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Why we're not kickstarting a game, but a community - Buffalo Game Space - by John Futscher Blogs - 9 October 2014 - 2:54am
Years ago, I tried to make games on my own and failed miserably. Finding others and bringing a community together not only made it easier and more fun, it turned me and the rest of the group into game developers. Now we want to help others do the same.
Categories: Game Theory & Design

Amnesiac Heroes: Why are we abandoning gaming history? - by Felipe Pepe Blogs - 9 October 2014 - 2:31am
A talk about why older games are vanishing from popular memory, who's profiting from this and why we're all losing.
Categories: Game Theory & Design

Exploring Steam's Digital Item Economy - by Ulyana Chernyak Blogs - 9 October 2014 - 2:13am
Steam's marketplace has become big business for consumers and developers thanks to the rise of digital items. Today's post examines what is being traded and how consumers are able to make a profit.
Categories: Game Theory & Design

Miracles *Do* Happen (for Indies) - by Thomas Henshell Blogs - 9 October 2014 - 2:10am
I met the Goliath of the PC world, and he’s a pretty swell guy.
Categories: Game Theory & Design

Would a brand spend $20,000 to acquire 10,000 users? - by Ben Chong Blogs - 9 October 2014 - 2:09am
Put yourself in the shoes of a large brand. Does this value make sense?
Categories: Game Theory & Design

Clemens Tolboom: The state of ReST in Headless Drupal 8

Planet Drupal - 9 October 2014 - 1:37am

One of the Drupal 8 initiatives was to make "headless" Drupal core work out of the box. Drupal now has a ReST API.

This allows you to use all the Drupal 8 features to edit your content but present the content not only on a Drupal frontend but also on mobile apps or anything else that can work with JSON data.

Categories: Drupal

Cocomore: Field collections exposed

Planet Drupal - 9 October 2014 - 1:03am

Field collections is a nice contributed module that extends the default Drupal entity functionality by creating a new entity field that can be composed by other fields. With this module we solve problems like creating complex entities where we want to store multiple different values into one single field.

read more

Categories: Drupal

Deeson: Drupal Panels setup for clean markup

Planet Drupal - 9 October 2014 - 1:00am

It’s a fact that you get a hideous amount of markup with the Panels module straight out-of-the box, even if you use it to create a single column page without changing any of the options.

This is because each layer of the rendering process brings its own markup to the party. 

Panels and layers

Panels are structured in layers, which is what makes them so flexible for any given requirement. Within a layout sit the regions and inside these are panes.

Each of these panes are configurable by providing CTools plugins. You can render panes and regions with style plugins and the layout with a layout plugin.

Each of these layers have their own wrapping markup and things can get excessive quickly. 

Help is at hand

Luckily for us, there’s quite a lot of help for Panels straight out-of the-box. Firstly, there’s a ‘naked’ style plugin which drops all the wrapping markup and can be applied to your panes and regions. While this is a good start, the layout will still need markup specific to the site’s theme.

You can override each Panels layout as it’s presented by a theme hook. It’s literally as simple as copying a template to your site. 

For most simple panels, it’s just a case of copying the panels-onecol.tpl.php file into the theme and customising it. 

If you’re using a CSS framework or grid system (we use Bootstrap at Deeson) then this file is where you can re-work the markup to be specific to the system you are using.

My Panels page

Keeping all this in mind, I’ve created a simple Panels page which lists recent content to authenticated users. It’s built from a bean, a view (with an access rule) and some custom markup. It uses the one col layout.

Here’s my oh-so-simple panels-onecol.tpl.php file in my theme:

<div class="panel-display panel-1col clearfix" <?php if (!empty($css_id)) { print "id=\"$css_id\""; } ?>> <?php print $content['middle']; ?> </div>

And here’s the markup you’ll get when viewed as an unauthenticated user:

<section id="block-system-main"> <div class="panel-display panel-1col clearfix"> <div class="panel-pane pane-block pane-bean-recent-content-header"> <h2 class="pane-title">Recent content</h2> <div typeof="" about="/block/recent-content-header" class="entity entity-bean bean-editable clearfix">[...]</div> </div> <div class="panel-pane pane-custom pane-1"> <p>Login or create an account to view this content...</p> </div> </div> </section>

Let me know what you think!

