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New Drupal Modules - 9 April 2019 - 5:17am
Categories: Drupal


New Drupal Modules - 9 April 2019 - 5:04am

This module provides a wrapper around Tocbot which builds an automatic table of contents (TOC) from headings in an HTML document. This is useful for documentation websites or long information pages because it makes them easier to navigate.

Categories: Drupal

Android Shadow of the Beanstalk Review

Gnome Stew - 9 April 2019 - 4:30am

I grew up in the 80s, but I was a latecomer to cyberpunk. I loved Blade Runner, and read a few Philip K. Dick short stories, because at one point in the 80s I think 98% of all movies were adapted from one of his stories (this figure may be slightly exaggerated). But I didn’t read Gibson’s Neuromancer, and I never got into the crop of cyberpunk RPGs that I saw popping up in Dragon Magazine over the years. Shadowrun was that game that my friends learned without me when they went off to college.

In fact, what finally got me into cyberpunk was reading collections of Transmetropolitan in my late 20s. When I later picked up on a few more of the staples of cyberpunk, what struck me about Transmetropolitan was that it could be very cynical and grim about its world, and yet have some glimmers of hope in the stories. Life could be terrible and strange, but it could also still be strange and wonderful.

Having set the parameters of my primary interface into the subsystem of science fiction indexed as cyberpunk, let’s plug into the specific coordinates of my vector for this review run, the Fantasy Flight Genesys supplement Shadow of the Beanstalk, a sourcebook for playing in their Android setting.

How Much Chrome Does It Have?

This review is based on both the PDF of the product as well as the hardcover. The product is 258 pages long, with a two-page index in the back. Both formats are in full color, and there are full page pieces of art introducing each chapter, as well as several half-page images, maps, and illustrations of gear throughout the book. Like other Fantasy Flight products, the artwork is high quality, and many of the images may be familiar, as they appear in multiple product lines associated with the Android IP.

Most of the pages are shades of blue, with darker “file folder” sidebars to call out special information. A few sections, such as the section on the net, have a different color scheme, with the net pages appearing almost black, and the adversaries’ chapter being largely in golds and orange.


The introduction sets the stage for what this book is, what it details, and what else you will need for a campaign. As a supplement to the Genesys RPG, this product is assuming you will have a copy of both the core rules and at least a set of the narrative dice that Genesys utilizes (experience tells me that you may need more than one set).

Fairly early into the introduction, the book suggests that for a more detailed look at the setting, you may want to pick up a copy of the Worlds of Android art and setting book. This immediately made me wonder how “table ready” this book was going to be, but we’ll revisit that later.

The rest of the introduction outlines the core concepts of the setting. Some of this information is delivered as online articles complete with digressions from a character that is currently hacking into the site. The actual date is never mentioned, but the setting revolves around New Angeles, a mega-city in Ecuador dominated by multi-national corporations, and home to a massive space elevator that provides access to the lunar colony of Heinlein and allows for shipping to Mars.

Why is the setting called the Android setting? One of the defining aspects of future society is the invention of androids. Androids are a term used for competing technologies, fully synthetic mechanical constructs called bioroids, and genetically engineered, purpose-built clones, neither of which have full rights as citizens.

While the setting clearly has cyberpunk elements, including multi-national corporations and a world-spanning computer network, the wars, colonies on Mars and the moon, and social issues like clone and bioroid rights also remind me of science fiction stories like The Expanse series of novels.

Chapter 1: Character Creation

Character creation unfolds in a manner similar to the process outlined in the Genesys core rules, but this section addresses changes in the process. The main points of divergence are the setting specific archetypes, careers, skills, and talents, and the introduction of factions and favors.

Factions are important for the favor economy because they will determine who you owe, and who owes you. Favors are divided between small, regular, and big favors, and you can owe bigger favors to get more resources at character creation. It’s not entirely unlike Obligation in FFG’s Star Wars Edge of the Empire, except the discreet favors and their size are tracked, rather than creating an obligation score that can be triggered.

