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It takes a village! - by Seth Sivak

Gamasutra.com Blogs - 16 July 2014 - 11:52pm
Discussion about our experience co-working with Harmonix and why it is important to talk/meet/share with other developers.
Categories: Game Theory & Design

YogsCast Kickstarter game “Yogventures!” cancelled - A legal perspective - by Zachary Strebeck

Gamasutra.com Blogs - 16 July 2014 - 10:46pm
California game lawyer Zachary Strebeck examines the cancellation of Kickstarter-funded game Yogventures! from a legal perspective.
Categories: Game Theory & Design

Deeson Online: Deeson Online create Drupal 8 personas

Planet Drupal - 16 July 2014 - 9:30pm
Deeson Online create Drupal 8 personasBy Lizzie Hodgson | 17th July 2014

The momentum behind Drupal 8 is growing, and Deeson Online have been playing their part...

We in the Drupal community probably know something about Drupal 8 – even if it's just that we're aware it's coming!

But how do you clearly and simply highlight the benefits of Drupal 8 to a non-developer audience, or those beyond our community?

How can you then potentially create a non-dev community of Drupal 8 advocates and share good practice?

Introducing Drupal 8 personas What is a persona?

A persona is a ‘person' that represents a specific group of users.

Organisations and companies can use intel from personas to create, for example, 
a piece or pieces of content that will:

  • Highlight expectations and use of your site for your 
end user
  • Help drive the benefits in 
a way that will be immediately understood 
by the audience

Deeson Online have been working of a series of personas to help clearly articulate the benefits of Drupal 8.


How did we create Drupal 8 personas?

Using interviews with a range of Drupal and non-Drupal users, we got to grips with all the pain points for a range of potential Drupal 8 users. Using Dries Buytaert’s personas from his DrupalCon Prague Keynote speech as a starting point, we then focused on:

We then carried out a series of interviews via Skype and Google Hangouts asking people from across the globe from each of these user groups over 30 questions.

These questions ranged from "How many people work in the company?" to "From the time you wake up to the time you go to bed, what does a day in your working life look like?"

What did we do with the answers?

We then analysed all the responses, reducing them down to one 'persona' per user group, ensuring that we captured the persona needs and pain, then matching them against how Drupal 8 will help.

The result

A range of easy to consume dowloadable infographic persona fact sheets, that established and potential users can read and share.

The results so far have been really positive. The infographic personas are proving especially useful for those within our community to have something to refer to when talking not just about the power and benefits Drupal 8, but Drupal itself.

So learn more about Drupal 8, download the persona infographics and share the Drupal love!  
Categories: Drupal

PreviousNext: Drupal continuous integration with Docker

Planet Drupal - 16 July 2014 - 6:03pm

Continuous integration platforms are a vital component of any development shop. We rely on it heavily to keep projects at the quality they deserve. Being early adopters of Docker (0.7.6) for our QA and Staging platform we thought it was time to take our CI environment to the next level!

Categories: Drupal

Instagram Realtime

New Drupal Modules - 16 July 2014 - 5:09pm

This module allows you to integrate real-time Instagram content with your Drupal site. This module was developed for the Alaska Salmon Project by ThinkShout.

To use this tool, you must create an Instagram "Client" through Instagram's Developer UI. After installing and enabling the module, you can then add your credentials Instagram Client credentials to the site at admin/config/services/instagram.

Categories: Drupal

Metal Toad: The Best Way to Learn Programming for Beginners

Planet Drupal - 16 July 2014 - 3:32pm

What is the best way to learn programming for beginners? I've spent a lot of time over the past 12 months thinking about this question, and as our firm has grown steadily from 19 to 39 people, I've reflected on what makes the difference between the people who walk in the door and knock things out of the park and those who struggle. Since my blog post on How to Become a Web Developer I have a number of people who regularly ask me this very question, I'd like to share my thoughts and observations.

Categories: Drupal

Drupal core announcements: Core contact module roadmap

Planet Drupal - 16 July 2014 - 3:27pm
Background

Now that we have a new release cycle, we have the possibility of new features in minor releases, i.e. although we are in feature freeze for 8.0, that doesn't mean we can't add new features until 9.0. Provided they are backwards-compatible, we can add new features in 8.1 and 8.2.
After recently taking over maintainer-ship of the core contact module, @tim-e and I, in consultation with @andypost and @berdir have formulated a draft roadmap for the features we'd like to see in contact module in the future.
We're publishing it here for wider community-input.

