Newsfeeds

Web accessibility

New Drupal Modules - 21 February 2018 - 9:09am

This module provides a light-weight integration into various web accessibility services.

Categories: Drupal

Jim Henson’s The Dark Crystal Board Game Now Available

Tabletop Gaming News - 21 February 2018 - 9:00am
A movie that many of us saw when we were younger and that opened up much love in strange and mystical worlds was Jim Henson’s The Dark Crystal. Guide Jen and Kira past the ruthless Skeksis in order to restore the Dark Crystal with the lost shard. From the website: Will Jen and Kira manage […]
Categories: Game Theory & Design

Episodic design 2.0 - Gameplay and storytelling at its best (Part 3) - by Pascal Luban

Gamasutra.com Blogs - 21 February 2018 - 8:43am
In the previous part of my new feature on episodic design, I demonstrated how episodic storytelling can be adapted to a true action-laden shooter game and improve it. I will now do the same with another popular genre, open world games.
Categories: Game Theory & Design

Drupal Console: Drupal Console 1.6.1

Planet Drupal - 21 February 2018 - 8:19am

Drupal Console 1.6.1 is out. The latest release contains bug fixes. Also no longer required dependencies removed from the project and development dependencies added as suggested packages.

Categories: Drupal

Acro Media: Drupal Commerce 2: How to Add a Payment Gateway

Planet Drupal - 21 February 2018 - 8:10am

Drupal Commerce 2 comes with a payment gateway system that allows for all kinds of payment methods to be added into your ecommerce site. Many of the standards you're used to seeing, Authorize.net, PayPal, Stripe, etc., are already good to go. On top of that, Commerce 2 has a fantastic API making it easy for developers to connect new gateway plugins.

What if you also want to allow your customers to pick up their order in-store? Or maybe you want to accept email money transfers or some other manual payment method. No worries! Drupal Commerce 2 is so adaptive that setting up these methods is also easy to do.

In this Acro Media Tech Talk video, we user our Urban Hipster Commerce 2 demo site to show how you can add, and manage, your payment gateways. 

Its important to note that this video was recorded before the official 2.0 release of Drupal Commerce, and so you may see a few differences between this video and the current release. The documentation is also evolving over time.

Urban Hipster Commerce 2 Demo site

This video was created using the Urban Hipster Commerce 2 demo site. We've built this site to show the adaptability of the Drupal 8, Commerce 2 platform. Most of what you see is out-of-the-box functionality combined with expert configuration and theming.

More from Acro Media Drupal modules in this demo

Categories: Drupal

Steamforged Previews Scourge for Ratcatcher’s Guild

Tabletop Gaming News - 21 February 2018 - 8:00am
The Minor Guilds will change the dynamic of Guild Ball. They’re their own teams, but also tied with a Major Guild. The Ratcatchers are the Minor Guild for the Morticians. So death and decay is part of what they’re about. Also, rats are well-known to carry diseases. The Ratcatchers bring a new Condition to the […]
Categories: Game Theory & Design

Paragraphs Features

New Drupal Modules - 21 February 2018 - 7:56am
Categories: Drupal

Mediacurrent: Mediacurrent to Present 6 Sessions at Drupalcon Nashville

Planet Drupal - 21 February 2018 - 7:24am

Selected sessions for Drupalcon Nashville have just been announced! Mediacurrrent will be presenting five sessions and hosting a training workshop. 

From exploring new horizons in decoupled Drupal to fresh perspectives on improving editorial UX and achieving GDPR compliance, check out what the Mediacurrent team has in store for Drupalcon 2018:
 

Categories: Drupal

Mediacurrent: Mediacurrent to Present 5 Sessions at Drupalcon Nashville

Planet Drupal - 21 February 2018 - 7:24am

Selected sessions for Drupalcon Nashville have just been announced! Mediacurrrent will be presenting five sessions and hosting a training workshop. 

From exploring new horizons in decoupled Drupal to fresh perspectives on improving editorial UX and achieving GDPR compliance, check out what the Mediacurrent team has in store for Drupalcon 2018:
 

Categories: Drupal

Social Auth Bitbucket

New Drupal Modules - 21 February 2018 - 7:02am

This project is part of the Drupal Social Initiative and is based on the Social API.