Categories: Drupal

Acquia honored by Belgian-American Chamber of Commerce

Dries Buytaert - 9 October 2014 - 12:57am
Topic: Acquia

My company Acquia was honored this week by BelCham, the Belgian-American Chamber of Commerce, as the "Company of the Year". I'm proud of this honor, which speaks to the great work that our team of more than 500 Acquians from around the globe do for our customers everyday.

BelCham is an organization dedicated to helping Belgian entrepreneurs navigate the complexities of Belgian-American trade. Companies like Acquia, InBev, Brussels Airlines, and restaurant chain Le Pain Quotidien support BelCham's work.

If you want to build a big company, then at some point you have scale globally. Scaling a business globally is challenging. I try to give back some of my experience by advising Belgian entrepreneurs that want to move or expand to the US. I often recommend they get in touch with BelCham because they can help entrepreneurs find the resources they need to extend their network and grow globally.

Categories: Drupal

Game creation for the masses: What's next for Twine

Social/Online Games - Gamasutra - 9 October 2014 - 12:56am

As Twine's version 2.0 enters beta, creator Chris Klimas reflects on the game creation tool whose role and impact he could never have anticipated -- and how many more potential creators remain to be reached. ...

Categories: Game Theory & Design

LevelTen Interactive: Why Organizations Struggle With Web Analytics

Planet Drupal - 8 October 2014 - 2:42pm

Web analytics software is being used in most organizations for basic analysis and reporting, but provides little (if any) actionable insight into marketing efforts. Many people login to analytics searching for “the magic answers to their business problems”, but they don’t have specific goals, or challenges they want to analyze/address. Then they become overwhelmed with the amount of information they receive. They throw their hands in the air and concede defeat.... Read more

Categories: Drupal

Another veteran-staffed startup nets $1.55M to make mobile games

Social/Online Games - Gamasutra - 8 October 2014 - 1:19pm

There's a new competitor in the free-to-play mobile game-making market: Cloudcade, a startup that just raised $1.55 million in funding from venture capital firm IDG Capital to produce its first game. ...

Categories: Game Theory & Design

Phase2: DrupalCon Amsterdam Roundup

Planet Drupal - 8 October 2014 - 12:44pm

As I write this, I’m on a plane back to the US after a whirlwind 10 days in Amsterdam for DrupalCon Amsterdam 2014. As always it is so gratifying to meet and work with the international Drupal community. I love getting to take a look at what everyone is working on and collaborate with people that you might otherwise only know as IRC nicks. Here are my highlights of DrupalCon Amsterdam:

Sprints and Logging

I volunteer my time to help the infrastructure team with their logging infrastructure. I was very happy to be able to sprint for 3 days, mainly on infrastructure. On Sunday, Friday, and Saturday, I worked with the Puppet configuration to get a new CentOS 6-based log aggregation host ready to go running the latest versions of the ELK (ElasticSearch, Logstash, and Kibana) stack. The new Logstash configuration that we’ll be rolling out is much simpler. Stay tuned to the blog for information on some of the improvements we made in the process. We hope to deploy the new logging host within the week.

DevOps Meetup

Tuesday evening, I attended the DevOps Amsterdam meetup.  The meetup was sponsored by ElasticSearch, who bought a delicious dinner for all attendees as well as some drinks. During dinner, I sat with some folks from Germany and had a chance to speak with a number of ops-attuned folks about Docker and the possible use cases for it.

The meetup had some great content. There was a talk on how GitLab uses omnibus to package GitLab with far less hassle, a talk from fellow d.o infra team volunteer Ricardo Amaro on building the next-gen Drupal testbot on Docker, and a great talk from the DrupalCon Amsterdam DevOps chair Bastian Widmer on developing culture and sharing knowledge in an agency.

