The Silence of Hollowind Urban Fantasy RPG Up On Kickstarter

Tabletop Gaming News - 25 October 2017 - 10:00am
The Silence of Hollowind is a new urban fantasy RPG. For those that don’t know what that is, it means a fantasy world, but set more in cities akin to what you’d find in a noir setting. So less elves hopping between trees and more dwarves in trenchoats heading into their office job. In this […]
Categories: Game Theory & Design

Elevated Third: Lessons Learned: Component Based Design with Paragraphs

Planet Drupal - 25 October 2017 - 9:04am
Lessons Learned: Component Based Design with Paragraphs Lessons Learned: Component Based Design with Paragraphs Anthony Simone Wed, 10/25/2017 - 10:04




The ideas of Atomic Design and component based design allow one to create an established structure within which a large scale front end project can be built. The CMS space hasn’t always been the most friendly toward implementing these types of patterns. Whether it’s difficulty in creating a content architecture that models your front end design system within Drupal or the feeling of lack of control over generated markup, it can feel like an uphill battle.

The Paragraphs module gives us the tools to create much more well defined and structured component based architectures upon which modular front end systems can be built. The Paragraphs module, however, comes with no rules. As a site architect and front end developer, you must decide how to implement Paragraphs. There is definitely a lot of room for flexibility in implementation, but there are many best practices that can be followed to allow for a very clean, scalable, and extendable front end design system to be built within Drupal 8.

The goals of this session will be the following:

  • Review the basic concepts and benefits of component based design
  • Discuss the paragraphs module and how to create an implementation based on a well defined content architecture 
  • Explore some Drupal best practices that allow for a successful component based design system implementation
Categories: Drupal

Fantasy Flight Games Previews Magic System in Genesys RPG

Tabletop Gaming News - 25 October 2017 - 9:00am
The Genesys system looks to be truly universal. Using it, you can play a medieval fantasy, a modern thriller, or a sci-fi campaign. So it needs to cover a lot of ground, such as magic. But how will this system handle such a wild and broad topic while still making it universal? That’s what you […]
Categories: Game Theory & Design

Kamigami Battles Card Game Up On Kickstarter

Tabletop Gaming News - 25 October 2017 - 8:00am
Occasionally, games need to be redone. They were good, and had a good premise and mechanics. But over time, things need to be updated, rebalanced, and re-thought out. Such was the case with Kanzume Goddess. And Japanime Games has done it. It’s now Kamigami Battles: Battle of the Nine Realms, a PVP deck-building game. The […]
Categories: Game Theory & Design

Acquia Lightning Blog: Lightning migration to core media

Planet Drupal - 25 October 2017 - 7:57am
Lightning migration to core media Adam Balsam Wed, 10/25/2017 - 10:57

It's here! Lightning 2.2.1 provides a migration to the core media system that was introduced in Drupal 8.4.0.

This is a major milestone for us. One of the big advantages of using Lightning over vanilla Drupal or a roll-your-own solution is that as underlying modules evolve, Lightning maintains an update/migration path. This effectively creates a facade in front of media, workflow, and layout functionality. That functionality remains stable no matter what. Of course, this is in addition to the fact that Lightning provides all of that functionality out of the box. (Even though Media is now a part of core, it still doesn't provide the out of the box configuration, experience, and add-ons that Lightning does.)

Core Media migration was #2 in our list of major migrations. It was preceded by a migration from Layout Plugin to the core Layout Discovery module. Next up is Workflow which will involve migrating from Workbench Moderation to core's Workflows and Content Moderation modules.

Special thanks to phenaproxima who is at the intersection of the core, contrib, and Lightning work. To say the migration wouldn't have been possible without him is an understatement.

Want to try it out?

Update your existing codebase:

composer update acquia/lightning --with-dependencies composer update drupal/core

Then check out our 2.2.0 -> 2.2.1 update instructions.

Or build a fresh codebase:

composer create-project acquia/lightning-project MY_PROJECT


Categories: Drupal

Fantasy Flight and Asmodee Announce Fantasy Flight Interactive

Tabletop Gaming News - 25 October 2017 - 7:00am
The real and the digital are blending more and more everyday. I mean. I’m real, but I work in digital all day. My office is as much this webspace as much as it’s the chair and flat surface my computer’s sitting on. That blending is spreading to our hobbies as well. Sure, we’ve had video […]
Categories: Game Theory & Design

Corvus Belli Running Infinity Halloween Mission Pack Contest

Tabletop Gaming News - 25 October 2017 - 6:00am
Corvus Belli sure does love their contests and giveaways, don’t they? That’s not a complaint, mind you. Any chance to get free models is appreciated. This time around, they’re not celebrating any country’s national day. They’re celebrating Halloween. They’ve created a special mission pack for you. Those that play the scenarios and post up a […]
Categories: Game Theory & Design

Views entity translations links

New Drupal Modules - 25 October 2017 - 5:59am

Provides a field with quick links that can be added in the content listing for editors to edit the existing translations or add the missing ones.