Archetypes include the following character types:

  • Natural (unenhanced humans)
  • Bioroid (synthetic constructs)
  • Clone (purpose-built biologicals)
  • Cyborg (mechanically enhanced humans)
  • G-Mods (genetically enhanced humans)
  • Loonies (humans native to the lunar colonies)

The careers specifically detailed in this book include the following:

  • Academic
  • Bounty Hunter
  • Con Artist
  • Courier
  • Investigator
  • Ristie (rich heirs to the corporate elites)
  • Roughneck (blue collar space workers)
  • Runner (people that stick their brains into computers for fun and profit)
  • Soldier
  • Tech

Since Edge of the Empire is my favorite expression of FFG’s Star Wars RPGs, I’m not surprised that I really like the concept of favors and the rules surrounding them. I did find it a little ironic that the rules note that you can reskin the Animal Companion talent from the core Genesys book to account for drones, but the rules also subdivide the core Genesys computer skill into Hacking and Sysops. While I realize that in the real-world computer skills are definitely more granular than a single skill, I’m not convinced that they need to be broken out for an RPG. There are a few more details on what each skill gets used for later on in the book.

Chapter 2: Equipment and Vehicles

This section has a few more details on the favor economy but also details a slew of cyberpunk style equipment for the player characters to interact with. This chapter is also the home of the single most 90s piece of equipment I’ve ever seen, the charged crystal katana. Most of the weapons skew more towards monofilament blades, flechette guns, mass drivers, and masers.

There is a section that details various substances that may have addictive properties. There is a sidebar that discusses treating this topic with care, and being mindful both of real-world issues and any concerns players may have at the table, and I appreciated that inclusion.

Because this is a Genesys game, various pieces of equipment have hardpoints that allow for equipment to be customized in various ways. If you are familiar with cybernetics from the Star Wars RPGs, one way that cybernetics differ in this setting is that strain threshold is very important to their installation and operation. Augmentations lower strain threshold, limiting the number a character can have. Additionally, various special effects are triggered by spending strain.

The good news is that Shadow of the Beanstalk avoids old school concepts like “humanity” or “essence,” and doesn’t imply that enhanced people lose hold of their humanity with too many augments. There is just a limit to how many major augmentations a character can reasonably utilize. Unfortunately, there are still a few lines of text that imply having an altered emotional state is “creepy,” and the tone feels overly harsh and judgmental.

Chapter 3: The Network 

Since a large portion of the setting is based on cyberpunk vibes, we have a chapter on The Network, and what it looks like to hack into various systems. This chapter gives a history of the global Network, as well as details on evocative things like God Code (programs that spontaneously write themselves in the Network), “ghosts” of runners that lost themselves while submerged in the Network, and religions that have arisen from these quirks of the virtual world.

There are also rules for hacking. This is not shocking for a cyberpunk setting. While they are a little more involved than I would like, a big benefit of how the rules work is that everything is framed in a manner similar to other aspects of the rules. ICE programs have a program strength that operates in a similar manner to character health. Icebreaker programs work in a manner similar to weapons in the “real world.” Remember earlier in the book where they split the computer skills up? If you are intruding on a system, you are using hacking. If you are defending against intruders or acting against someone entering a computer that you are “supposed” to have access to, you use sysops.

What I really appreciate is that there is a simplified version of hacking included in this chapter as well, which the GM is encouraged to use in situations where a more involved run would be cumbersome, which still gives benefits for having icebreakers and ICE installed.

Chapter 4: New Angeles and Heinlein

This section goes into more detail on the setting. While it briefly mentions a few areas outside of New Angeles, the Beanstalk, and Heinlein (the lunar colony of New Angeles), the main focus is on those core areas of the setting.

Each of the main districts of New Angeles is detailed, and each of them is essentially a small city in its own right. The various districts have information on the undercity, plaza, and penthouse levels of the area, and most of them follow a format of presenting general information, then providing a specific example location, and NPCs native to those locations, rather than giving exhaustive details on every major business and location.

In addition to the city districts on Earth, there are sections on Midway Station (the space station halfway up the space elevator that dominates the city), the Challenger Planetoid (a rock towed into geosynchronous orbit to facilitate the shuttles launched from the elevator), and Heinlein, the lunar colony that provides Earth with He-3 from its mines.

Despite mentioning the additional details in the Worlds of Android setting book, there are plenty of setting details in this chapter, with a ton of adventure hooks. There should be more than enough for multiple campaigns worth of material in what has been provided.

While I really like these details, I would much rather have a few more out of setting sidebars discussing potential issues with introducing topics like war, labor disputes, and slave labor that is a constant part of the setting with bioroids, clones, and even AI. Players may even be playing characters that don’t have full rights as people, or characters that are marginalized as being on the losing side of a war, so a little more discussion on safety would have been appreciated.

Chapter 5: Adversaries

The adversaries chapter gives a whole range of stats for security guards, drones, cyborgs, gang members, animals, and criminals that PCs might run into in the course of a game. These are organized in the standard Genesys groupings of minions, rivals, and nemeses, meaning that the NPCs work better in large groups, are fairly similar to PCs, or are more formidable than any single PC, in broad terms.