High-level goal

To provide the 80% use-case of webform. i.e. allowing creation and submission of feedback forms from site-users; and providing editing, listing and administration of submitted form values.
Webform contains lots of features, we're only after expanding contact module slightly to add storage and administration and in the process meet the basic use-case of webform in core.
Note that some of these items are features and can be developed in contrib during 8.0 if required with the view to include in point releases eg 8.1, 8.2.

  1. Open issues
    1. Move subject/message fields to use widgets https://www.drupal.org/node/1856562
    2. Make contact message behave like normal entity https://www.drupal.org/node/2289063
    3. Rename contact category to form https://www.drupal.org/node/2285083
    4. Provide redirect option https://www.drupal.org/node/306662
  2. Key features/issues on roadmap
    1. Add (pluggable) storage of messages https://www.drupal.org/node/1856560 - we already have a test implementation of this (in a test module) in core, so it is already technically possible.
    2. Add views integration https://www.drupal.org/node/1856560
    3. Add admin listing of submissions w/ bulk actions to delete https://www.drupal.org/node/1856560
    4. Add ability to edit submissions
    5. Support for file-fields attached to emails - requires formatter for file-field.
    6. Ability to edit format of messages bodies including tokens
    7. Move email logic out of form submit handler to allow submission of messages via REST api that also send email
    8. Move email logic into own service and add events for other modules to interact
      1. Make email sending optional at category (form) level
    9. Path integration to allow simple alias management of contact categories
    10. Per contact-category permissions to allow granular access
    11. Provide a menu-link per category in a custom menu - auto builds menu of contact category links leveraging the menu link API to solve the category selector regression.
    12. Provide a configurable and themable block of selected contact forms. Probably needs views to query contact categories. https://www.drupal.org/node/1997692 and https://www.drupal.org/node/599770
Approach
Categories: Drupal

Activision CEO Bobby Kotick almost got fired over stock deal

Social/Online Games - Gamasutra - 16 July 2014 - 2:22pm

Court documents reveal that management at Vivendi were on the verge of ousting Kotick over a deal -- that's now the focus of a lawsuit -- that allowed his group to grab up Activision stock. ...

Categories: Game Theory & Design

Get a job: Nexon America seeks a Localization Producer

Social/Online Games - Gamasutra - 16 July 2014 - 1:56pm

The free-to-play game company is looking to hire an experienced localization producer to oversee its Western game localization operations in its El Segundo, CA offices. ...

Categories: Game Theory & Design

Drupal.org frontpage posts for the Drupal planet: Drupal 7.29 and 6.32 released

Planet Drupal - 16 July 2014 - 1:37pm

Drupal 7.29 and Drupal 6.32, maintenance releases which contain fixes for security vulnerabilities, are now available for download. See the Drupal 7.29 and Drupal 6.32 release notes for further information.

Download Drupal 7.29
Download Drupal 6.32

Upgrading your existing Drupal 7 and 6 sites is strongly recommended. There are no new features or non-security-related bug fixes in these releases. For more information about the Drupal 7.x release series, consult the Drupal 7.0 release announcement. More information on the Drupal 6.x release series can be found in the Drupal 6.0 release announcement.

Security information

We have a security announcement mailing list and a history of all security advisories, as well as an RSS feed with the most recent security advisories. We strongly advise Drupal administrators to sign up for the list.

Drupal 7 and 6 include the built-in Update Status module (renamed to Update Manager in Drupal 7), which informs you about important updates to your modules and themes.

Bug reports

Both Drupal 7.x and 6.x are being maintained, so given enough bug fixes (not just bug reports) more maintenance releases will be made available, according to our monthly release cycle.

Changelog

Drupal 7.29 is a security release only. For more details, see the 7.29 release notes. A complete list of all bug fixes in the stable 7.x branch can be found in the git commit log.

Drupal 6.32 is a security release only. For more details, see the 6.32 release notes. A complete list of all bug fixes in the stable 6.x branch can be found in the git commit log.