Categories: Drupal

ADCI Solutions: Top free good-looking Drupal themes

Planet Drupal - 25 October 2017 - 3:13am

Professional design is a half of website successful performance. Every text field, a button, and a picture should be placed purposefully.

We keep exploring Drupal contributions, and here’s the selection of free good-looking Drupal themes available for immediate usage. So download any and start working.


Check awesome free Drupal themes


Categories: Drupal

Troy’s Crock Pot: More Cues from Your Character Sheet

Gnome Stew - 25 October 2017 - 3:04am

In 2014, I wrote “Three Cues from Your Character Sheet” — which was advice to players on how they could introduce roleplay elements without preparation, simply by identifying three key parts of the character sheet and using them to good effect.

It was advice intended to encourage players to roleplay even in one-shot settings, such as conventions or impromptu gaming opportunities.

To recap, the three things were: 1) You are your weapon; 2) You are your best ability (either your high score or class-granted power); 3) You are what you wear (like an actor “inhabits” a character from their costume or physical description).

I thought I’d return to this subject and guide players who are looking to dive a little deeper into their character, maybe because they ported that one-shot character into a campaign or that pop-up game developed into an ongoing arc.

Here are more things to glean from the character sheet that can guide your roleplaying.

1 Raistlin’s Rasping Cough

Raistlin is the sickly ambitious mage of the Dragonlance series, famous for his rasping cough and arrogant demeanor — depictions that made the character memorable in novels by Tracy Hickman and Margaret Weis. But it was Terry Phillips, who portrayed Raistlin in Hickman’s playtest games for the series, that first gave Raistlin his rasping, sickly voice – in part, based on the character’s low constitution score.

In a longer game, consider playing up a PC’s low ability score in some fashion. Introducing a frailty into the character gives you a hook.

Now things don’t have to be roleplayed to such extremes (and it’s probably best if they aren’t).  A fighter with a 9 intelligence isn’t stupid, by any means. But he might need time to ponder or figure things out. For example, the thoughtful Onion Knight Davos Seaworth rises to become counselor to Stannis Baratheon in “A Game of Thrones” in spite of being illiterate and cautious.

Low score roleplaying moments help others at the table identify in one another individual weaknesses that the party as a whole might be able to compensate for. A bard adorned in frippery — even at her best — might not sweet-talk her way past a castle guard; but if she’s in the company of the party’s imposing strong-armed swordsmen — who are without a charisma bonus between them — it provides a greater chance of success because they look like they belong.

2. Deep pockets

Another defining personality characteristic is their attitude toward wealth and currency.  Even though desiring more gold pieces is an almost universal trait among adventurers, a character’s starting gold amount and their subsequent approach to money handling can be telling.

Does the monk from the mountain retreat have need for a personal account, or is she more like Batman – who pours riches into a career of vengeance? Does the cleric seek donations for his church? Is the barbarian carefree with her treasure? Is the bard buying ostentatious clothes with her share, or does she accompany the rogue to the horse race track where they bet it all on a “sure thing”?  

Does the character apportion a share of the loot toward a faction or organization to which they belong, to a master they apprenticed under, or to their silver-haired grandmother back in Waterdeep?  Is it about sober business commitments in shipping or long-shot investments in odd inventions? Does the character hoard their money like the dragons they stole it from or is it being put to work buying better gear and exotic magics for the next adventure?

Whatever your character’s predilections might be, their attitude toward money, and their attitudes toward others who do other things with it, all reflect the character’s position and outlook. Playing that up can create “moments.” In the marketplace, for example, the sorcerer holds the party treasure and isn’t going to loosen those purse strings just because the barbarian saw something tasty served on a stick.  Just like the real world, the fantasy world is made up of people who make impulsive buying decisions, who fall for get-rich-quick schemes and who are misers capable of making Scrooge blush.

3. ‘I have many skills’

The familiar catchphrase of Xena: Warrior Princess (well, it’s familiar to me) draws our attention to the skill list on the character sheet. While the skills the character is most proficient at can help frame the player’s personality, it is more often the skills the character does not possess that make things interesting.

Similar to “You are your weapon,” you are your skills can be a handy prompt when roleplaying opportunities surface. Conversely, play up instances when skills outside the PC’s range also instructs.