By far, the best entry is the teacup giraffe. Not because it’s a fearsome beast, and not just because it’s adorable. The Too Cute and Way Too Cute abilities are just too good not to enjoy.

Chapter 6: The Game Master

The Game Master chapter opens by explaining the mindset of people that live in the setting, and how that mindset changes based on the character’s position in society. It also includes advice on descriptions, the importance of social encounters and capitulation, referring to the social encounter rules in the core Genesys rules. It then wraps up with the Android Adventure Builder, a section that has several base jobs, escalations, and climaxes. While the hooks have a fairly linear outline, the escalations and climaxes can be mixed and matched with different hooks to create different adventure progressions.

I normally like a setting book to have a sample adventure, but in this case, I think the Adventure Builder is a solid toolkit for outlining what adventures should look like in the setting, with enough flexibility that it can be used multiple times. What I do think was lacking in this section was a discussion on how groups get together. Most of the hooks broadly assume PCs that are sort of outlaws, maybe mercenaries, but I would have loved to have had a few group templates to give examples of how the disparate archetypes might come to work together.

There is also some discussion on how there isn’t much discrimination based on nationality or ethnicity in the setting, with the exploration of similar topics being focused on android and clone rights, and societal stress between loonies and humans on Earth. That said, there are definitely some nationality-based stereotypes that echo in the setting, including Russian, German, and Japanese companies and neighborhoods that both feel a little too one dimensional in places, and belie the concept that only the manufactured prejudices are present in the setting.

There are a handful of paragraphs about creating micro-cultures in the setting, neighborhoods that are based on cultural backgrounds, religious affiliations, or other signifiers. There are examples of these in the setting chapter, and the book encourages players to use those as examples to make more, but three paragraphs of discussion feel really thin to fully convey the care you would have to use in creating a micro-culture based on any existing modern-day signifiers. I feel like this section would have been better served with advice on keeping these micro-cultures based on unique setting elements or exercising care and collaboration with those that understand the real-world foundations of such cultures.

Strong Signal While the setting draws heavily from cyberpunk tropes, it also draws broadly and allows for a wide variety of campaign styles. Share1Tweet1Reddit1Email

While the setting draws heavily from cyberpunk tropes, it also draws broadly and allows for a wide variety of campaign styles. The setting information is concise enough for campaigns, but evocative enough to inspire further research. In general, rules for limiting cybernetics avoid some of the pitfalls of other cyberpunk games, and the mechanics for gaining benefits give similar items in this setting a different feel than, for example, cybernetics in the FFG Star Wars games. There is some very solid advice on structuring jobs in a manner appropriate to the genre, and while the opening scenarios are very specific, the twists to be introduced later are broadly applicable. This is a deep mine for campaign material.


The only real content warning in the entire book is about addiction, but the setting has many points that could cause safety concerns, including politics, religion, class, and national origins coming into conflict. The section on creating micro-cultures introduces the concept of creating a micro-culture and is especially thin and potentially fraught. While it is great that the setting is wide open for many kinds of stories, there isn’t much time spent examining how to bring together disparate character types, or examples of what different teams of player characters may look like, beyond assuming they will be criminals doing jobs, defaulting to one of the most common cyberpunk tropes.

Qualified Recommendation — A product with lots of positive aspects, but buyers may want to understand the context of the product and what it contains before moving it ahead of other purchases.

The setting really speaks to me. It manages to be grim and dystopian without being so cynical that it doesn’t allow for some feeling of hope. It leaves room for more heroic goals, instead of painting a life of endless jobs for the sake of survival. It does fall into the same pattern that many setting books fall into, presenting the setting without diverting enough to discuss how the various parts can be used at the table.

The GM advice is solid but could be fleshed out more, and for a cyberpunk setting, there isn’t nearly enough discussion on safety and the potential problems that could come up when introducing elements of the setting at the table. Because of that, anyone bringing this to the table should know that they will be doing the safety work on their own.

What are your favorite cyberpunk settings and games? What cyberpunk media informs your enjoyment of the genre? We would love to hear about it in the comments below!

Categories: Game Theory & Design

Yandex.Maps (formerly Geofield Yandex Maps)

New Drupal Modules - 9 April 2019 - 4:11am

Port "Geofield Yandex Maps" module to Drupal 8.