Social Auth Bitbucket allows users to register and login to your Drupal site with their Bitbucket account. It is based on Social Auth and Social API projects

This module adds a path user/login/bitbucket which redirects the user to Bitbucket for authentication.

Categories: Drupal

Munchkin CCG Now Available

Tabletop Gaming News - 21 February 2018 - 7:00am
Today’s the release day for Steve Jackson Games’ latest addition to the Munchkin line. Well, sort-of addition. It’s a new set, but you’re not gonna be mixing it in with your previous Munchkin cards. Nope, this time around, the game’s hitting the CCG arena. Build your own deck and battle against your opponent’s hero. If […]
Categories: Game Theory & Design

Privateer Press Previews New Releases

Tabletop Gaming News - 21 February 2018 - 6:00am
Privateer has been updating the front page of their website with their latest batches of releases to be coming out. There’s some more Blindwater goodness (I’ve got the CCR playing as I type this), along with some Cryx figures, including a new version of the Deathjack. Seems they’ve got a whole “dead things” vibe going […]
Categories: Game Theory & Design

The 8 Steps to Adventure Design

Gnome Stew - 21 February 2018 - 5:32am

I noticed something. There are zillions of articles talking about *running* an adventure. There are volumes of information on campaign design. There is a lot of writing dedicated to campaign and world building. But there is comparatively little written about creating adventures and story arcs. The 5th Edition Dungeon Master’s Guide finally contains some helpful advice and tools, but still, in my mind at least, could have gone farther. Besides that, with the exception of some half assed EHOW articles, and one very obscure TSR book, virtually nothing exists about building the actual adventures themselves. I have a big problem with this. One, because it turns our entire hobby into an inside conversation, which in turn makes “taking up the chair” that much more difficult. Two, this hobby is decades old. Some of us are teaching it to our kids. It’s about time someone just set this down like stereo instructions. (I’m going to say that’s a Beetlejuice reference, and not a statement that carbon dates me.)

This is my attempt to describe adventure design to someone who hasn’t done it before. This is by no means the only way to do this. But it is a functional way. This may look like playing scales to more experienced GMs, or (hopefully) they might find something they like in this approach. Either way, everyone is more than welcome to contribute their ideas. That all being said:

The 8 Parts of Adventure Design

Adventures can be broken down into these component parts:

  1. What is the objective?
  2. Who are the bad guys?
  3. Who needs the help?
  4. Where does it happen?
  5. How many/what kind of fights?
  6. How many/what kind of crime scenes?
  7. How many/what kind of challenges?
  8. What is the hook? Why will the players want to get involved?
Objective

This is what happens when an adventure lacks a clear objective.

A solid objective gives a game a sense of direction and purpose. It unifies the other elements in your adventure, and it unifies and focuses the players. It is why your players are adventuring in the first place. A good objective is always an actionable goal (break into a tyrant’s treasury vault and rob him blind). But, an objective that also contains a possible consequence is often better (the treasury actually belongs to a sleeping dragon, and it is expected to wake up sometime very soon).

Bad Guys

Who is the villain? What does the villain want? Who is the villain employing/working with to achieve this goal? You develop the villain and the villain’s objectives because these all inform the villain’s methodology and actions. You don’t need to write a novel of backstory, but development here allows bits of the adventure to write itself. For example, Hissy Fit the Halfling Barbarian leads a growing gang of bandits that now rivals a small army. No longer content with taking tribute from surrounding villages, she has set her sights on a nearby city and, some say, a campaign of conquest throughout the region. With this premise, you have your main villain, your villain’s objective, and the main troops involved.

Who needs help?

Who benefits from the actions of the players? Why do they need the players’ help? Are they being completely honest with the party? Common examples include a town’s mayor asking for help against a hostile army, a rich benefactor who needs to work outside of official channels, a simple farmer trying to locate a missing child, or perhaps even the player characters themselves have scores that need settling. As a side note, you know your objective is a good one if failure causes bad things to happen to these people.

Where?

