This is not a test. This is reality. World-wide.
Originally Published at: http://diehardgamefan.com/2013/01/25/tabletop-review-the-phantom-of-wilson-creek-call-of-cthulhu/
The Phantom of Wilson Creek is one of Chaosium’s monographs. For those unaware of this imprint, a monograph is where the author, rather than Chaosium does the editing and layouts in addition to the writing. Often times they also do (or hire) the artist themselves as well. Chaosium just does the publishing. This means monographs are a crap shoot in terms of quality. Sometimes you get really good releases like Mysteries of Ireland or Children of the Storm and other times you get sub-par material like The Ghosts in the House. Unfortunately, The Phantom of Wilson Creek is one of the latter. It’s a collection of four adventures set in the same location of rural North Carolina. The problem is none of the adventures are that good and the piece really needed a better editor as the entire book’s flow feels clunky and thus it reads poorly. Still, it’s not the worst monograph I’ve seen Chaosium put out and with a price tag of under fifteen bucks, you are getting four adventures which can form a nice mini campaign for those who like the location and the idea of reusing the same location over and over with their players.
I should point out that only HALF of the monograph is actually adventures. The other half (from page 93 on) involve playtest notes, handouts, spell lists, timelines, maps and roughly FORTY PAGES of pregenerated characters. I appreciate all the ancillary bits put into the monograph, but no one, and I mean no one, needs forty pages of pregenerated characters. It’s basically overkill that just increased the page count and the price point of the monograph. I will say I love the idea of the handouts, but there’s no attempt to make them look like anything more than typewritten words on a page unlike some of the higher quality monographs. As well the maps are something you’re either going to love or hate as they are hand-drawn rather than done by a program like Visio or some other software we tend to see used for map making in tabletop games.
The first twenty-seven pages of the book are background information on the location (Mortimer, North Carolina and the surrounding area) and the Campbell House, where most of the action in the adventures takes place. The background information really helps the Keeper to set the mood of the location as well as the information. There’s a lot of detail here, although the problem is that much of the background information is repeated in EACH of the four adventures, again adding to extra pages (and a higher price cost) and a level of repetition I’ve never seen in an adventure collection before. The author states that they did this so the Keepers wouldn’t have to hunt and peck for information and that they can flip right to what they need. However the way this monograph is laid out, the exact opposite is true. When you are reading the collection your eyes will begin to glaze over as you see the same information for say, the third time. As well, because of the length of this collection, with only about sixty-six pages of the book actually the adventures themselves (less if you discount the repeated pages in each one), you WILL find yourself hunting for the information, especially if you purchase the PDF. You can do a ctrl+F search but then you’ll want to make sure you’re in the right adventure after that. Plus the fact so many pages of this monograph are extras rather than the adventure itself, with the paper version of this book, you’re still flipping through unless you bookmark everything. For any adventure collection where a lot of information is reused, it’s much better (and smarter) to have a centralized location for all common info about the location(s), preferably at the front or very back of the book for easy access. This is just one of the many layout issues that plagues The Phantom of Wilson Creek and makes it as hard to use for adventures as it is to wade through reading-wise. Again, a second or third pair of editing eyes could have made the end product so much better than it turned out.
The first three adventures in the book take you to the old Campbell House. Each adventure occurs a year after the previous one and they are pretty interconnected. However there are two small problems. The first is that the characters in the second and third adventure really need to be the same ones that were in the first adventure (give or take new ones replacing any that have died or gone mad), otherwise they just don’t work very well at all. The second is that reusing the same exact location for three straight adventures can easily lead to a sense of boredom and make for a humdrum experience. It’s the “going back to the well once too often” metaphor and Call of Cthulhu pretty much needs a constant change of locations and enemies for the creep and fear factors to stay where they should be. Otherwise it’s just another encounter with cultists or creepy monsters and much of the atmosphere is lost. Honestly, I’d just stick with the first and fourth adventures in this book if you were going to play any of them. The middle two just aren’t well designed or thought out enough for a quality experience if you were to try and play them on their own. The other two are nicely done, even if they are pretty generic and because they aren’t connected to the same exact location (same region though), you can have one be on the tail end of the other.
