletop Gaming News - 23 February 2018 - 10:00am
Two new releases are available today for Bolt Action. One’s a new British Commandos HQ set, giving your troops some command out on the field. The other is a Waffen-SS Schwimmwagen diorama, depicted in winter. I know that most of the Northern Hemisphere is still pretty cold, but here in Atlanta, we’ve got 70s for […]
Categories: Game Theory & Design

Learn to better understand your players' social values at GDC 2018

Social/Online Games - Gamasutra - 23 February 2018 - 9:27am

Come to GDC 2018 to see Riot Games' Tash Elliott and Jeffrey Burrell share how the League of Legends dev has researched and acted upon the social values their players have across the world. ...

Categories: Game Theory & Design

Naoto Ohshima discusses Michael Jackson on Sonic 3 - by John Szczepaniak Blogs - 23 February 2018 - 9:12am
Creator of Sonic the Hedgehog, Naoto Ohshima, reveals the plans for Michael Jackson to create music for Sonic 3. Jackson was creating the music as a human beat box! In this video Ohshima also does impressions of this "a cappella" music
Categories: Game Theory & Design

The Two Biggest Design Traps of Multiplayer Games - by Josh Bycer Blogs - 23 February 2018 - 9:11am
Multiplayer is one of the most popular features requested by gamers, but today's post looks at two of the most unassuming ways for designers to mess up when implementing it.
Categories: Game Theory & Design

Why a "Flappy Bird Clone" Took More Than 7 Years to Make - by Matias Kindermann Blogs - 23 February 2018 - 9:10am
The story of how a game that has absolutely nothing to do with Flappy Bird took over 7 years to make. During that long process it became known as a "Flappy Bird Clone" and we decided to not care anymore and let people play it and decide for themselves.
Categories: Game Theory & Design

The Design Job Matrix - by Michael Fitch Blogs - 23 February 2018 - 9:09am
Looking for a way to tell where you are in your career progression? Try talking to your manager about their job matrix, a simple tool for defining roles and responsibilities.
Categories: Game Theory & Design

WizKids Announces Curio: The Lost Temple

Tabletop Gaming News - 23 February 2018 - 9:00am
A staple of the tropes in ancient tombs is the requirement to solve intricate puzzles in order to proceed forward. Theoretically, this meant that only true followers of those that built the structure would know how to get through them (oftentimes with deadly results for those that failed). There’s often a time element involved. You […]
Categories: Game Theory & Design

Dawn of Rebellion Sourcebook Now Available For the Star Wars RPG

Tabletop Gaming News - 23 February 2018 - 8:00am
At the end of the first three movies (number-wise, not release-wise) in Star Wars, Emperor Palpatine has seized power and is ruling the galaxy with an iron fist. Very quickly, those that want the Republic back form a resistance movement that would be known as the Rebellion. But that early start wasn’t easy. The Dawn […]
Categories: Game Theory & Design

Tag Block Site-Branding Switcher

New Drupal Modules - 23 February 2018 - 7:46am

Provide a way to switch HTML Tag from Frontpage to other pages.

The native block-system-branding-block display site_logo, site_name and site_slogan in div HTML Tag.
This module add h1 tag in frontpage for branding-block and keep the native display for the others pages.

Categories: Drupal

Matt Grasmick: Stranger in a familiar land: Comparing the novice's first impression of Drupal to other PHP frameworks

Planet Drupal - 23 February 2018 - 7:37am

Drupal 8 adoption is flagging. Why? I tried to lay my biases and assumptions aside and set out to find the answer. What I found suprised me.

I decided to perform an experiment. Placing myself (as much as possible) in the shoes of a senior developer without any Drupal experience, I attempted to get a new "Hello World" site up and running in four different PHP frameworks: Wordpress, Laravel, Symfony, and Drupal.

I set a few ground rules for myself:

  • Start at square 1. Google "Drupal" (or Wordpress, etc.).
  • Use only information found organically via my Google search and subsequent clicks.
  • Take the path of least resistance. In other words, choose the easy way when more than one option exists.
  • Avoid the command line when possible.
  • Time required.
  • Number of clicks in web browser.
  • Number of CLI commands run.

I do not claim that this…

Categories: Drupal

Paragraphs Features

New Drupal Modules - 23 February 2018 - 7:25am
Categories: Drupal

New Space Wolves Available To Pre-order From Forge World

Tabletop Gaming News - 23 February 2018 - 7:00am
Space puppies! I know, I know. They’re Space Wolves. But, to me, every dog’s a puppy, even if it weighs 240 pounds and it can bite through a parking meter. I’m sure the Space Wolves don’t like being called Space Puppies, but they’ll get over it if you scratch them behind the ears and tell […]
Categories: Game Theory & Design

Autocomplete Field Match (Free text)

New Drupal Modules - 23 February 2018 - 6:56am

A module for those who need to allow free text in autocomplete fields that matches to a field on either the same entity or a field within a referenced entity. Module falls back to standard autocomplete functionality.
Field types available are Entity Reference, Field collection, or Paragraphs, though it may work on other referenced entities. File an issue in the queue if needed. Note that this module currently only matches to a referenced entity one level deep. (i.e. it will not match a field on a referenced entity of a referenced entity.)

Categories: Drupal

Random Frontpage

New Drupal Modules - 23 February 2018 - 6:55am

Creates a page which displays a different, random node of a selected type every time it's accessed.

