ThinkShout: See You at the NTC

Planet Drupal - 3 March 2017 - 6:00am

The Nonprofit Technology Conference is just around the corner, and we’re hard at work making those final preparations for our trip to D.C. We have some exciting things in store for you this year, so mark your calendars!

Drupal Salon

This year, we’re honored to coordinate the first ever Drupal Salon at the NTC. In lieu of the traditional pre-conference days as we’ve done in previous years, NTEN set aside space and time for subject matter experts to present nine twenty-minute-long talks on all things Drupal on Thursday, March 23rd. These talks will take place as part of the formal NTC schedule, and sessions can be viewed in the Wordpress & Drupal Salon tracks on the NTC site.

We’re excited to have experts from the Southern Poverty Law Center, Shatterproof, and the Center for Strategic and International Studies share their Drupal insight and experiences. ThinkShout will also be providing one-on-one consulting at our Drupal Salon table, so bring us all of your Drupal questions! Drupal hosting providers Pantheon and Acquia will also be on hand to tackle whatever Drupal hosting questions you may have.

We hope you’ll be able to join us! Here’s what we’ll be talking about:

We’re confident that the Drupal Salon sessions will have a little something for everyone, and we look forward to connecting with the nonprofit community with this new format.

Meet the ThinkShout Team

Be sure to catch our team session on March 23rd, as well!

The ThinkShout team will have a presence in the Exhibit Hall this year, of course. Stop by our booth (#501) and chat; we’ll be debuting brand new t-shirts and we’re excited to share them with you all (for free)! This is a great opportunity to learn more about our work and the organizations we partner with. We’re also available to talk about anything B Corp related, so send those questions our way!

If you’d like to schedule a time to meet with our staff at the NTC in advance, drop us a line through our contact form. See you in the capitol!

Categories: Drupal

Third & Grove: Magento 2 Cluster Deployments With Deployer

Planet Drupal - 3 March 2017 - 5:19am
Magento 2 Cluster Deployments With Deployer jwatts Fri, 03/03/2017 - 08:19
Categories: Drupal

Advantageous Abilities: Savage Abilities (5e)

New RPG Product Reviews - 3 March 2017 - 4:55am
Publisher: Dire Rugrat Publishing
Rating: 5
An review

This pdf of NPC-abilities clocks in at 8 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with 3 pages of content, so let's take a look!

This pdf was move up in my review-queue as a prioritized review at the request of my patreons.

So, this pdf begins with a handy and easy to comprehend "How to Use" - basically, these abilities may increase the CR of the respective adversary to which they are added and creatures with CRs of less than 1/2 similarly halve their impact on the respective critter's modification. If in doubt, a save is based on DC = 8 + proficiency bonus + relevant Ability modifier. The abilities themselves are categorized in 3 groups - passive abilities, active abilities and reactions. Easy, right?

Well, let's look at the passive abilities, shall we? These range from CR +0 to CR +2 and a total of 10 are included. At CR 0, we have, for example, the temper tantrum, which imposes disadvantage on all Charisma checks made to reason with the creature while it's under the effects of rage. Gaining temporary hit points equal to the damage dealt with bites would be a CR +1 example. There is also an option to crit in particularly bloody manner; on a failed Con-save, allies of the victim nearby must save or be poisoned and take minor psychic damage. The combo of psychic + poisoned is slightly odd to me, but honestly, I'm nitpicking here. The CR +2 modification allows for vorpal slashes - and actually has two different mechanics: One old-school and unforgiving, one that is kinder on the players. Kudos for featuring both!

A total of 8 active abilities are included; these range in CR modification from CR +1/2 to CR +2, with some having fitting refresh conditions - e.g. the temporary hit points granting and disadvantage imposing battle cry. Minor complaint here: The battle cry should have a proper range. An ability to rip out and eat the heart of recently deceased foes is similarly nice and is prevented from being cheesed by the opponents (so why didn't he carry a bag of kittens around?) by actually having a nice caveat to prevent such a logic book. Big kudos! Somewhat weird due to its nomenclature: The legbreaker-ability allows the creature using it to force a saving throw when hitting foes with a bludgeoning weapon, reducing movement to 0 on a failed save...but this handicap can be overcome on subsequent rounds...which does not sound like breaking to me. Similarly, I think that having flying or swimming speeds should probably still allow for movement. Yes, I am nitpicking here, though these are a bit more serious. Bonus damage in exchange for suffering attacks with advantage on subsequent rounds can be an interesting boss-fight engine tweak.

The pdf also features two reactions at CR +1/2 and CR +1, with a frightened-inducing reactive stare and the option to add proficiency bonus to a non-proficient save if below 1/2 maximum hit points.

Big plus: The pdf is considerate and reproduces the Proficiency bonus by CR and XP by Cr tables on its last page. Nice one.