The first adventure “The House on Yellow Buck Mountain” is by far the best in the collection, even if it is pretty generic. The Investigators have been brought down to rural North Carolina to take a look at a house that a mutual friend inherited from a very distant relative. In the small community, the Campbell House is considered to be a cursed place and players are going to have to figure out what lurks within the walls of their old friend’s inheritance. Now this is a pretty common plot hook for an adventure. Hell, I’ve used it myself in a CoC adventure I had published in the late 1990s. It’s a trope that works with both the setting and the time period in which the adventure takes place (1925). However, I did raise an eyebrow when I noticed the adventure lifted a bit from “The Haunting/The Haunted House,” which is arguably the most commonly played Call of Cthulhu adventure of them all. The nemesis in that adventure is almost exactly the same as The Haunting, which can be found in every core rulebook and also in the free Quick Start Rules. Why the author didn’t go for a more unique antagonist is beyond me, but it feels more like copying rather than an homage. Don’t worry though, “The House on Yellow Buck Mountain” isn’t a carbon copy of The Haunting; only the monster is. This adventure has its own creepy shenanigans going on, complete with the potential for an Investigator to find himself trapped in a coffin with a corpse six feet below the surface or in a ghoul warren. I’ll let you decide which is the worse fate. The adventure does continue to be a pretty paint by numbers one though, with players making liberal use of the Library Use skill and poking around the house until the cause of the horrors within is revealed, culminating in violence or fleeing into the night. Whichever works. It’s a very paint by numbers piece, but it’s a well done that you should have fun with even if you’ve been through similar trappings several times before.
The second adventure is “Return to Yellow Buck Mountain” and it takes place a year later. It’s really not much of an adventure to be honest. Almost all of the content is recycled from the first one and the adventure hinges completely on what happened with your playthrough on the first. In fact,”Return” really isn’t playable at all if you haven’t done “House,” which is enough to make me give it a thumb’s down. The plot is basically “Something crazy appears to be going on at Campbell House” again and the Investigators are asked to check on things. If you played through the first adventure, “Return” probably won’t last you more than two hours because it’s a very cut and dry plot. If, however, you are using Investigators that didn’t play through the first adventure, they will probably be lost throughout the whole thing and will definitely be unable to capitalize or appreciate the climax. It’s just completely unsatisfying on every level. There’s not enough substance here and it’s going to hard to convince any team of characters to make a yearly outing to a remote backwoods location where they faced certain doom once before.
The third adventure is “The Wizard of Wilson Creek” and yes, once again , you’re going back to Mortimer, NC and the Campbell House. Yet again the hook is, “Thar be strange goings on at the Campbell House.” MOST players will be annoyed at the idea of having to return to the same location for a third time, especially with how anticlimactic the second adventure is. In fact, the author even notes by this point the PCs will want to just burn the Campbell House down – if they haven’t already. Here’s a hint: if your adventure leads to the players wanting to commit arson to call it a day you’ve either a) written a bad adventure or b) gone to the well once too often. In this case, it’s both. I can’t think of too many people that will want to investigate the same location three times in a row with little to no change between each passing in-game year. Hell, I was bored just READING about the same location for the third time. The catch here is that the antagonist is a once friendly NPC in the previous two adventures. So for characters that have had to deal with Campbell House on multiple occasions, there is a bit of pathos here. Not much though, because CoC characters that have survived multiple adventures tend to go, “Oh no. Character X is corrupted by dark insane magick. Welp, better kill ‘em so he doesn’t summon a shoggoth on us.” Characters and players that haven’t played through the previous two Buck Mountain adventures will gain nothing from this. It’s just an NPC being a bad guy instead of a familiar one. Once again, this means this adventure can’t be played on its own and have it remotely be memorable or for players to receive the full impact from it. For those that have spent three straight years going to Yellow Buck Mountain, it’s a dull retread over everything trying to figure out who is the evil psychopath THIS time around. There’s just not enough here to hold anyone’s interest in any way, shape or form. At best “The Wizard of Wilson Creek” is a short and very generic experience featuring a betrayal by an NPC the Investigators know casually and at worst, it’s a dull and bizarre affair that is somewhat nonsensical.