Security vulnerabilities

Drupal 7.29 and 6.32 were released in response to the discovery of security vulnerabilities. Details can be found in the official security advisory:

To fix the security problem, please upgrade to either Drupal 7.29 or Drupal 6.32.

Known issues

None.

Front page news: Planet DrupalDrupal version: Drupal 6.xDrupal 7.x
Categories: Drupal

Acquia: I Dream it and I Drupal it – My Acquia Story

Planet Drupal - 16 July 2014 - 1:24pm

I have always been delighted at the prospect of a new beginning which weaves more threads on to it like spider as it goes on. Acquia internship came as this new beginning to me that I always thought of and dreamt of. I admired startups with challenging ideas and read more and more about the entrepreneurs, about their success stories and the way they reached to where they are now and still envisioning in future. I loved to read and analyze what challenges these young entrepreneurs faced and how they overcome it.

Categories: Drupal

Don't Miss: Unorthodox tips on improving your programming skills

Social/Online Games - Gamasutra - 16 July 2014 - 1:15pm

There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error." ...

Categories: Game Theory & Design

CivicActions: CivicActions is Hiring!

Planet Drupal - 16 July 2014 - 12:06pm

10 years ago we set out to create a company like no other.

Our vision was that team members could work from anywhere, collaborate with brilliant people, build cutting edge technology for the greatest civic institutions on the planet, and have a strong sense of purpose. We have exceeded all our expectations and our success is enabling us to scale even more!

We truly believe that the way we do business is as important as the product we create. We're looking to add new team members who also value quality, diversity, flexibility, healthy work/life balance, humor and supporting one another. Working for CivicActions is more than just a job - it's working with a team of people who are committed to transforming the world. 

We believe that the best team is made from those that love what they do. 

If this sounds like a dream work environment, we encourage you to reach out and share your vision with us, and explore how we can make it a reality together.

Currently we are looking candidates to fill the following roles:

Senior Engineer / Tech Lead / Drupal Architect

Drupal Site Builder / Developer / Themer 

If you're full of positive energy, desire a strong sense of community, looking for meaning and significance in your work, and crave opportunities to do what you do best, we'd love to talk!

Topics
Categories: Drupal

Mediacurrent: Upcoming Webinar: Improve the ROI of Your Drupal Site

Planet Drupal - 16 July 2014 - 11:01am

Companies are seeing lower success rates on social media and diminishing conversion rates on the web - a trend that has put us all, especially content marketers, in the position to prove the ROI or face severe fiscal cuts. Unfortunately, reporting metrics like “increased impressions” and “better brand awareness” won’t be enough because companies are looking for hard before/after numbers.

Categories: Drupal

Freelock : Performance problem: N! database calls

Planet Drupal - 16 July 2014 - 9:34am

Kicking off some posts about various performance challenges we've fixed.

N Factorial

During a code review for a site we were taking over, I found this little gem:

<?php

function charity_view_views_pre_render($view) {
  // this code takes the rows returned from a view query after the query has been run, and formats it for display...
  // snip to the code of interest:
  usort($view->result, 'charity_view_sort_popular');
}

PerformanceTechnicalDrupalDrupal Planet
Categories: Drupal

Creating a Collective pitch? Here are some tips. - by Phil Elliott

Gamasutra.com Blogs - 16 July 2014 - 9:28am
We get a lot of questions from devs asking how they can optimise their pitch for Collective (http://www.collective.square-enix.com) - here are some tips based on the data we've gathered so far.
Categories: Game Theory & Design

Drupal Association News: How Your Membership Gives Back to the Community

Planet Drupal - 16 July 2014 - 8:05am

When people ask me, “What’s Drupal?” I find it a complex answer. Of course, in a technical sense, Drupal is a CMS— but to me, and to many others, it’s far more than that. It’s a community full of amazing people with inspiring leaders and huge hearts.

At DrupalCon Austin, I was able to share several stories about community members who really pushed the project further, all with the help of community cultivation grants selected and financed by the men and women who love Drupal. I want to thank Gabor, Sheng, and Tatiana for letting me share their stories and I'd like to share these stories with all of you.