Provides elements for work with Yandex.Maps API 2.1:

1. Theme function
2. Form element
3. Geofield widget
4. Geofield formatter
5. Views handler (soon)

Categories: Drupal

Paragraphs Cards

New Drupal Modules - 9 April 2019 - 2:36am
Categories: Drupal Blog: Our brand new Ljubljana office

Planet Drupal - 9 April 2019 - 1:22am

The last weekend of March, our team in Ljubljana finally made the long-anticipated transition into our brand new offices. In this short blog post, we’ll give you a glimpse into the teambuilding-like moving process, as well as explain why we made the decision to move and what this means for Agiledrop.

Categories: Drupal

Evangelische Termine

New Drupal Modules - 9 April 2019 - 12:18am

Integration von Veranstaltungen des Online-Veranstaltungskalenders der Evangelisch-Lutherischen Kirche in Bayern, der Evangelischen Kirche im Rheinland, der Evangelischen Kirche von Westfalen und der Evangelischen Kirche Berlin Brandenburg und der Schlesischen Oberlausitz.

Das Modul erlaubt die Erstellung von Blöcken:

  • Veranstaltungsliste mit Suchfilter
  • Teaser
  • Ressourcenbuchungsformular (iFrame)
Categories: Drupal

Superseeds: Ms. Nighthawk’s Agency for Superpowered People

RPGNet - 9 April 2019 - 12:00am
Supers making a living
Categories: Game Theory & Design

Upload Secure Image

New Drupal Modules - 8 April 2019 - 11:22pm

This Module is help to upload secure image. So that no can upload malicious file.

Categories: Drupal

User workflow

New Drupal Modules - 8 April 2019 - 10:19pm
Categories: Drupal

Entity Reference Tree Widget

New Drupal Modules - 8 April 2019 - 5:13pm
Categories: Drupal

Acro Media: BigCommerce and Drupal Create Innovative & Content Rich Commerce Experiences

Planet Drupal - 8 April 2019 - 3:37pm
Acro Media teams up with BigCommerce

Acro Media has teamed up with BigCommerce, a leading SaaS ecommerce platform, to create the BigCommerce for Drupal module, a headless commerce module integrating both platforms together.

What does this mean? It means that companies can now utilize the quick-to-market and feature-rich backend benefits of BigCommerce SaaS while enjoying the content-rich and extensible frontend experience of Drupal, the open-source CMS. It’s a melding of systems that results in a best-of-both-worlds solution for today's digital experience driven ecommerce needs.

Read the full press release below.

April 8, 2019 11:00 am EDT

BigCommerce for Drupal Brings Customized Shopping Experiences to Drupal Community

SEATTLE – April 8, 2019 – BigCommerce, the leading SaaS ecommerce platform for fast-growing and established brands, today announced BigCommerce for Drupal, a headless commerce module built specifically for the open-source content management system (CMS), at DrupalCon Seattle. Developed in partnership with Acro Media, a world-renowned digital commerce agency, BigCommerce for Drupal gives brands the ability to embed flexible, enterprise-level ecommerce functionality into revolutionary customer experiences created within Drupal’s highly-extensible and secure CMS.

Available now in the Drupal module library, BigCommerce for Drupal facilitates an agile headless commerce architecture for merchants by decoupling Drupal’s powerful front-end CMS and BigCommerce’s scalable commerce engine. Knitted together by fast, open-source APIs, the module allows the two platforms to operate simultaneously and more efficiently within a single interface. Additionally, BigCommerce for Drupal is built directly into Drupal Commerce, making it compatible with the many existing themes and modules available within Drupal Commerce.

“Shopping experiences should not be limited by any single content management or ecommerce platform’s native capabilities, and BigCommerce for Drupal embodies that philosophy. We want pioneering brands to continue driving retail innovation forward and help redefine how customers buy products, whether it be through augmented reality, social selling or any disruptive technology that lies ahead,” said Russell Klein, chief development officer at BigCommerce. “Furthermore, announcing BigCommerce’s headless implementation at DrupalCon, an event that brings together one of the strongest and most engaged online communities, signals the value we place on open-source technology that can be made better through collaboration.”

Key features of BigCommerce for Drupal include:

  • Drupal Commerce Core: BigCommerce for Drupal is built atop the Drupal Commerce module, developed in part by Acro Media, tapping into years of iterative improvements and enhancements.
  • Data Sync: With BigCommerce for Drupal, retailers can synchronize product and metadata directly from BigCommerce into Drupal, and then augment and manage data directly within the Drupal CMS.
  • Cached Commerce: The connected BigCommerce store will sync at merchant-determined intervals, saving a cached version of the catalog inside Drupal rather than pinging BigCommerce APIs for information.