Categories: Drupal

Digging Up Trouble

New RPG Product Reviews - 23 February 2018 - 6:30am
Publisher: Onyx Path Publishing
Rating: 4
A neat little adventure that can be slotted in to your campaign when the party are going about their own business (if their own plans don't take them to the right place, an errand for them is provided), with the opening being an encounter with a dog beset by bandits. Hopefully, like the Good Dogs they are, the party will come to his rescue.

The background provides an explanation about who that dog is and how he came to be there, and tells of who is after him and why. The main NPCs are introduced in detail, and then we're off with the various encounters and scenes explained clearly and vividly, everything laid out so that a novice GM should have little difficulty in running the adventure. Likely player choices - including those that might derail the adventure - are anticipated and dealt with in a way that brings things back on track without it appearing forced. There are at least two good brawls, probably three plus the excitement of finding buried treasure... and a few suggestions for further adventures.

Oh, and there are pirates involved! You never go far wrong with pirates...

Overall it is a nice straightforward adventure for an inexperienced party to get their teeth into. Any Good Dog ought to enjoy it!
Categories: Game Theory & Design

February Releases Available For Infinity

Tabletop Gaming News - 23 February 2018 - 6:00am
5 days from the end of the month and Corvus Belli is finishing off February in style. You thought all the love was gone a couple weeks ago, but such is not the case. The latest releases for Infinity are now available over in the Corvus Belli webshop as well as at an LGS near […]
Categories: Game Theory & Design

The Dominant Player

Gnome Stew - 23 February 2018 - 5:00am

Yeah, dominant can mean that guy too.

They’re easy to spot when you start playing. Confident and forthright or pushy and obstinate, they’re often the first voice the GM hears. You certainly can’t ignore them. Dominant players are difficult to miss and they end up being either a blessing or a bane at the table.

At a recent convention, I ran a one-shot of Nights Black Agents that didn’t go as well as I had hoped. I had run the scenario before, but the previous run had been with four players that worked well together. At the con, I had a full table of six players and for a variety of reasons, they didn’t gel into a cohesive team. Almost immediately in the scenario, they ignored the clues that were in front of them and started going in drastically different directions from one another. They were definitely not embodying the tight team of elite mercenaries that were on the character sheets. While I try very hard not to railroad players, I still had to resort to some ungentle nudges to keep the game moving forward. As it was, we ended up having to handwave much of the big finale fight with the vampire villain because it took so long to get to him.

That wasn’t the worst problem, though. Because I was so frustrated with their lack of cohesion and how often they were refusing to look at the clues they already had in hand, I missed a social dynamics problem at the table until it was too late to fix it. One of the players was talking over the other players, not listening to them, and outright stealing ideas on occasion. This was the bad kind of dominant player and I had missed how frustrating his behavior had become to the rest of the table.

Now, understand, dominant players are not always a bad thing. In fact, hopefully you usually get a good dominant player. These are the folks that make the GM’s job easier by offering a natural leadership that pulls the rest of the players into the game. They’re often the rainmakers who can take a tiny seed of an idea and grow it into one of the best plot threads of the game. When they’re good, they’re inclusive with the other players and always helping push the game forward. The best ones I’ve ever played with keep me on my toes and challenge me to be a better GM, and I know they’re making the game something even better than I could do on my own.

The best ones I’ve ever played with keep me on my toes and challenge me to be a better GM, and I know they’re making the game something even better than I could do on my own. 

When they’re a problem, though, they’re still taking that leadership role and demanding attention, but they’re not doing it for the benefit of the table. Sometimes it’s a matter of being a spotlight hog and wanting all of the GM’s attention during the game. Occasionally it’s an arrogance that dismisses the ideas of the other players and pushes them aside because they think they know better. There can be varying levels of this, but eventually it will frustrate the other players and create a social dynamic that will be untenable in the long run.

As a GM, it can be difficult to realize when this is happening. In my case, I was so caught up in trying to make sure the players actually had the information they needed for the plot that I wasn’t realizing how problematic that particular player was being. It’s important that we TRY to keep tabs on the social dynamics at our tables, but it doesn’t mean it is easy. When you’re trying to handle the adversaries, all the NPCs, the entire world of the game while keeping it moving forward at a reasonable pace, and keep the spotlight moving around the table, you can sometimes miss the little clues that will let you realize you’ve got a problem.

The moment you realize you do have a problem, step in and try and fix it. Be more mindful of how that one player is dominating the game. If they’re a regular player, have a talk with them after the game and maybe you can nudge them into being a more beneficial dominant player. During the game, keep the spotlight moving and be aware of when the bad dominant player is getting up to their old tricks. If you can’t get them to work on the problem, maybe consider asking them to find another game to play.

For players, you need to stand up for yourselves and each other too. When you see someone getting pushed aside or talked over, absolutely speak up. Maybe you’re not comfortable taking that domineering, leadership role yourself, but you can still defend and support everyone at the table. Occasionally those dominant players may not even realize they’re being that big of a problem and just need a nudge to remember it’s a cooperative game for everyone at the table.

Hopefully, all your dominant players are the good ones. When you’ve got a good one at your table, you know your job is easier and the game is going to be a good one.

Categories: Game Theory & Design

Commerce add to cart matrix

New Drupal Modules - 23 February 2018 - 2:51am

Commerce add to cart matrix allows you to configure a new way of displaying the add to cart form.

All the possible variation combinations can be displayed in a table and allow instant add to cart for all of those.

The variation combination can be configured from the field formatter.

Categories: Drupal


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