Drupal Dev Days: A Week of Sprints in Szeged

Earlier this year, Gábor Hojtsy organized a dev days event that was a huge success. From March 24 to March 30 this year, three hundred people gathered in Szeged to sprint together on Drupal 8 core, Drupal 8 Search and Entity Field API, Documentation, Migration, MongoDB, REST and authentication, Rules for Drupal 8 and, of course, Drupal.org.

There was so much happening, they almost brought D.O to a halt— but fortunately, everything came out OK, and we had huge improvements to Drupal.org as a result.

There were big benefits to Drupal 8 at Szeged, too. Some of the things that our great sprinters accomplished were:

  •  115 core commits with 706 files changed, 10967 insertions(+), 6849 deletions(-)
  •  19 beta blocker and beta target issues fixed

It was the community that made Dev Days Szeged so great. By turning out and sprinting, they made big improvements to the project, while a community development grant funded part of the Internet fees. It's an important element of any sprint, but the real significance is that Drupal Association members who could not attend the sprints or are not in a role to contribute code were still able to help achieve this success by funding it through their membership.

DrupalCamp Shanghai

Sheng is the community leader of the Shanghai community, and as an ex-New Yorker, he knew firsthand how important Drupal meetups and camps are for networking and learning. After he moved to Shanghai, he decided that he wanted to share the valuable experience of face-to-face time with his new local community, which had skilled developers who were mostly disconnected from each other and the wider global community.

After building momentum through holding a number of meet ups, Sheng applied for grants in 2013 and 2014 to put on a Shanghai Drupal camp. With the funds, he flew in a Drupal Rock Star to come keynote each of the camps — Forest Mars and John Albin — and the camp doubled in size and there are now hundreds of people who come out to these camps.

While the investment of flying John Albin out to Shanghai from Taiwan was relatively small, the impact and ROI was huge both for the camps and for the greater Drupal community: camp attendees learned to contribute back to the larger global community, almost like a small R&D investment. It wouldn’t have been possible without a community grant.

DrupalCamp Donetsk

Tatiana of the Drupal Association worked with her colleagues in Donetsk to put together a DrupalCamp in Donetsk, in spite of the revolution. A lot of people came together and connected both to each other and to the global community, and used a grant to pay for the food and coffee— and for us at the Association, that grant stands as a sign of positive support from the greater Drupal community in spite of the strife that was going on in Donetsk.

In the end, lots of thanks needs to go around. First, I’d like to thank Gabor, Sheng and Tatiana and all community leaders for turning your vision into reality and for the time and passion you pour into Drupal. We are appreciate all that you do to unite and grow Drupal.

Secondly, none of this would be possible without the three community leaders who manage the volunteer program: Mike Anello, Amy Scarvada, and Thomas Turnbull. Your passion for growing the community is doing great things.

Finally, I want to issue a big thank you to our Drupal Association Members for making these stories a reality. If you want to be come a member and help more of these programs around the world come to life, please sign up today at https://assoc.drupal.org/membership.

Categories: Drupal

Overcoming Impostor's Syndrome - by Tanya X Short

Gamasutra.com Blogs - 16 July 2014 - 7:37am
Most developers encounter feelings of fraudulence eventually. Why does it matter and how do we fix it?
Categories: Game Theory & Design

Acquia: Drupal for Digital Commerce – Bojan Živanović

Planet Drupal - 16 July 2014 - 5:49am

Bojan and I chatted at Drupal Dev Days 2014 about one of the newest and most important weapons available in Drupal's eCommerce arsenal: recurring billing for digital commerce in Drupal Commerce.

Categories: Drupal

The Unspeakable Oath 24 - ARC6007

New RPG Product Reviews - 16 July 2014 - 4:42am
Publisher: Arc Dream Publishing
Rating: 5
Originally published at: http://diehardgamefan.com/2014/07/16/tabletop-review-the-unspeakable-oath-issue-24-call-of-cthulhu-delta-green/

Man, I can’t believe it’s been nearly a year since issue #23 of The Unspeakable Oath. I love this magazine but I do wish it would come out more regularly. This is only the fifth issue to come out since July 2011, but what gaming magazine DOES come out on a regular basis these days? Pathways and White Dwarf. It’s just the way the industry is these days. Still, ANY time a new issue of The Unspeakable Oath comes out, it is a time for Cthulhu oriented gamers to celebrate as they get a ton of new articles, adventures, story seeds and other fun content for less than ten dollars. Issue #24 gives us fourteen new articles (all for Call of Cthulhu Delta Green to peruse. If you haven’t picked it up yet (AND WHY NOT?), let’s take a look at what awaits you inside…

First up? “The Dread Page of Azathoth,” which always contains some fun wisdom. In this case, it’s about how hard running an adventure or even a full campaign in the Dreamlands can be, especially since it is so different from the usual Mythos bits that are out there. It’s only a page long, but well worth reading.