Roleplay using skills with ranks with confidence in their competence. “I’ve got this” or “This is child’s play” come in handy here. But it’s also important to address skills the character doesn’t posses. These should be tried as shots in the dark or reflected with tentative answers, such as “What’s the worse that can happen?” Again, demonstrating frailty, weakness or lack of skill can be useful, defining the parameters within the party dynamic.

Now you’ve got three more things on the character sheet to guide your interpretation of the character. Have fun bringing them to life.



Categories: Game Theory & Design

Term Csv Tree Import

New Drupal Modules - 24 October 2017 - 11:13pm

This module is to import taxonomy terms with hierarchical tree structure via csv file. Taxonomy terms can be imported with custom fields and in hierarchical tree structure.

Categories: Drupal

The Philosophy of Grinding and how to Reduce it - by Josh Bycer Blogs - 24 October 2017 - 10:24pm
Grinding in video games is something to be avoided, and in today's post, we're going to talk about the ways designers can implicitly and explicitly reduce it.
Categories: Game Theory & Design A release plan for contributed drupal extensions

Planet Drupal - 24 October 2017 - 6:51pm

tl;dr: Review the plan at the end directly.

Software has a changing nature; Drupal and its extensions are not the exception.
To be useful for a most of the users, those need to be on full releases, not only on the version control system; indeed the problem is not new and there is even a well-known phrase for one of its solutions: release early, release often
Therefore it is important to have a release plan.
Following after some context and reasoning, I propose a couple of practical guidelines on release schedule for contributed drupal extensions that I intend to use: release weekly until stable, then once a month following core shedule.

On the changing nature of software

Software inherently tends to change, there are exceptions like embedded systems or really purpose-specific software.
Even really solid software like GNU core utils project, started on 1992, which provides tools that I consider among the most mature in the software space used daily, has 253 commits and three point releases in the last 12 months[1].

How much a software change depends on many factors.
I would hypothesize that the most relevant factors are the age of the project, the environment around it, and the amount of people behind it.
In this way, new projects change more than well established projects, and projects around dynamic environments which is also influenced by the amount of people around it, will also change more than the ones in environments with less participants or less technology changes.

How changing are contributed drupal extensions?

Drupal contributed extensions are naturally mainly influenced by drupal core, so let us examine a bit how changing is Drupal core.
It is definitely on a dynamic environment, and I will argue that each major release can be considered a new project, making it really changing.

On the dynamic side, even if web standards changes slowly, and for good reasons, technologies around web tools are still constantly changing.
The stack has changed a lot over the years, and even if some tools like apache and mysql/mariadb are still around, other parts of the stack has been changing a lot, especially around client side javascript.

Drupal core project code history is now 17 years old, which seems like enough time to get into a stable state, especially if you are not yet part of the drupal community.
But the drupal project has a history on rewriting the way its internal works, which has been argued as one of the reasons why drupal can keep up with the changing environment around web technologies.
It may be also a consequence of its amazingly collaborative community.
And because of this rewriting between major versions, at least internally, each major release can be considered a new project, especially with 8.x.x.
A hint about it may be reflected in the fact that major contributors across different drupal core versions are mainly different; only a few one are as active across releases.

In consequence, drupal core is still a highly changing project, and in the same way its extensions inherit part of that changing nature; but a contributed drupal extension is not really only influenced by core.
Given the amazingly high number of written extensions, it is only natural to start depending on other software pieces and make its maintenance more effective.
For instance, currently there are 13432 and 4069, D7 and D8 compatible modules respectively.

In this way, one of the factors that will clearly influence a contributed extension is their dependencies, both inside and outside the drupal, and how changing they are.

Another factor is the amount of people behind it, not only developers, but also users reporting bugs.
For drupal contributed extensions this vary a lot, but it is usually not that big.

For all this, contributed drupal extensions are usually in a changing environment.

Commits are not releases: release early, release often

As a contributed module developer myself, I will start by mea culpa.
Sometimes I wrongly assume that when a change is inside git the work is done, but that may be only true for people willing to take the extra effort to get the changes from git, or assume the consecuences of using a development release.
Commits are a developer tool inside the used version control system, but not necessarily something that is visible/usable for all.

As in many occasions, the problem is not new, and I find a pretty good answer for it on "The Cathedral and the Bazaar" chapter 2: Release early, release often.
It mainly propose that to be able to tackle enough bugs to make the software usable, the amount of releases needs to be as fast as the pace of the development, even at the cost of some stability.
I definitely recommend reading it fully for more context, and a lot more inspiring insights for any open source developer.

