Newsfeeds

New Previews Posted For Big Trouble in Little China Board Game

Tabletop Gaming News - 22 February 2017 - 9:00am
We’ve just got a far-East theme thing going on today, it seems. Let’s keep that going with a look at some of the previews that’ve come out for the Big Trouble in Little China board game that Everything Epic Games has been working on. You were not put upon this Earth to “get it,” Mr. […]
Categories: Game Theory & Design

Warlord Games Posts Test of Honour Expansion Sets

Tabletop Gaming News - 22 February 2017 - 8:00am
Warlord Games is still taking pre-orders for Test of Honour, their new far-East-inspired miniatures skirmish game. But I know some of you out there aren’t content with just what comes in the first couple sets. You want more. Well, Warlord Games is showing off what those next expansion sets will be. From the announcement: Our […]
Categories: Game Theory & Design

CMON Previews Diplomacy in Rising Sun

Tabletop Gaming News - 22 February 2017 - 7:00am
There’s a lot of games out there that have you battle it out against your opponent, crushing them with the might of your military industrial complex. Few include a way to talk your way out of conflict, though. Rising Sun is in that latter category, with diplomacy and alliance-forming being a major part of the […]
Categories: Game Theory & Design

WizKids Previews Hulkpool For HeroClix

Tabletop Gaming News - 22 February 2017 - 6:00am
Just about everyone in the Marvel universe has had a Deadpool parody of them at some point, it seems. In this instance, it’s the Hulk that gets the Deadpool makeover. I have to admit, not having read comics for almost 2 decades now, I don’t quite know the circumstances that Wade ended up with gamma-infused […]
Categories: Game Theory & Design

Commerce Payplug

New Drupal Modules - 22 February 2017 - 5:20am

This module integrates PayPlug payment as a gateway for your Drupal Commerce 2.x website.

PayPlug

PayPlug is a french payment gateway company that offers credit card online payment with very low fees compared to competitors. Don't hesitate to contact them for special offers depending on your business size.

Categories: Drupal

Amazee Labs: This was Drupal Mountain Camp

Planet Drupal - 22 February 2017 - 5:14am
This was Drupal Mountain Camp

From 16-19 February, the first Drupal Mountain Camp took place in Davos, Switzerland. A very diverse crowd of 135 attendees from, 17 different countries, came together to share the latest and greatest in Drupal 8 development, as well as case studies from Swiss Drupal vendors.

Josef Dabernig Wed, 02/22/2017 - 14:14

When we started organizing Drupal Mountain Camp in the summer of 2016, it was hard to predict how much interest it would attract and how many people would join for the camp. By reaching out to the local and international Drupal ecosystem we were excited to get so many people to attend from all around the world including Australia, India, and the US.

As a team of a dozen organizers; we split up the tasks, like setting up the venue, registration, social media, room monitoring and much more. It was great seeing that we were able to split the workload across the entire team and keep it well balanced.

We are very thankful for 30 different speakers who travelled from afar and worked hard to share their expertise with the crowd. As a program organizer I might be biased, but I truly believe that the schedule was packed with great content :)

In addition to the sessions, we also provided free workshop trainings to help spread some more Drupal love.

We took all the speakers up to the mountain for Switzerland's most popular dish, cheese fondue, to say thank you for their sessions and inputs.

With Drupal Mountain Camp we wanted to set a theme that would not only excite attendees with Swiss quality sessions but also create a welcoming experience for everyone. On top of our Code of Conduct, we organized various social activities that would allow attendees to experience Switzerland, snow and the mountains.  

Sprints are an essential way to get started with contributing to Drupal. At Drupal Mountain Camp, we organized a First-time sprinter workshop and had Sprint rooms from Thursday until Sunday with many sprinters collaborating.

For our hosting company amazee.io, Drupal Mountain Camp was a great opportunity to demonstrate our docker based development environment and scalable cluster stack using a set of raspberry pies.

And of course, we ended the conference with skiing and snowboarding at the Swiss mountains :)

Pictures from the camp: selection and all. Curious about the next Drupal Mountain Camp? Follow us on twitter to stay on top and see you at the next event.