The next two articles are “Tales of Terror,” which are story seeds with three possible explanations for each. Black Eyed Children is pretty self-explanatory. Children can be pretty creepy to begin with and when a host of them demand entrance into your home for whatever reason, well that just ups the weird factor. Out of the three possibilities presented, the third is by far the best. The first is the usual “blame Nyarlathotep” well everyone seems to run to on occasion. The second is fairly good but also requires the most work from the Keeper to make work. The other “Tales of Terror” is The Hidden Passage and you can pretty much guess what this is about from the title. All three possibilities here are pretty awesome and you can easily make a full-fledged adventure out of each one. In fact, they are so different from each other, you might as well make all three.

After this comes “The Eye of Light and Darkness,” which is always the weakest section in the magazine. These are various reviews of Mythos oriented products. Usually I find this to be the worst part of the magazine because they are reviewing things that have been out for years instead of letting the readers discover new pieces, and because the lowest rating anything ever seems to get is a 7/10, which basically makes these more product placement than actual reviews. Well, they’re getting better. We start off with a review of True Detective which takes up a full page and is extremely timely, especially for TUO. Then it’s followed up with Masks of Nyarlathotep, which has been around since the mid 1990s and the most recent update/errata’d version came out in 1984. So tit for tat. I’d have preferred to see a newer release for Call of Cthulhu here, especially Tales of the Crescent City, Secrets of Tibet or some Achtung! Cthulhu bits. Still, that is made up for by reviews of No Security, which is a series I’ve been raving about for years now. It was also great to see some lesser known non-rpg stuff get reviewed. There are books like Southern Gods and Where’s My Shoggoth? and even a review of the Welcome to Nightvale Podcast/radio drama. Honestly, this is the best “The Eye of Light and Darkness” piece I’ve seen in an issue of TUO in terms of selections. There still isn’t a piece with a score under 7/10 though. Remember, it’s okay to give negative reviews. I do it all the time.

“The Mardler House” is this issue’s big adventure and I’m still not sure how I feel about this. I love the idea of the adventure as it is pretty unique and is designed in such a way that it works best as a slow burn throughout a campaign. You put bits of this adventure into other adventures or the between time Investigators have. Then you unleash the core of the piece allowing players to pick up the pieces and realize they’ve been in this adventure all along and just didn’t know it. The problem is finding a Keeper that can run “The Mardler House” the way the writer intended, or barring that, one that can run this without turning it into a complete disaster. I mean, I’ve been playing Call of Cthulhu for over twenty years now (Oh man, I’m old). I don’t think you can just throw Investigators into this adventure like a lot of published pieces. It works best when characters have history or even live/work out of the house. A lot of the creepiness and revelations about the piece will be lost if you just take the adventure in one large chunk. Unfortunately, this means you need a Keeper that can break “The Mardler House” up into smaller pieces, keep things subtle and keep track of what parts they have thrown at players and what parts they haven’t. So you have to be pretty organized to really make this adventure come to life. I love the characters, plot, background and flow of the whole piece, but I think more Keepers that not will become frustrated trying to run this as it requires a lot more work than most pre-packaged adventures. In the hands of a good and experienced Keeper, “The Mardler House” will be a very memorable experience. Without one, it’s better off read than played.

So I should probably tell you what “The Mardler House” is about. Well, it’s a haunted house, but not really. The ghosts aren’t the usual incorporeal boogeyman you think of when we mention ghosts, especially in Call of Cthulhu. These ghosts are more warped echoes of the past. Shadows of the people but not entirely accurate ones. Of course, the longer players stay in the house, the more they will discover why this is and that inside “The Mardler House” truth and reality are very different things than when you are outside it. Again, this is such a great concept. I’d pick up this issue of The Unspeakable Oath just to read the adventure, but I would think twice about running it unless you (and your friends) are confident in your GM-fu skills.