LSD Leadership Meeting

Earlier this year, Phase2 contributed some of its innovation hours to the LSD project and worked with Acquia to present a webinar on Behat and release a pre-built virtual machine designed to make it easy to start doing automated testing using Behat. During the LSD leadership meeting I joined Melissa Anderson of Tag1 Consulting and Hugh Fidgens of Pfizer in a breakout session discussing Behat. Quite a few organizations present were very interested in how they could use Behat to enable a behavior-driven development workflow with their developers, or to develop a good set of automated tests that could be run either as smoke tests or as end-to-end integration tests.

Behat Everywhere

In addition to the LSD leadership meeting, automated testing and BDD were topics on everyone’s minds throughout DrupalCon.

I attended 2 BoF about automated testing or Behat, the Testing Drupal 8 BoF, and Hugh Fidgen’s Organizational Behat BoF. These talked about how we could better leverage automated testing tools in Drupal core and in client work we build today, respectively. Many people have had some success in getting automated tests or a BDD workflow started, but there was a lot of talk about writing good sustainable tests and how to integrate these tools into your workflow.

Speaking of writing sustainable tests, my favorite session of the conference was definitely the session by Konstantin Kudryashov (the creator of Behat and Mink) on how to do BDD with Behat. The session was remarkable and left an impact on many folks who went there. It really emphasized the point that BDD must be about identifying and delivering business value in our projects, and that doing that is the way to write good tests. It is definitely worth an hour of your time to watch.

As testing best practices are refined in the Drupal community as well as in Phase2, I’m very excited that the talented Jonathan Hedstrom has joined the Phase2 team.  Jonathan is a maintainer of the Behat DrupalExtension, and is sure to help us further refine our testing practices as Phase2. Jonathan has been doing work recently on upgrading the DrupalExtension to support Behat 3 and has plans to generalize the drivers that the Behat DrupalExtensions provides so that it could be used with Mink for writing tests in straight PHP without needing to use Behat.

My “Open Source Logging and Monitoring Tools” Session

On Wednesday I presented my session “Using Open Source Logging and Monitoring Tools.” I covered a lot of information in my session including using Logstash, ElasticSearch, and Kibana.  Thanks to the tireless work of the DrupalCon A/C crew, the video recording of my session is online, and the slides are available on SlideShare if you would like to follow along.  The session had an excellent turnout, and there were some great questions and discussions following my session. I was quite pleased at the large turnout, and so was @KrisBuytaert, who been bringing information about DevOps-related topics to DrupalCons for years.

I need to rephrase my state of #devops and #drupal conclusion, 2 years ago in Munich there were 10 people in this talk ..(1/2)

— Kris Buytaert (@KrisBuytaert) October 1, 2014

Back then by @samkottler , this year @stevenmerrill ‘s talk is packed , we are winning this ! #logstash, #drupalcon #elasticsearch

— Kris Buytaert (@KrisBuytaert) October 1, 2014

We were also fortunate to have Leslie Hawthorne of ElasticSearch in the audience. She gave out ElasticSearch ELKs to sprinters at the Friday event.

Packed house for @stevenmerrill in #DrupalCon #DevOps track. About to learn how the d.o infra team uses #elkstack

— Leslie Hawthorn (@lhawthorn) October 1, 2014


Based on the sheer number of people interested and sessions to devoted to both topics, it is clear that there is a growing interest in both logging and metrics and automated testing or BDD in the Drupal Community. This is also the 11th DrupalCon I’ve been to, and this year’s keynotes were the best I could remember. I really enjoyed Dries’s ideation around sustainable methods for getting contributions to Drupal core and contrib, and getting to see Cory Doctorow speak live about the perils of DRM and restrictions software freedoms was also excellent.