Editing and formatting are very good on a formal level, good, bordering on very good on a rules-language level. Layout adheres to a two-column standard and is pretty printer-friendly, with a nice stock image in full color thrown in for good measure. The pdf has no bookmarks, but needs none at this length.

Kelly and Ken Pawlik's latest collection of advantageous abilities is a welcome, inexpensive little customization toolkit for GMs looking to add some unique tricks to their adversaries. The abilities generally are solid and can make for some nasty surprises. What more can you ask of such a little pdf? Well, there are a few hiccups in the intricate details here, but none are truly glaring. Hence, I feel completely justified in rounding up from my final verdict of 4.5 stars. For the more than fair price, this is definitely worth getting.

Endzeitgeist out.
Categories: Game Theory & Design

Dynamic date display

New Drupal Modules - 3 March 2017 - 4:19am

This module is basically just a theme hook to enable you to display a time string that would update dynamically, and also display correctly even if the rendered output was cached and seemingly wrong (for example 2 seconds ago).

Categories: Drupal

OSTraining: How to make a complex webform in Drupal 8

Planet Drupal - 3 March 2017 - 3:45am

One of our OSTraining members asked us how to make a user input form using Drupal 8 Webform module. So, we thought what could be a more useful answer than a comprehensive, easy to follow lesson.

For the purpose of this tutorial we will use the Webform module. If you would like to use the "Webform Devel" option, you will also need the Devel module.

Categories: Drupal

The RPGnet Newsletter: RPGnet Newsletter #89

RPGNet - 3 March 2017 - 12:00am
The Gatekeeper Kickstarter and more.
Categories: Game Theory & Design

An object at rest

Adventures in Interactive FIction - 17 May 2008 - 2:03pm

So obviously, the pendulum of progress stopped swinging on my game.  As much as I tried to prevent it, pressing obligations just wouldn’t take a back seat (nor would the burglars who, a few weeks ago, stole 90% of my wardrobe and who last week stole my monitor).  So after a string of hectic weekends and even crazier weeks, this weekend has been pretty wide open for doing whatever I want to do.  And not a moment too soon!

So after doing all the other things I try to do with my weekends, I finally loaded up the ol’ Inform 7 IDE and started working on my game.  To get me back in the swing of things, so to speak, I started reading through what I’d already written.  It was an interesting experience.

Strangely, what impressed me most was stuff I had done that I have since forgotten I learned how to do.  Silly little things, like actions I defined that actually worked, that had I tried to write them today, probably would have had me stumped for a while.  Go me!  Except, erm, I seem to have forgotten more than I’ve retained.

I also realized the importance of commenting my own code.  For instance, there’s this snippet:

A thing can be attached or unattached. A thing is usually unattached. A thing that is a part of something is attached.

The problem is, I have no idea why I put it in there – it doesn’t seem relevant to anything already in the game, so I can only imagine that I had some stroke of genius that told me I was going to need it “shortly” (I probably figured I’d be writing the code the next night).  So now, there’s that lonely little line, just waiting for its purpose.  I’m sure I’ll come across it some day; for now, I’ve stuck in a comment to remind myself to stick in a comment when I do remember.

It reminds me of all the writing I did when I was younger.  I was just bursting with creativity when I was a kid, constantly writing the first few pages of what I was sure was going to be a killer story.  And then I’d misplace the notebook or get sidetracked by something else, or do any of the million other things that my easily distracted self tends to do.  Some time later, I’d come across the notebook, read the stuff I’d written and think, “Wow, this is great stuff!  Now… where was I going with it?”  And I’d never remember, or I’d remember and re-forget.  Either way, in my mother’s attic there are piles and piles of notebooks with half-formed thoughts that teem with potential never to be fulfilled.

This situation – that of wanting to resume progress but fumbling to pick up the threads of where I left off –  has me scouring my memory for a term I read in Jack London’s Call of the Wild.  There was a part in the book where Buck’s owner (it’s late, his name has escaped me) has been challenged to some sort of competition to see if Buck can get the sled moving from a dead stop.  I seem to remember that the runners were frozen to the ground.  I thought the term was “fast break” or “break fast” or something to that effect, but diligent (does 45 seconds count as diligent?) searching has not confirmed this or provided me with the right term.  Anyway, that’s how it feels tonight – I feel as if I’m trying to heave a frozen sled free from its moorings.

The upside is, I am still pleased with what I have so far.  That’s good because it means I’m very likely to continue, rather than scrap it altogether and pretend that I’ll come up with a new idea tomorrow.  In the meantime, I’ll be looking for some SnoMelt and a trusty St. Bernard to get things moving again.


Time enough (to write) at last…

Adventures in Interactive FIction - 14 April 2008 - 3:24pm

So I didn’t get as much coding done over the weekend as I had hoped, mainly because the telephone company *finally* installed my DSL line, which meant I was up til 5:30 Saturday am catching up on the new episodes of Lost.  That, in turn, meant that most of the weekend was spent wishing I hadn’t stayed up until such an ungodly hour, and concentration just wasn’t in the cards.