Where does the adventure take place and how does its location influence the player’s actions? Also, when does it take place? What time of year? What is the weather? Who are the locals? What is the local culture like? What types of terrain and conditions predominate? Also, where are the inevitable battles going to take place? Who will be attacking who? What will be the backdrops? What sort of terrain features will affect the outcome of the fights? Will the party be operating in a city? The wilderness? Underground? In a shipwreck? A fully operational clock tower just before it strikes midnight? Also, how many different places will the players need to travel to before they accomplish their mission? World and local city/town maps can be very useful aids here, assisting in role play and also allowing everyone to be on the same page.

The Fights

How many combats will this adventure contain? Who will the party be fighting? Under what circumstances will the fighting start? Will there be an ambush or will the villain pause to do some boasting before sending his lackeys against the players? How hard will the fights be on the party? How lethal will the injuries be? How smart are the enemies? Can they be reasoned with or talked down? Maps used here cut down confusion and also allow the use of minis.

Crime scenes

Sometimes the players will be investigating actual murders. Most times they will simply be searching for clues about the bad guys. In either case, they’re often acting like detectives, and detectives need chains of evidence to follow toward a conclusive end. People leave behind all sorts of things, and spells/sci fi tech allows all kinds of novel ways to discover hidden information. Perhaps the most important rule to remember here is to offer more than one trail to your next scenes/encounters/sets of clues. This is because players will often ignore the things you think should be obvious, and yet somehow find new and ingenious methods that threaten to unravel your plans. Also keep in mind that if an adventure fails because a player failed to discover relevant evidence, players will tend to feel cheated, railroaded, or both.

Other challenges

RPGs aren’t just about fights and playing Scooby Doo. A party might encounter a physical challenge, get stuck in a game of riddles, negotiate, or need to perform any number of other interesting tests of capability. Consequences for failure may be expensive, or harmful, or slow the party’s efforts. Such challenges are associated with the terrain or location the party is in. They may need to win a game of cards to get the attention of a crime lord. Encounter a sphinx in a dessert tomb. Or simply need to climb a rope over a chasm after the rotting rope bridge breaks apart. Occasionally, adding such challenges to a combat can make both the combat and the challenge more fun and interesting. Perhaps the sphinx insists on playing riddles while a host of undead mummies tries to eradicate the party. Or maybe that rotting rope bridge fell apart because it couldn’t support both the party and the bad guys sent to stop them.

The Hook

Why should the players even bother? True, there is no game unless they take the job. But logically speaking, adventurers are in the business of doing very dangerous things. They need a compelling reason to take on the risks found in the endeavor. Money may not be enough. They might not care if a town gets destroyed. They may hate the long lost brother who shows up asking for a favor. Never assume that your party will just dive into your adventure. You will need to sell them, pull heart strings, make them angry, or otherwise find some sort of genuine motivation. The more personal investment you can get out of your players, the more likely they will experience all of the highs and lows your designing into your day’s events. You don’t have to think too hard on this, just be sensitive to your players, what they want, and the type of characters they build.

And, oddly enough, that’s basically it. There is certainly more that can be said about all of these elements. But as long as you’re using each of these eight parts, adventures can (and often do) write themselves. Follow this method long enough and eventually you might find you have the ability to employ it on the fly, which can really come in handy when your players inevitably do something you hadn’t planned.

And this is where I invite the GMing universe to chime in and let the world know what they consider adventure nuts and bolts. What steps do you follow? What structures and skeletons do you use? How do you progress from idea to game day?

Categories: Game Theory & Design

Sooper Drupal Themes: Drupal 8 Release Candidate For All Products and Demos!

Planet Drupal - 21 February 2018 - 5:20am
Drupal 8 SooperThemes: After nearly a year of work we're almost there! It has taken us twice as long as we originally estimated. Drupal 8 itself has had its delays so maybe there is no surprise that updating our complex Drupal 7 theming and drag & drop platform with 15 unique theme designs and 1000+ demo content items is delayed. We now have a feature-complete stable version or Release Candidate for all our products ready for you to test! Besides that, we just moved to a new server that has all the infrastructure upgrades in place for our Drupal 8 launch.Migrating 15 Demos With 1000+ Content Items

The past 6 weeks have been spent mostly on migrating all demo content and designs to the Drupal 8 framework. This work mostly consisted of copying, manually testing, and re-exporting pages, images, menu links, configuration etc. The glorious result of this painstaking work can be seen here: https://demo.sooperthemes.com/

Can I start using this on production?