The final adventure in this collection is “The Strange Case of the Brown Mountain Lights” and it’s the second best of the adventures. It can be played whenever and has no actually connection to the first three in this monograph. Thus it can be played on its own. The downside to running this one though is that the Keeper needs to keep careful track of in-game time rather than letting players do what they want when they want. This means that, in the hands of a less experienced Keeper, “The Strange Case of the Brown Mountain Lights” can feel rushed and harried rather than a quality experience. Careful planning and selective prodding of the players is the key to making this adventure work. In this adventure players will be trying to find a lost little boy that wandered off on Brown Mountain. Unfortunately the child is an idiot savant, making its survival unlikely unless he is found quickly. Even more unfortunately is that a clutch of creatures from the Cthulhu Mythos have found the child first and are as perplexed by its unique form of mental retardation as the child is completely unfazed by them. So the Investigators not only have to beat the clock, but somehow get the child away from “his new friends” and deal with humans that work for the creatures and are actively trying to sabotage the search. It’s a complex affair and the adventure really works best in the hands of someone used to running things at conventions and thus can deal with time crunches keeping the players in a linear motion. It’s well written and has a lot of potential and the second best piece in the collection.
So The Phantom of Wilson Creek is a definite thumbs in the middle at best. Only two of the four adventures are worth playing through, and although they are somewhat generic, they are well written and fun to experience. The other two are best left forgotten or read as an example of how NOT to do a mini campaign in a single locale. Half the book consists of ancillary material, some of which is doubled up on from the adventure section itself and not all Keepers will make use of what is provided. The book really needed a better editor (or several of them) as the book just doesn’t flow well at all and there are numerous typographical and formatting errors in addition to full pages that are reprinted for each adventure in a well meaning but ultimately erroneous attempt to make things easier to find. The collection isn’t all bad; it just really needed some outside guidance to keep things on track. As such I can’t really recommend this monograph, especially for the price tag it is saddled with, but The Phantom of Wilson Creek does have its shining moments.
Speaking at GDC Europe 2014, Paradox CEO Fredrik Wester explained the business advantages of originality, how to find and express your vision, why passion is unclonable, and the power of community. ...
September is a busy month over here at Zivtech as we embark on Drupaldelphia, a training on Panels and a handful of meetups. We will be out and about throughout the month, so be sure to catch up with us at some of our upcoming events:Node.js Meetup at Zivtech HQ
Our Involvement: Hosting, Attending
What: This is an installment of the second-Tuesday Philly node.js meetup group. We start things out informally and anyone that has something to share shows off what they've been doing with node.js.
When: Tuesday, September 9, 2014 from 6:00 - 8:00 pm
Where: 1315 Walnut St, Suite 1500, Philadelphia, PA 19107
Our Involvement: Sponsors, attending
What: Please join us on Thursday, September 11th to learn about "Aging in Place". John Whitman, a Wharton Health Care Management faculty member and leading national consultant on aging and long-term care is assembling a panel of experts to discuss how innovation is enabling our seniors to receive the medical monitoring and care they need to safely continue living in their own homes. We will both define what it means to age in place and how it's different depending upon socioeconomic status, and what innovations and technologies are available and needed for aging in place to happen. Special emphasis will be placed on not just what is currently available, but also what is needed for the future.