This is an exciting time for Drupal. Drupal 8 beta 1 is live. The community is active and engaged around making Drupal better, both by contributing to Drupal 8 and by doing a better job testing projects built on it. The DA and an army of volunteers have made huge strides on improving the infrastructure around core testing as well as around all the online communities under

Categories: Drupal

Mediacurrent: Drupal Agency, Mediacurrent, Awarded Best Overall SMB by Salesforce

Planet Drupal - 8 October 2014 - 12:33pm

Today, Mediacurrent is extremely proud to announce that we have been named the 2014 Best Overall Small Business by Salesforce. The award celebrates the best overall marketing and sales story at the SMB level (1-100 employees). Over 100,000 companies use Salesforce, and hundreds of nominations were submitted for the Salesforce Surfboard awards, so saying “we’re honored” to, not only be nominated, but win this award would be an understatement.

Categories: Drupal

Mark Shropshire: DrupalCamp Atlanta 2014

Planet Drupal - 8 October 2014 - 11:54am

As expected, I had a great time at DrupalCamp Atlanta 2014 last weekend. While I enjoy attending sessions, it is the chance to catch up with old friends and make new ones that I love.

I want to thank all of those who made this camp a great one (sponsors, ADUG, presenters, volunteers, and attendees)!

Some of my session notes can be found below (unedited):

Sessions Blog Category: 
Categories: Drupal

Campaign Guide: Plight of the Tuatha

New RPG Product Reviews - 8 October 2014 - 11:53am
Publisher: Mór Games
Rating: 4
An review

This campaign guide clocks in at 84 pages, 1 page front cover, 2 pages of editorial, 1 page ToC, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with 77 pages of content, so let's take a look!

So this is the campaign guide (essentially a gazetteer) to the world of Aeliode, in which Mór Games' impressive "Plight of the Tuatha"-saga takes place - we had so far been spoon-fed quite an array of intriguing tidbits and pieces, but this book constitutes the first extensive look at the world, so does it hold up?

Well, first of all, it should be noted that Tim Paul's cartography of the world, provided once in a one-page and once in a two-page version, is compelling - a world of two continents, with a third, ice-cold continent at the North Pole, the cartography delivers - beautiful, compelling and a first nod at the things to come, for the original full-color artworks herein manage to uphold this level of quality.

Now usually, campaign setting kick off with races and this one does something somewhat different - we start with the great empires - essentially, we are introduced to the Avitian empire, its latest acquisitions and the other major power-players. Now here's the smart thing regarding this presentation - the roles of the races are different from place to place. Aforementioned empire has for example waged war against the dwarves and subjugated them, taking the nobles prisoner, while their subjects were allowed to remain - hence the former lower classes remain "free", while the erstwhile nobility has been groomed into prized accountants, butlers and high-class servants, prohibited from growing or adorning their beards.

Different elven ethnicities and e.g. gnomes besieged by a divinely ordained pogrom, ever paranoid for the shapechangers that seek to end their race provide ample opportunities to flesh out clash of cultures-scenarios, while also providing alternate racial traits for different ethnicities. The elves of the ancient forests of Tir Ydrail, for example, tend to have darkvision instead of low-light vision. Now add to that the fact that the Roman-empire inspired empire has relatively recently been subject to the split-off of the Ceravossian Republic, who seeks a return to the republic as opposed to the Avitian cult of the emperor and we have, alone from the constellation of nations, a massive potential for compelling storytelling.

Want an example for how compelling story-telling is here? To a gnome, "showing your true colors" means cutting yourself to show that your blood is red and you're not a shape-changer...mind you, whether this custom is based solely on superstition or not is very much left for the DM to decide...