Not just yet, we recommend to hold off for the stable release before taking this puppy to production! However, the RC1 will be easy to upgrade to the upcoming stable release so I suggest you can start building your Drupal 8 project using our theme or builder, report any issues on our support forum, and launch it when we launch our stable release.

Having spent the last year just coding away at the Drupal 8 product line I now have to quickly put on my documentation and marketing hat and start churning out content and documentation updates for the website. We will spend the coming 2-3 weeks to update our website and then immediately put out a stable release for all products.

What's Next?

Of course we won't get bored after completing this monumental update. To SooperThemes the D8 release is a major milestone that brings us to the next chapter in the life cycle of our business. After the Drupal 8 release we will start paying a lot more attention to documentation, customer support, and marketing. We're excited to now have a product that exceeds everyone's expectations both in capability and now compatibility. We're going to keep developing our products, and also work on making ourselves more known inside and outside the Drupal community. 

Get Testing!

If you're already on board with Sooperthemes.com you now have access to all Drupal 8 downloads in the Downloads page. If you want to help testing, or if you just want to get started with your Drupal 8 project head on over!

Open Source Contributions

Now that we have our core business covered with our Drupal 8 products, we're going to continue making live easier for the Drupal community at large with our awesome free theme and module contributions. We want to make the free version of our theme the best Drupal 8 and 7 theme on Drupal.org. Of course our premium theme will retain some features that will remain exclusive to our patrons but even if we slice the feature count in half we probably still have the most loaded, flexible theme on drupal.org. Since our free Glazed theme is also the default theme for our Glazed CMS Drupal distribution, we also intend on having the best looking distribution our on Drupal.org. Stay tuned for updates! 

Categories: Drupal

Permissions DragCheck (faster permission checkbox selection)

New Drupal Modules - 21 February 2018 - 5:04am

Provides click & drag for checkboxes on the permissions page to administer permissions faster.

Lightweight Drupal 8 alternative to Fast permissions administration (FPA) module.

Implements the wonderful Drag Check JS library fron @scarlac: https://github.com/scarlac/drag-check-js for the permissions matrix page.

Categories: Drupal

Paragraphs Sets

New Drupal Modules - 21 February 2018 - 3:09am
Overview

Paragraphs Sets allows to create different sets of paragraphs.
These sets can be automatically added to a new entity or selected while creating/editing the entity.

This allows editors to add content way faster because they do not need to add all required paragraphs manually and can focus on the content.

Categories: Drupal

Domain Specific XML Sitemap

New Drupal Modules - 21 February 2018 - 2:13am

Domain Specific XML Sitemap

Categories: Drupal

The RPGnet Interview: Ed Jowett, Shades of Vengeance

RPGNet - 21 February 2018 - 12:00am
About Era: The Empowered and more.
Categories: Game Theory & Design

Agiledrop.com Blog: AGILEDROP: Top 6 Drupal websites released in 2017

Planet Drupal - 20 February 2018 - 5:07pm
There have been many sites build in Drupal in the year 2017, so we have made a list of some example worth highlighting. Check them out.    First one on the list is a website of National Athletic Trainers' Association made by Skvare. You can read a case study here. NATA is the professional membership association for certified athletic trainers and others who support the athletic training profession.   We continue our list with a website of the University of Minnesota. The site was built by Palantir. They’ve written a case study, check it out here. The University of Minnesota has almost 70… READ MORE
Categories: Drupal

Shades of Vengeance Running Era: The Empowered RPG Kickstarter

Tabletop Gaming News - 20 February 2018 - 3:00pm
Shades of Vengeance is adding to their Era line of RPGs. You’ve seen The Consortium and Survival, now, get your spandex supersuit ready, as it’s time for Era: The Empowered. Gain mighty powers of strength, speed, energy manipulation, mind control, and other beyond-belief abilities and go against super-foes from assassins guilds to ancient gods to […]
Categories: Game Theory & Design

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