How often is often? A release strategy plan

Granted, the answer is not a recipe, and it makes sense it is that way because it really depends on the project.
On the following lines I will propose an specific release strategy for drupal contributed extensions.

Drupal core already has a release plan, it is really detailed, so please review it if you have not done it yet.
Minor releases are approximately available every six months, but security and bugfix releases for a given minor version branch are available monthly, on third and first Wednesday respectively.

Security releases for drupal contributed extensions are published in coordination with the security team, so there is no need to plan them here, they also happen on Wednesdays.

Making it simple to remember can help maintainers stick to it, so I will also be using Wednesdays as well as the weekday for releases.

The plan

I propose the following for each supported major branch in contributed extensions:

  • release alpha/beta/rc weekly on Wednesdays, until a stable is ready
  • release bugfix releases once stable has been reached in the same schedule than core, i.e. the first Wednesday of the month;

Looking back, it seems obvious and really simple, but if it is not documented somewhere, I will probably forget about it.
Hopefully someone else finds this useful, or even better wants to do the same.
Having a more predictable schedule always help to make better planning decisions.

I will start this week using this two guidelines and release a new version in the modules I maintain and there are pending changes to be released.

Auto-notify maintainers

Notifications may help us maintainers to stick to this, but I guess the plan itself was relevant enough keep the focus of this post.
I may be exploring some solutions around it in the future.

[1] To reproduce statistics you can retrieve the main repository from and then run a couple of commands:
git log --oneline --all --since="1 year ago" | wc -l git log --oneline --all --since="1 year ago" --decorate | grep tag

Categories: Drupal Blog: AGILEDROP: First days on board with A-team

Planet Drupal - 24 October 2017 - 6:05pm
When new developers arrive in our team, our mission is to help them as much as we can in every aspect of adaption to the new job environment, so they can show their potential and shine in their best light. First days at a new job are really important. Based on first impressions developers form the picture about their new coworkers and about the company itself, and that can have an impact on long-term. We pay great attention to the first days with us, so we prepared a brief insight in first work days at our company. First day We show the new developer around, show the desk and her… READ MORE
Categories: Drupal

Calendar Links

New Drupal Modules - 24 October 2017 - 5:21pm

The Calendar Links module provides calendar paths for the following:

  • iCal
  • Outlook
  • Google Calendar
  • Yahoo! Calendar

Once installed you will need to have your module/theme use the paths or the included render element.

Add To Calendar Dropdown

It includes an Add To Calendar Dropdown element. You can use the element by having your module/theme create a render element like this example:

Categories: Drupal Blog: AGILEDROP: Why should agencies partner with companies rather than hire freelancers?

Planet Drupal - 24 October 2017 - 4:38pm
Digital agencies sometimes get in a position when they have more work their internal team can handle. For many outsourcing is not an option, as they still wish to keep the project in the house, but are open to working with external developers. Agencies can hire freelancers or work with teams like AGILEDROP. In this post, I will highlight some of the advantages of working with a team that agencies often overlooked when making a decision. No more job posts and screening interviews Hiring a freelancer is practically the same as hiring a full-time employee. First you have to write a job ad and… READ MORE
Categories: Drupal

Humans Being Improv Game Now Available

Tabletop Gaming News - 24 October 2017 - 3:00pm
I love improv comedy. I mean, Whose Line is it Anyway? Awesome show. But what if you’re together with a group of friends and put on your own improv show? Well, that’s where Humans Being comes in. It’s a team-driven improv party game. It was successfully Kickstarted and is now available for the general populace. […]
Categories: Game Theory & Design

Video: How replays helped Poly Bridge succeed via social media

Social/Online Games - Gamasutra - 24 October 2017 - 2:04pm

At GDC 2016 Poly Bridge developer Patrick Corrieri details the game's replay sharing feature: a powerful tool that lets any game give ownership of player-created content back to the the player. ...

Categories: Game Theory & Design

Entries in Serious Board Game Award Competition Due January 15th

Tabletop Gaming News - 24 October 2017 - 2:00pm
Many of us want to be game designers. I know I wish I had a game or two out there on the market. Just about every gamer has at least one game they’re thinking about. Well, if you think yours is good enough, you could send it in to the Serious Board Game Awards and […]
Categories: Game Theory & Design

Valhal Board Game Up On Kickstarter

Tabletop Gaming News - 24 October 2017 - 1:00pm
Vikings go raiding. That’s sort of what they do. They also build settlements. It’s also sort of what they do. Put them together and you have Valhal, a new strategic board game up on Kickstarter. Become the leader of your own viking group and lead them into battle while increasing your own settlement’s resources (mostly […]
Categories: Game Theory & Design


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