Now apart from political and secular concerns for a character's identity, the deities of Aeliode deserve special consideration - first of all, they may take an active role in the campaign's plot; Secondly, they stem from various pantheons and are generally diverse - taking a cue from Midgard's concept of masks of the gods, they do not sport alignments, being considered above paltry mortal moral concerns, though a typical alignment for worshippers is provided. Even the rather devious or quite simply mad divinities (each of which receives his/her own symbol, by the way) have some kind of revealing quality, with the arguably "most evil" deity falling rather close to what trickster deities in real world religions have wrought. Now interesting would be a distinction among deities - multi-planar deities are the pre-world-creation gods -they span multiple realities and even in death (in one case), make their influence known -here, the classic notion of the world being crafted from the body of a slain deity is reflected. This original sin or "Erblast", if you will, also resulted in the first divine murderer being cursed with what amounts to schizophrenia, but more on this later. Aeliode is not restricted towards these deities - indeed, mortals can attain divinity, though these types of gods are restricted to the prime material plane - which adds the very real possibility of high-level PCs embarking to the planes to slay a god a possibility. Below these, there is another type of deity, one that has a limited area of influence - within the domain of the god (or saint) s/he/it may wield powers extraordinaire, but beyond it, their powers do weaken.

Why is this important? Well, first of all, you can take a cue from Ravenloft regarding story-weaving and this premise. Secondly, the importance of one's heritage and ancestor cults is emphasized as a very distinct option -while not as powerful as true deities and limited in the spells granted, the sheer fact that it works (and that the emperor of Avitian has decreed himself to be a god and worshipped...) provides quite an array of cool options that would tie-in nicely with the classic "Requiem for a God"-style material. Now another interesting concept would be that of an enslaved pantheon - outlawed and defeated, the "Gods of Sorrow", who are anything but evil, make for an interesting option to provide scenarios and metaplot.

Now the entries also provide so-called minor rituals - these can be performed to have a very small chance of attracting the attention of a deity, with the precise effects being left mostly to the DM. Now where the writing in this book hits its undeniable high point is in the creation myth that is provided - here, the scholar can rejoice, for yes, the fully narrated myth can stand its ground. Both in wording and footnotes provided, the concise illusion of a believable genesis myth is provided, depicting the aforementioned original sin and the resulting curse, while in its writing providing even more hooks and ideas to develop heresies around. Now the first murderer-deity (and unwitting creator of the world as they know it), once known as Ocheas, then as Volund was cursed for his unwitting slaying of the mother of creation, cursed with a duality and a new personality, the aspect of Balar - forever changing between the two personalities, his fall also resulted in the creation of the new race herein - the so-called Fomoire. Close to humans, they sport inhuman ability-traits, variyng heights (they may be large!) and should be considered in their violent, yet organized behavior the main threat for civilized nations and the elves in particular - who disperse if more than 10.000 are left in a land, for too high concentrations of them tend to attract the Fomoire... While perhaps a small thing, the fact that they need to drink salt water like other races require fresh water adds a damn cool dimension to the race...and if you haven't noticed it, these guys could be considered a mix of guys from the iron isles, bacchantes and the fomorians - awesome. Oh, and actually balanced.

Now thankfully, Aeliode does not have "common", so some attention to detail is given to languages and secret languages. A new 10-level PrC is also provided with the skald, who receives d10, full BAB-progression, good ref and will-save progression, full spellcasting progression and 4+Int skills per level. These guys can identify monsters per knowledge skills, receiving bonuses and also may wilder spell-selection wise in both bard and druid lists. Personally, I'm not sold on these guys - they receive too much - full BAB, good HD, full spellcasting with increased lists - and honestly, no cool abilities to set them apart. The skald should be required to pay for the increased martial prowess and spell-lists with more than 2 paltry skill points per level. For the first time in a supplement by Mór Games, I have to say that I won't allow this PrC near my table.

The book also introduces a new skill, interrogate, to obtain information and provides rules for so-called "Wars of Words." How do these work? Well essentially, they are a way to codify those endless discussions/roleplaying discussions some groups (mine including) are wont to indulge in. They are performed one-on-one. Each character receives a resolve point score of 5 + int, cha and wis-mod and a very limited array of wit-points, with which s/he can modify throws - the latter is based on level + bonus wit points that scale upwards with increasing levels. The fact that a character receives level wit points could have been more clearly emphasized in the rules here. That being said, each participant selects in secrecy one of various general strategies that have a damage and a defense assigned, which then are revealed to the discussing partners. The partners then start fighting, with the victor reduced to half points meaning a compromise is required. I really enjoyed this system, though it does require additional material - more options and especially the option to properly run it in discussions with more than two participants - while group discussions are mentioned, the suggested solution is rather unsatisfactory, but due to space concerns, the brevity is understandable.