Categories: Drupal

Red Dead Online: Possible Rewards For Returning Players - by Logan Smith

Gamasutra.com Blogs - 22 February 2017 - 5:13am
Rockstar might consider rewarding loyal customers that start playing Red Dead Online having already played GTA Online.
Categories: Game Theory & Design

Mid Night Run game - by Seong Jae Jang

Gamasutra.com Blogs - 22 February 2017 - 5:13am
Mid Night Run This game is an infinite run game. Player can jump using touching on the screen. Goal of this game is getting the higher score. For getting the higher socre, player've to collect star in the game.
Categories: Game Theory & Design

The disruption in mobile gaming that few are talking about - by mark bivens

Gamasutra.com Blogs - 22 February 2017 - 5:13am
A VC's perspective on the secret weapon in Japan's gaming business models.
Categories: Game Theory & Design

Identity Crisis - Playing a mixed heritage character in a modern day video game - by Vivek Bhurtun

Gamasutra.com Blogs - 22 February 2017 - 5:13am
Having been born in the UK but raised in an Indian family, I'd never really considered myself anything other than British. It was not until recently when I acted as the protagonist in a video game, that I started to ask myself what this actually meant
Categories: Game Theory & Design

Open World on Mobile with Unity - by Christoph Ender

Gamasutra.com Blogs - 22 February 2017 - 5:13am
TruckSimulation 16 is a truck simulation for mobile devices in which players can roam around in a massive open game world. Christoph Ender explains how his team met this technical challenge with Unity and which problems they had to solve along the way.
Categories: Game Theory & Design

How the Chinese Games Industry is Evolving - by Bradford Hinkle

Gamasutra.com Blogs - 22 February 2017 - 5:06am
Consolidations, closings, and lack of investment are driving most mid to small-size developers in China out of business. Surviving in 2017 will be tough, but there is a way so long as former F2P mobile developers are willing to adapt.
Categories: Game Theory & Design

Ambiguity in Game Design: What developers can learn from Dear Esther - by Jens Bahr

Gamasutra.com Blogs - 22 February 2017 - 5:06am
Dear Esther is revolutionary in many ways, most notably for getting rid of video game conventions and exploring what lies at the core of interactive experiences. What do we really need to present to the player to create a 'meaningful' experience?
Categories: Game Theory & Design

Player Intent

Gnome Stew - 22 February 2017 - 1:00am

A famous quote from German military strategist Helmuth von Moltke is, “No battle plan survives contact with the enemy.” The way of saying almost the same thing in role playing games is, “No game master plan survives contact with the players’ actions.”

This means the players will be throwing curve balls to the GM with a fairly high level of consistency. They’ll go left when the GM planned a right-hand turn. They’ll head off to the orc mountains when the GM expected a trek to the goblin hills. At a smaller level, a player may pull a trick of out her bag during combat that will surprise the GM and put him on his heels.

These unexpected activities can’t be planned for, but they need to be understood by the GM in order to make maximum effect of them on the game. This can be an alteration to the story, or just a change in strategy for the NPCs and monsters. It’s relatively easy to know what the players are doing. Understanding why they are doing leads to a greater depth of knowledge about what the players are expecting as an outcome of their actions.

Macro Decisions

In my current Pathfinder campaign, I placed a set of goals across the nation of Brevoy. The PCs were to gather friendly forces from across the nation to assist them in reclaiming the capital city from an undead scourge. I mostly expected them to either gather the largest force first even though it was a great distance away. Instead, they shot for the nearest band of rangers and druids in hopes of gathering them to the army they had to build. This really surprised me.

 Once my understanding was more clear, I was able to better tailor the upcoming encounters… After the decision was made, I had to break the fourth wall and ask, “Why are you headed to one of the weakest forces? What do you hope to gain? Help me better understand why you’re doing what you’re doing.” I didn’t challenge their decision or attempt to change their minds. When the response came back that they were the closest force available, and the group hoped to recruit assistance in spreading the word about the undead horde in the capital city, I got it.

Once my understanding was more clear, I was able to better tailor the upcoming encounters, NPCs, and activities at hand. Rather than going into the situation blindly, I was able to better allow them to reach their stated goals after some appropriate challenges were overcome. Because I knew their motivations, the story we told together was stronger and more engaging than had I just stayed silent and guessed at what they were trying to do.