When: Thursday, September 11, 2014 from 5:30 - 8:30 pm
Where: 4801 S. Broad St., Suite 100, Building 100 Innovation Center, Philadelphia, PA 19112
Our Involvement: Sponsors, presentors, attending
What: Drupaldelphia is an annual camp held in Philadelphia for the open source content management platform, Drupal. The event attracts developers, site-builders, content administrators, designers, and anyone interested in using Drupal in their organization or upcoming project. This year will again be hosted in the Pennsylvania Convention Center at 1101 Arch St Philadelphia, PA 19107.
When: Friday, September 12, 2014 from 8:00 am - 4:30 pm
Where: The Philadelphia Convention Center, 1101 Arch St, Philadelphia, PA 19107
Our Involvement: Hosting, attending
What: We'll be talking Drupal, eating pizza, and drinking various beverages (some alcoholic, others not) from 6:30-9pm at Zivtech Headquarters in Old City. The pizza and drinks will be provided by the hosts (that's us!).
When: Tuesday, September 16, 2014 from 6:30 - 9:30 pm
Where: 1315 Walnut St, Suite 1500, Philadelphia, PA 19107
Our Involvement: Hosting, facilitating
What: Panels is a tool for creating advanced layouts and data displays in Drupal. In our day-long intermediate level training, we look at the full range of the Panels toolset and cover the following topics: understanding the Panels interface, tricks to make editing Panels easier, creating custom Panels layouts, styling techniques, building advanced data displays, helpful Panels features that many site builders miss.
When: Wednesday, September 17, 2014 from 10:00 am - 5:00 pm
Where: 1315 Walnut St, Suite 1500, Philadelphia, PA 19107
Our Involvement: Hosting, attending
What: Comic and cartoons aren't new, but it took the Internet to unlock their full potential. Find out how technology no more complicated than a jpeg can grab viewer's attention and deliver a message before they even realize they're receiving it.
When: Wednesday, September 17, 2014 from 6:00 - 8:00 pm
Where: 1315 Walnut St, Suite 1500, Philadelphia, PA 19107
Our Involvement: Attending
What: Get back to basics and make new connections as PACT welcomes in summer. PACT invites its fellow members and guests from Technology and Healthcare Corporations, Entrepreneurs, Investors and Professional Advisors for an evening of networking. Come learn more about each others businesses & exchange business cards while enjoying cocktails and hors ‘d’ oeuvres.
When: Thursday, September 18, 2014 from 5:30- 7:30 pm
Where: Prime Stache, 110 Chestnut St, Philadelphia, PA 19107
These are just a handful of the events we will be attending, hosting, and sponsoring this September, so be sure to keep your eyes and ears open for more as we continue to update this list.
We can't wait to see you around!
Will you be attending any of our upcoming events? Let us know in the comments.
Terms: Eventsupcoming eventsZivtechSponsorattendhostMeetupDrupal PlanetDrupalNode.jsPACTContent MarketingTrainingsdrupal trainingdrupaldelphiaDrupalCon
Last weekend I had the opportunity to visit the Great Wall of China, the world's longest wall at 8,850 kilometers (5,500 miles). The Great Wall runs mostly through the mountains to take advantage of natural obstacles. As a result, it was quite the hike to get there but once on the Great Wall, the scenery was beyond sensational. It runs like a relentless serpentine over the horizon, evoking the image of a giant dragon.
I learned that the Great Wall is actually a discontinuous network of walls built by various dynasties. The Chinese started building the Great Wall as early as the 7th century BC and kept building for over 2,000 years!
It is said that over one million people died building the Great Wall. Every step you take, you can't stop imagining how they built it and the many people who suffered. I was pretty much alone on the wall, so it was not hard to imagine the lonesome life of a Ming soldier up here, waiting for something to happen. The history, the scenery, the peacefulness -- it just made me speechless.
Config Tools is a package of modules that help to manage your Drupal 8 configuration files. This includes two modules currently.
