How Much is the Front Page of Reddit Worth? - by Gregory Curran Blogs - 28 December 2017 - 8:34am
I take a look at the recent success we've had from a front page post on reddit.
Categories: Game Theory & Design

Thunder in the East WWII Board Game Up On Kickstarter

Tabletop Gaming News - 28 December 2017 - 7:00am
I know there are gamers out there who really love those intense, long-playing, scenario-driven, historical board games. If you’re one of them, you’ll want to check out the newest game from Frank Chadwick and Victory Point Games. It’s called Thunder in the East, and it’s the first in what will be a series of games […]
Categories: Game Theory & Design


New Drupal Modules - 28 December 2017 - 6:26am

OVH RestFULL API intergration

Categories: Drupal

CMON Previews Um’Kator Tribe For HATE

Tabletop Gaming News - 28 December 2017 - 6:00am
Each tribe in HATE focuses on different strategies within the game. For the Um’Kator, they’re the type that can work with fate, itself, to bring themselves victory. The old saying, “It’s better to be lucky than good” applies here. If all the dice roll in your favor, how can you lose? (obviously, they can’t just […]
Categories: Game Theory & Design Blog: AGILEDROP: Why you should exceed your users expectations

Planet Drupal - 28 December 2017 - 3:27am
We covered three aspects of what is to be considered as ambitious digital experiences. The first blog post of the series focused on defining the integral parts of such experiences, the second post dug a little deeper into interaction channels of digital experiences and the third post dealt with integrations and Drupal. The fourth post in the series will refer to how important is to also address the challenge of user experience in the process of delivering an ambitious digital experience. UX should definitely cover more than just branding and design. In my opinion, the engines which are… READ MORE
Categories: Drupal

New Year’s Gaming Resolution: Productivity

Gnome Stew - 28 December 2017 - 3:00am

I’m sure we all have gaming related New Year’s Resolutions. Two years ago mine was to write a microgame every month (did it!). Last year it was to finish my two big projects (didn’t even come close!). This year has been a wild one, with lots of changes. Some of the biggest for me were getting project management training at my day job, learning all sorts of useful productivity tools, and finding a love for data. We’re all nerds here, data can be cool! Productivity is rad! Planning, awareness, and analysis only drives us to improve problem areas and capitalize on success. In 2018 my New Year’s gaming resolution will be to Be More Productive.

That’s hard to define, sure, and it lacks deliverable goals. So to help me firm up my resolution, maybe I should say that my resolution is to find productivity tools and use them for an entire year to help me prep games, write and produce content, and manage my gaming business. In this article, I’ll go through the tools I’ll be using, and how you can use them too, to increase your own productivity.

The Pomodoro Technique

The Pomodoro Technique was developed as a time management tool in the 1980’s. In simple terms, it breaks up tasks into 25 minute segments, with 5 minute breaks in between. This segmentation of work allows the brain to focus on a task uninterrupted for 25 minutes, and rewards productivity with short breaks. Used best, these breaks should be spent doing something fundamentally different than the main task, to allow for a reset and to relax the focus.

I’ve already been using the Pomodoro Technique when working on gaming related stuff. I use this site to track my timers. That site not only has a built in 25/5 timer, but it allows you to log what items you completed during working stages. This is a great motivational tool as it lets me see the progress that I’m making on all of my projects. I like to maximize my time by spending the 5 minute break periods getting up and doing house chores while listening to podcasts. This gets me up & moving so I’m not just sitting down for hours, and it helps me catch up on my queue!

The Game Log

This tool comes from James Malloy, of the Stop, Hack, & Roll podcast. He’s assembled a tool to track your game history and identify trends. I’ve used this log in the past and it’s provided some great insight into my gaming habits. The tracker contains some pretty spiffy drop down menus to let you sort your progress by month, game, genre, players, and any tags that you might want to use. The additional sheets allow you to populate a list of games and assign them their core systems or genres, so when you choose “Masks” from the first drop down, it will automatically populate with “PbtA” as the system, etc.

If I see that a genre comes up often, I can play towards that as an area that I know I’ll enjoy when looking at other games. Counter to that, if I notice something shows up only once or twice, I might be more willing to seek that out to improve my skills in that area. My desire in 2018 is to log every RPG that I play or run in this log and produce some analysis either monthly, or as a year as a whole.

James Malloy’s Game Tracker

The To-Do list

People often tell me that they’re surprised by how much I get done between managing my website, writing games, and making podcasts. It doesn’t feel like I really do a lot, honestly, but I need to get better at recognizing how many plates I balance in managing Riverhouse Games. One struggle I’ve found is that I have a load of things on my To-Do list, and often get overloaded trying to figure out which one I should work on at any given moment. Do I edit this Game Closet, do I draft up this idea that’s been sitting in my head for a month, how do I balance working on my website and pet projects with making things that I can sell?

Recently I sat down and wrote down every little thing that I wanted to do. Then, I assigned ratings to each item base on things that were important to me. These were things like:

  • How easy is the Thing to do?
  • How urgent is it that I get this done?
  • How much do I, personally, want to do this?
  • And, finally, because I want to get to the point where I can stop worrying about groceries and start worrying about conventions, how profitable is this Thing?

To each of these items I assigned a scale where 1 means the Thing is incredibly difficult, not urgent at all, a necessary evil that I will loathe doing, or completely unprofitable. Weighting each scale came next where personal desire and ease of completion influence my decisions more than urgency or profitability, so Ease and Desire can range from 1-5, profitability can range from 1-3, and Urgency is a 1-2 scale. Multiplying each Action Item’s values gives me an overall Priority rating, which I can sort the entire list by.