Micro Decisions

These types of decisions usually come up in combat, but can also apply when a player wants some oddball piece of equipment for her character. This can also occur when dungeon delving and a choice about which direction to explore has to be made.

In combat, know why a PC wants to take an “off the books” action, but they don’t explain what they want the outcome to be, it’s time to stop and ask. Many moons ago, I had a group fighting a demon, and the rogue pulled out a flask of oil and threw it in the demon’s face. I assumed the next thing to follow would be a lit torch. Nope. He pulled a small bag of flour from his pack and threw it at the oil. I had no clue what the rogue hoped to have happen, so I didn’t know what ruling to apply to the situation. When the player explained that he was trying to make a thick paste to blind the demon, I then understood what his intent was. That allowed me to then give the demon a saving throw roll against the paste blinding him. As it turns out, the demon failed the roll and the group managed to escape.

For the weird bits of equipment or magic items, know what the player intends her character to use the item for. This Q&A conversation can lead to a fun bit of brainstorming to make the item come out exactly as the player had envisioned it. This prevents the bad kind of conflict later in the campaign when the player pulls out the gizmo and uses it, only to find out the GM had a different intent for the use of the item.

Conclusion

While I’ve advised GMs to ask questions to gather more information, this is actually the exception, not the rule. A vast majority of the time, the players’ actions are crystal clear on what they want the outcome to be. Experienced players know when they’re doing something strange and will offer up a quick bit of reasoning behind the actions. Don’t interrogate the players on each of their decisions. This will lead to doubt, mistrust, and analysis paralysis among the group. If you find yourself mentally asking, “Why are they doing that?” then it’s probably time to ask a few questions of the player. I’ve found that after doing this a few times, the players tend to learn to explain when they’re doing something not quite covered in the rules of the book.

What are some of the things your players have done to throw you for a loop? How did you handle it?

Categories: Game Theory & Design

The RPGnet Newsletter: RPGnet Newsletter #88

RPGNet - 22 February 2017 - 12:00am
RIP, Loren Wiseman.
Categories: Game Theory & Design

Third & Grove: Seniorlink Drupal Case Study

Planet Drupal - 22 February 2017 - 12:00am
Seniorlink Drupal Case Study antonella Wed, 02/22/2017 - 03:00
Categories: Drupal

Digital trading card game Hex: Shards of Fate loses its publisher

Social/Online Games - Gamasutra - 21 February 2017 - 4:02pm

Almost 4 years after signing on to help publish Cryptozoic and Hex Entertainment's F2P online TCG, Gameforge Entertainment is stepping away from the game and leaving it in the hands of its creators. ...

Categories: Game Theory & Design

Modiphius Releases Symbaroum: Thistle Hold – Wrath of the Warden, GM Screen

Tabletop Gaming News - 21 February 2017 - 3:00pm
Modiphius is expanding their Symbaroum releases with the first part of a new adventure series as well as a new GM screen. Thistle Hold – Wrath of the Warden starts you off down the Chronicle of the Throne of Thorns adventure. Meanwhile, the GM screen keeps your notes a secret, as well as has a […]
Categories: Game Theory & Design

Flocon de toile | Freelance Drupal: Introduction to Protected file module on Drupal 8

Planet Drupal - 21 February 2017 - 2:30pm

Drupal 8 has several solutions and methods to manage access rights on each elements included in a content, and this in a very granular way. Enabling view or edit access on some field included in a content type can be achieved very simply, with a few lines of code, or with the Field Permissions module. We can use this module to allow certain roles to view or update a particular field.

Categories: Drupal

Somme: Life in the Saps Card Game Up On Indiegogo

Tabletop Gaming News - 21 February 2017 - 2:00pm
Back when I was working on my History Master’s degree (I’ll go back and finish it at some point… … …), I had a lot of interest in WWI. It really was, in my view, the first “modern war” and certainly what set the foundation for the rest of the 20th century. So when I […]
Categories: Game Theory & Design

Pages

Subscribe to As If Productions aggregator