- Active configuration file handling
Stores your current active configuration as yml in a specified directory. This is especially useful for tracking changes to your configuration through some VCS.
- Git Configuration
Auto commits changes to your configuration to a specified git repository for every configuration change.
The GDC 2015 call for lectures and panels for topic-specific Summits focused on eSports, indie games, community management, free-to-play, narrative, mobile, and education ends 10/3. ...
Are you a site builder, themer, or backend developer who is comfortable with Drupal 7 (or 6) and worried about gearing up for Drupal 8?
Want a headstart?
Drupal 8 for Drupalistas at DrupalCon Amsterdam will save you self-study time by walking you through D8 in a day. You'll build a site, getting a hands on experience of the anticipated Drupal 8 changes, and dive deeper into your own speciality.
At the end of the day, you will be ready to dive deeper into Drupal 8 and start building projects. Our goal is to make your transition as smooth as possible. While we won't dive too deeply into coding (Sorry, all ye who seek Symphony training!) we will break into small, specialty groups at the end of the day so you can focus on one area; site building, theming, or coding.Meet the Trainers from Amazee Labs
Long-time DrupalCon trainer Diana Dupuis (dianadupis), Site Building track chair Michael Schmid (Schnitzel), and DevOps track chair Bastian Widmer (dasrecht) of Amazee Labs have presented this training three times, including once at DrupalCon Austin to a sold-out room.Attend this Drupal Training
This training will be held on Monday, 29 September from 09:00-17:00 at the Amsterdam RAI during DrupalCon Amsterdam. The cost of attending this training is €400 and includes training materials, meals and coffee breaks. A DrupalCon ticket is not required to register to attend this event.
What, a new base class that casts spontaneously and looks to dragons for their power? Er, isn't that really a sorcerer? Not quite, as we shall see...
Yes, the dracomancer is a spontaneous caster. But that's about where the similarity to sorcerers ends. Dracomancers are linked closely not just with dragons themselves but with the source of draconic power - that's where their casting abilities come from rather than interesting genealogy, and moreover they take on other aspects of dragonkind as well. They are also able to acquire a dragon companion, who will grow with them as they rise in level.
In places where dracomancers are rare, they are often viewed with suspicion and there are many misconceptions about them. Where their powers are better known, they're often respected members of society and accorded high status.
Scene set, all the game mechanics needed to run a dracomancer up to 20th level are provided. There's an interesting discussion on the payoffs to the dragonic companion: while many choose wyverns or other lesser beasts, some have the company of true dragons who gain significant benefits from the arrangement - it's by no means a one-way street! Some of the dracomancers' special abilities are bound to the type of their draconic companion, and as they rise in level they are able to assume other characteristics of dragonkind - even wings or a breath weapon.
As draconic companions are important, a lot of detail is provided about them, with a wide variety being listed. An added bonus is that they are described in the same manner as dragonrider mounts (see the Genius Guide to the Dragonrider) so can serve thus if required... a bonus 30-odd mounts for dragonriders to consider.
Dragons ought to be an important and integral part of any fantasy game, and here's a way to use them that's fresh and innovative yet in keeping with tradition.
Partial comment display module provides a facility to admin to configure the number of comments which will be shown to user on node view page. This configuration is available under comment settings tab in each content type.
This module will not work for those roles who has "post comment" permission.
This module integrates FTP commands into Drupal via the Rules module allowing events to trigger the sending of files to an FTP server. Example rules are provided.
Current supported commands:
Provided actions can be configured via the Rules module (see example rules).
John Albin Wilkins recently gave a session on The new Front-end work-flow from ticketing to building at DrupalGov Canberra.
This session will outline our current mistakes and then introduce the basic techniques for CSS layering and using design components, the heart of any front-end CSS project. We will also discuss ticket structure, project organization, and tricks to implement components when you can't change Drupal's classes.
Find out what's install for Site Builders in Drupal 8 from my recent DrupalGov Canberra session.