However, I did get some stuff done, which is good.  Even the tiniest bit of progress counts as momentum, which is crucial for me.  If the pendulum stops swinging, it will be very hard for me to get it moving again.

So the other day, as I was going over the blog (which really is as much a tool for me as it is a way for me to share my thoughts with others), I realized I had overlooked a very basic thing when coding the whole “automatically return the frog to the fuschia” bit…

As the code stood, if the player managed to carry the frog to another room before searching it, the frog would get magically returned to the fuschia.  This was fairly simple to resolve, in the end – I just coded it so that the game moves (and reports) the frog back to fuschia before leaving the room.  I also decided to add in a different way of getting the key out of the frog – in essence, rewarding different approaches to the same problem with success.

Which brings me to the main thrust of today’s post.  I have such exacting standards for the games I play.  I love thorough implementation.  My favorite games are those that build me a cool gameworld and let me tinker and explore, poking at the shadows and pulling on the edges to see how well it holds up.  A sign of a good game is one that I will reopen not to actually play through again, but to just wander around the world, taking in my surroundings.  I’ve long lamented the fact that relatively few games make this a rewarding experience – even in the best games, even slight digging tends to turn up empty, unimplemented spots.

What I am coming to appreciate is just how much work is involved in the kind of implementation I look for.  Every time I pass through a room’s description, or add in scenery objects, I realize just how easy it is to find things to drill down into.  Where there’s a hanging plant, there’s a pot, dirt, leaves, stems, wires to hang from, hooks to hang on, etc.  Obviously, unless I had all the time in the world, I couldn’t implement each of these separately, so I take what I believe to be the accepted approach and have all of the refer to the same thing.  Which, in my opinion, is fine.  I don’t mind if a game has the same responses for the stems as it does for the plant as a whole, as long as it has some sort of relevant response.  Even so, this takes a lot of work.  It might be the obsessive part of me, but I can’t help but think “What else would a person think of when looking at a hanging plant?”

Or, as I’ve come to think of it:  WWBTD?

What Would Beta Testers Do?

I’ve taken to looking at a “fully” implemented room and wondering what a player might reasonably (and in some cases unreasonably) be expected to do.  This is a bit of a challenging process for me – I already know how my mind works, so trying to step outside of my viewpoint and see it from a blind eye is hard.   I should stop for a second to note that I fully intend to have my game beta tested once it reaches that point, but the fewer obvious things there are for testers to trip over, the more time and energy they’ll have for really digging in and trying to expose the weaknesses I can’t think of.

I’ve found one resource that is both entertaining and highly informative to me:  ClubFloyd transcripts.  ClubFloyd, for the uninitiated (a group among which I count myself, of course) is a sort of cooperative gaming experience — if anyone who knows better reads this and cares to correct what may well be a horrible description, by all means!– where people get together on the IFMud and play through an IF title.  The transcripts are both amusing and revealing.  I recently read the Lost Pig transcript and it was quite interesting.  The things people will attempt to do are both astonishing and eye-opening.  In the case of Lost Pig (which, fortunately, I had already played before reading the transcript), what was even more amazing was the depth of the game itself.  I mean, people were doing some crazy ass stuff – eating the pole, lighting pants on fire, and so on.  And it *worked*.  Not only did it work, it was reversible.  You obviously need the pole, so there’s a way to get it back if, in a fit of orc-like passion, you decide to shove it in down Grunk’s throat.

Anyway, my point is, the transcripts gave me a unique perspective on the things people will try, whether in an effort to actually play the game, to amuse themselves, or to amuse others.  Definitely good stuff to keep in mind when trying to decide, say, the different ways people will try to interact with my little porcelain frog.

Other Stuff I Accomplished

So I coded in an alternate way to deal with the frog that didn’t conflict with the “standard” approach.  I also implemented a few more scenery objects.  Over the course of the next few days, I’m going to try to at least finish the descriptions of the remaining rooms so that I can wander around a bit and start really getting to the meat of it all.  I also want to work on revising the intro text a bit.  In an effort to avoid the infodumps that I so passionately hate, I think I went a little too far and came away with something a bit too terse and uninformative.  But that’s the really fun part of all of this – writing and re-writing, polishing the prose and making it all come together.

Whattaya know.  Midnight again.  I think I’m picking up on a trend here.


Day Nothing – *shakes fist at real life*

Adventures in Interactive FIction - 8 April 2008 - 12:13pm

Grrr… I’ve been so bogged down in work and client emergencies that progress on the game is at a temporary (no, really!  Only temporary) standstill.  I’ve managed to flesh out a few more room and scenery descriptions, but have not accomplished anything noteworthy in a few days.  Hopefully after this week most of the fires on the work front will be extinguished, and I’ll have time to dive into the game this weekend.

(She says to no one, since there’s been one hit on this blog since… it started.)



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