Now what works perfectly is the renown-system that determines access to prestigious places and organizations, while at the same time requiring different celebrations in different lands. On the downside, the more famous, the easier obtaining knowledge about the character is... gaining renown is handled with concise, cool mechanics and fluff - kudos!

Now there is also a third cool system introduced - emergences. these are essentially story-benefits that can be obtained and lost -from breathing water to being able to eat just about anything, rituals, quests, achievements, curses and blessings - emergences are a powerful tool to portray the change of a character,. a glorious story-telling device and perhaps the strongest innovation of the book.

Beyond exceedingly cool, flavorful traits, we also are introduced to an array of damn cool NPCs with high-quality artworks to supplement your Imperiums game. Now a book steeped in so much world lore, we also receive an uncommon 6th chapter - containing 6 typical recipes for the diverse regions. Real recipes. And they actually deliver rather tasty results (at least the Paella-recipe did) - though one recipe should probably not be attempted - it's rather cruel and thematically fitting for the setting, but not for real world reproduction.


Editing and formatting are very good, but not as good as in the other Mór Games-supplements - I noticed a couple of easily avoidable blank-space-glitches etc. Not many and not crucial ones, but they're there. Layout adheres to Mór Games' beautiful two-column full-color standard and the pdf comes with gorgeous original full-color artworks galore - production-wise, this definitely is a premium product. The pdf comes fully bookmarked and the print-version comes on quality paper and the colors remain true - a quality softcover.

William Moomaw's Aeliode has charmed me, I admit to that. The world-weaving of this world is awesome, superb even. The world jumps from the page, feels alive and compelling. Know how good the writing is? I actually, after staring at files and texts all day, took this one to bed with me because I simply didn't want to put it away. I can't wait for more insights into this world and the things to come for it. So that aspect is definitely one that can be ranked among the apex of products and well worth 5 stars +seal of approval. However, roleplaying games are fluff and crunch - art and craft. And in the craftsmanship-department, the relative inexperience becomes somewhat evident. While the new race, the actually relevant traits and the renown system are awesome, the Prestige Class is unbalanced and, sorry to be so blunt -boring. The poor skald needs some unique tricks and balancing. The War of Words makes for a great basic system, but one that could use some finetuning and especially a revision that allows for discussions with multiple participants - it does show promise, but it feels somewhat unpolished.

Now these gripes apply to the minority of the content herein and I'd e.g. be game for a whole book of emergences, more renown benefits etc. - the content that does work, which is the majority, is awesome and this book should be considered a great gazetteer, a promise of the glorious things that hopefully are to come, with enough space to develop all the cool ideas herein. Though it breaks my heart in the face of the GLORIOUS writing, I can't rate this book higher than 4 stars -but still, if you want to see a Roman/Gaelic campaign setting that makes sense, that is different in texture and style, then this should be considered a must-buy.

Endzeitgeist out.
Categories: Game Theory & Design

You're Gonna Die Screaming

New RPG Product Reviews - 8 October 2014 - 11:47am
Publisher: Misfit Studios
Rating: 5

This Pay-what-you-want-optimization guide clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with 17 pages of content, so what exactly do we get here?

Firts of all - this is exactly what it says on the tin - an optimization guide. In case you're not familiar with these, usually, a color code of Red, Green, Blue and Purple is applied to skills, feats, spells etc.pp. to denote at a glance the feasibility of options available.

That being said, personally, I'm not too big a fan of optimization to the oomphteenth degree, mainly because some of my players *are* into it - adhering strictly to these can get in the way of making a character rounded, if you adhere too strictly to a guide. Those little touches like your PC being a baker's boy - they don't contribute to the combat capabilities and thus are often left by the wayside. Rogue Genius Games proposed bonus skills per level for exactly such "non-relevant" skills and introducing this house-rule into my game helped quite a bit.