This may sound like overkill, but knowing which items need doing the most helps to manage the various projects I add to my list. This strategy also, by design, shows me the items that are prioritized to my values, so it will usually show me the things I want to do the most, the things that are the easiest, most likely to put a few dollars in my pocket, or the most urgent. I’ve been using it for a month now and it’s already worked wonders. Please feel free to use it for your own projects, simply make a copy and save it to your own Drive, or download it as an Excel file to use offline. Feel free to also fiddle with the ranking items, maybe you’re not worried about profitability, but you balance a few campaigns and want to make sure you’re keeping up with the ones that require more prep. The trick now is to keep it up in conjunction with the other two items in this article!

To-Do List, Improved

What kind of productivity tools do you use for your games? What Gaming Resolutions do you have planned for 2018?


Categories: Game Theory & Design

Words on a Screen: Talking about Talking

RPGNet - 28 December 2017 - 12:00am
Off-topic in PbP.
Categories: Game Theory & Design

Feeds Privatemsg Processor

New Drupal Modules - 27 December 2017 - 6:57pm

A Privatemsg processor plugin for Feeds.

Categories: Drupal

Fantasy Flight Games Posts Preview of Blood Bound

Tabletop Gaming News - 27 December 2017 - 12:00pm
When vampires fight, it’s a lot more than just your average set of gang members going at one-another. Super strength. Super speed. Regenerative powers. It can really be a mess. And that’s what’s been going on. But now, with clan membership dwindling (and the town’s garlic supply at critical levels), each clan is looking to […]
Categories: Game Theory & Design

Kingdom of Rogna Book Available From Columbia Games

Tabletop Gaming News - 27 December 2017 - 11:00am
In the world of Harn, there are those that take to the sea. The kingdom of Rogna, being a set of islands off the coast of Ivinia, is one such place where you’ll find hearty sea-farers on the regular. Now you can bring these raiders and traders to your games, as Columbia Games has released […]
Categories: Game Theory & Design

River Horse Previews Connor Macleod for the Highlander Board Game

Tabletop Gaming News - 27 December 2017 - 10:00am
Heeeeeeeeeeeeeeeeeeeeeeere we are! Born to be kings! River Horse is going to be coming out with a Highlander board game, bringing it to Kickstarter soon. Of course, if you’re going to have a Highlander game, you should have the character that started it all, Connor MacLeod. And that’s exactly where River Horse is starting their […]
Categories: Game Theory & Design

Drupal File Manager

New Drupal Modules - 27 December 2017 - 9:29am
Categories: Drupal

CMON Posts HATE Development Article

Tabletop Gaming News - 27 December 2017 - 9:00am
Early next year, CMON will launch its Kickstarter campaign for HATE, its newest game. Based on the graphic novel, the game takes place in a post-apocalyptic future where society has collapsed (Gee, thanks Todd!) and civilization has been reduced to a few people, living in tribes, fighting over the meager resources. But what was it […]
Categories: Game Theory & Design

Corporation RPG Rules Now Available For Free

Tabletop Gaming News - 27 December 2017 - 8:00am
Over the past month, chances are good you got some sweet, free stuff. It’s just that time of year. Well, that spirit of giving has taken hold at Brutal Games and they’ve decided to offer up free downloadable versions of their Corporation RPG book. So if you’d like to try out this dystopican sci-fi world […]
Categories: Game Theory & Design


New Drupal Modules - 27 December 2017 - 7:58am

Sidr integration for Drupal. This module allows the admin to create "trigger" blocks which when clicked, use the Sidr libraries to slide in / slide out a specified target element. This is very useful for implementing responsive menus. All you have to do is create one or more dedicated regions in your theme, say, mobile_menu and then configure a sidr trigger block to toggle it.

Categories: Drupal

Date Timepicker

New Drupal Modules - 27 December 2017 - 7:28am
Categories: Drupal

IDW Games Posts Outpost: Amazon Preview

Tabletop Gaming News - 27 December 2017 - 7:00am
The largest river system in the world, surrounded by dense jungle, the Amazon is one of the richest habitats anywhere. There’s countless species of plants an animals yet to be discovered. But that’s where you come in. You’re on an expedition to try and catalog some of those strange and exotic life forms. … hey… […]
Categories: Game Theory & Design

Hook 42: Field Notes: UI Patterns Module

Planet Drupal - 27 December 2017 - 6:44am

When it comes to Atomic Design systems in Drupal 8, there’s hardly a shortage of solutions to choose from. Pattern Lab and KSS Node are certainly among the most popular and the recently released Mannequin looks incredibly exciting. However, in all these aforementioned solutions, exposing that component data to Drupal has never been particularly straightforward.

Here at Hook 42, we’ve just finished developing a brand-new Drupal 8 site for a client that utilizes UI Patterns, Paragraphs, and Display Suite to allow content users to construct complex but consistent user interfaces. What follows is our “field notes” from implementing UI Patterns in a production site.

Categories: Drupal

8 Tips to Help Manage Your Indie Community: #5 Will A-Maze You! - by Jill Sullivan Blogs - 27 December 2017 - 6:41am
Community management is a hectic job, but it can be streamlined with a few simple tips and tricks.
Categories: Game Theory & Design


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