“As two open, API-driven platforms, there is a natural alignment between BigCommerce and Drupal, and this module bridges the gap to unify their respective functionalities into one intuitive interface,” said Shae Inglis, chief executive officer at Acro Media. “The future of ecommerce is open architecture, and headless integrations lets even enterprise-level brands be nimble and capitalize on the explosion of new, innovative consumer touchpoints.”

To learn more about BigCommerce for Drupal visit To download the BigCommerce for Drupal Module visit DrupalCon attendees can also get more information by visiting the Acro Media booth (#802).

Is BigCommerce and Drupal right for you?

Quickly find out using Acro Media's Ideal Commerce Architecture Analysis.

Categories: Drupal

UI Patterns Settings

New Drupal Modules - 8 April 2019 - 3:06pm
Categories: Drupal

Agaric Collective: Just enough of a local Drupal development environment

Planet Drupal - 8 April 2019 - 2:48pm

In preparation for Agaric's migration training at DrupalCon Seattle, we've seen again that getting a development environment suitable for working on Drupal 8 with Composer is a big road block. For that reason, here are instructions for getting it all going, suitable for our training or for working on Drupal in a code sprint, with only one hard requirement: PHP.

Getting a local development going is a problem for everyone, including programmers and people who should be skilled at this. Vagrant and DrupalVM were created to make identical development environments work on any computer. Unfortunately, that's more a pipe dream than a promise, as our own experiences and support requests we've received can attest,

Docker is another attempt to make local development match production environments, and a newer generation of Drupal-adjacent development workflow tools, such as DDEV, Lando, Docksal, and Humpback, build on it. Using an online development environment is also an option, but has too much reliance on working WiFi for conference situations.

The goal is any Drupal development environment—any of the above or anything else—where you can go to your project root directory in a terminal and type, say, composer update and have If you don't have a local development environment of any kind, here is the minimalist approach. All the steps start with opening your terminal.

Read more and discuss at

Categories: Drupal

Jeff Geerling's Blog: Drupal 8 successes and failures

Planet Drupal - 8 April 2019 - 2:33pm

Thoughts about Drupal 8, Drupal 7, Backdrop, the Drupal Community, DrupalCon's meteoric price increases, DrupalCamps, and the future of the framework/CMS/enterprise experience engine that is Drupal have been bubbling up in the back of my mind for, well, years now.

I am almost always an optimist about the future, and Drupal 8 promised (and usually delivered) on many things:

  • Vastly improved content administration
  • Views in core, and even better than ever
  • Media in core
  • Layouts in core
  • Modern programming paradigms (fewer #DrupalWTFs)
  • 'Getting off the island' and becoming more of a normal PHP application (kinda the opposite of something like Wordpress)

But one thing that has always been annoying, and now is probably to the state of alarming, for some, is the fact that Drupal 8 adoption has still not hit a level of growth which will put it ahead of Drupal 7 adoption any time soon.

Categories: Drupal

CkEditor Background Image

New Drupal Modules - 8 April 2019 - 2:07pm

This plugin module adds plugin for add a background image to CKEditor in Drupal 8

Categories: Drupal

Google Play is still struggling with inappropriate children's games

Social/Online Games - Gamasutra - 8 April 2019 - 1:38pm

Wired has shared a story on the inappropriate and often grotesque games marketed toward children on Google Play, offering a look at why the storefront may struggle to keep up. ...

Categories: Game Theory & Design

Tencent launches early access WeGame X storefront internationally

Social/Online Games - Gamasutra - 8 April 2019 - 12:37pm

Tencent has followed through on its earlier plans to launch its digital PC game store WeGame internationally. ...

Categories: Game Theory & Design

Report: Layoffs at NantG as Z1 Battle Royale handed back to Daybreak

Social/Online Games - Gamasutra - 8 April 2019 - 10:46am

NantG Mobile is handing development of Z1 Battle Royal back to Daybreak, a move that has resulted in a number of layoffs at NantG. ...

Categories: Game Theory & Design

Redfin Solutions: How to Override CKEditor Build Config in Drupal 8

Planet Drupal - 8 April 2019 - 8:50am
How to Override CKEditor Build Config in Drupal 8

Drupal 8 ships with a custom CKEditor build. This build is configured with a build-config.js file. We recently ran into a situation in which we wanted to override this configuration in order to disable a plugin. There is some information in this build-config.js file about replacing it with a non-minified build for development purposes, but nothing about overriding it. Here is how we did it.

Christina April 08, 2019
Categories: Drupal


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