That out of the way, the more pressing question on your mind will probably be "Why play a commoner?" And the pdf delivers answers - in brevity, here are *my* answers, for I have actually already pulled off this stunt. 1) The challenge. My players are extremely capable and taking away all those class features makes for a very challenging game-play less based on system mastery and more on guerrilla warfare and player smarts. 2) Get a perspective. I do like my main campaign (the non playtesting one) gritty and beyond 15-point-buy, players are wont to forget *why* those commoners keep on buggering them to kill threat xyz - even 15-point-buy heroes are exactly that - HEROES. This means they have so much more capabilities to deal with threats than average joe. Playing a commoner can make that apparent and drive home the reason why those guys don't deal with threats themselves. 3) Go for a tactics-high game. Every item, every purchase in a commoner game is relevant - each little bonus precious. 4) A change of pace. The PCs have been captured and those guys they saved time and again may now be their only hope - as an alternative to a TPK, the "PCs are captured"-scenario that has the players save their characters via commoners is better because the adversary not necessarily has underestimated the PCs, but failed to take those nameless, faceless losers into account - and that, ladies and gentlemen, is rather easy to justify and believe...

So these are my basic suggestions, so what does the pdf offer - well, essentially an optimization break down of attributes, core races, skills - one by one, with feasible and well-thought suggestions. It should also be noted that general combat styles (as in not-style-feats) receive their break-downs - suddenly those light crossbows and halfling slingstaffs don't look so bad anymore, don't they? Fascinating, what a few lacking attributes, feats and proficiencies can do...

It should be noted that even non-recommended styles d receive concise break-downs of options to make them work. Traits mainly are glanced over, with highlights pointed out.. Beyond these options, advice on granting at least a bit of starting gold, weapon-selection and magical/mundane items rounds out this pdf.


Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to Misfit Studios' two-column full-color standard with artworks ranging from b/w to full-color and being stock as far as I could tell. The pdf comes fully bookmarked for your convenience.

This is intended as a teaser and first introduction to the matter at hand for author J. M. Perkin's "The Adequate Commoner" kickstarter to making commoners not much. As an optimization Guide, it does a decent job and is actually a good read, though you should be aware that it does not go through all options available at the level of detail found in some guides online - it can be considered a basic optimization guide that is well-written and actually fun to read. It offers smart advice for truly low-power-level gaming and as such can be considered a well-crafted book. This being a "Pay what you want"-file, it can be obtained for free, though I do suggest some sort of donation. But how much? Basically, this guide is good at what it is intended to do - it's a teaser, a help, an introduction and does that job well. If you have expected a full-blown, ultra-detailed 100+page guide of covered options, well, then this pdf does not deliver - surprise.

What it's intended to do, it does well and hence, my final verdict will clock in at 4.5 pages, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.
Categories: Game Theory & Design

Acquia: Drupal 8 - An intro field guide for front-end developers

Planet Drupal - 8 October 2014 - 10:22am

Drupal 8 is almost here, and it’s bringing big front-end improvements, including new methods to display data on mobile devices using breakpoints, build flexible templates in Twig and better management for tools and libraries.

Most importantly, changes to the display layer mean that Drupal has become much more agile and extendable for Front-end Developers.

The journey so far

Up till now, Front-end Developers have been working with a display layer that was originally introduced in Drupal 4.5, here’s how it worked...

Categories: Drupal

Reservations Line Limit

New Drupal Modules - 8 October 2014 - 10:02am

This module adds an additional validation check to Reservations. It allows you to limit the number of reservations that can be made at any given time so staff aren't overwhelmed by members showing up to pick up equipment in any given 15 minute period.

Categories: Drupal

Bioshock Infinite, Plague Inc among first batch of GDC 2015 talks

Social/Online Games - Gamasutra - 8 October 2014 - 9:33am

Sessions on Bioshock Infinite, Steam porting and the state of the industry strike a balance between exploring the art and business of making video games at GDC 2015. ...

Categories: Game Theory & Design
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