Now we have three “Shotgun Scenarios” for Delta Green. A Shotgun Scenario are short little adventures that can be played in a single session or expanded into a more detailed adventure if the Keeper so wishes. It’s also worth noting that these are for the OLD version of Delta Green and not the new one currently in playtesting. These adventures could easily be converted for those of you with the alpha version of the game.

First up is, “Agent Purple’s Green Box Blues,” which is a fairly complicated affair where agents from A-Cell have to help the last survivor of P-Cell, Agent Purple. Agent Purple need the Investigators help in taking down a gang known as the White Snakes, which appears to be a front for a much larger, more insidious group. Of course, the reality of the adventure is VERY different, and the players will be thrown a very realistic but entirely unexpected curveball. “Holding Cell” is for a single character and it has them descending into an underground room containing five very different items. There they await orders which can lead to one of three different endings (Keeper’s Choice), all of which are pretty dark yet entertaining. Finally we have “Secret Shopper” where a small mom and pop bookseller goes nuts and decides to enact revenge on a large chain bookstore, via Cthlhuoid means of course. All three of these are fantastic and even if you don’t play Delta Green, these can fit into a regular modern era Call of Cthulhu campaign with only a little work. Trust me, it’ll be worth it.

“The Cult of A” is the feature article for this issue and it’s bound to be a controversial one. It’s about eating disorders, specifically anorexia, and a Mythos cult that exists around it. While some people will no doubt be offended by the article turning a mental illness like this into CoC fodder, I don’t have a problem with it. After all, every other mental illness from hoarding to agoraphobia makes it into the game, so why not an eating disorder? Besides, it’s not saying that every sufferer from this disease gets turned into a mythos style cultist but rather that the Cult of A preys on these people the same way the Needle Men prey on doctors.

“The Cult of A” is exceptionally detailed and I think it might be the most comprehensive article to ever appear in an issue of The Unspeakable Oath. It takes up a whopping twelve pages and discusses the nature of the cult, how its members tend to only affect themselves as compared to other Mythos cults whose actions affect everyone, and how the cult has made exceptionally work of the Internet, especially forums. You get to see how someone joins the cult and what eventually happens to them, along with various manifestations of A. There are even a few new spells and tomes to add to your game. I can’t express how well done “The Cult of A” is and how much I think you should read it for a very outside the box and original take on a Mythos cult. That said, I do realize that eating disorders are more of a trigger for some people than say, mi-go or nightmares caused by psychic emanations from things beyond our imaginations, but the piece is not done with any disrespect or mockery to those that suffer from anorexia. If you think you’ll be offended or squicked out by this article, don’t read it. I don’t read every article in Bloomberg Buisnessweek or Organic Gardening. The rest of TUO #24 is excellent enough that you can still enjoy it even if anorexia is a sore spot for you.

Our next article is “The Chosen of Eihort,” which introduces a new creepy antagonist for characters to encounter. It’s pretty gross, but befitting Eihort as we know it. After this we have a third “Tale of Terror,” but I’m not sure why this is off on its own instead of with the other two. This one, entitled Smuggling is meant for Delta Green and it is about a cargo box filled with human remains. Why? That’s up to you. Pick one of the three possibilities as always. I personally found #1 to be the best. Sometimes the mundane choice is the best choice.

This issue’s “Directives From A-Cell” for Delta Green is about smaller conspiracies and more mundane investigators. Going off of the popularity of True Detective, the piece talks about how sometimes federal agencies and Delta Green itself don’t need to be involved in an adventure, especially with smaller cases like a single strange death or a weird house. Usually these will be handed by run of the mill local cops and these protagonists will do their best to make the evidence around them fit a more plausible real world scenario rather than something like ghouls or shan being the cause of local disturbances. This is not that they refuse to believe these things exists, but rather that they have no encountered them, so they are extremely unlikely to make huge jumps in logic like that. The article then discusses what a campaign of nothing but local cops would look and feel like and how very different it would be from the standard Delta Green campaign. It’s a well written article but I have to admit, almost every adventure or campaign of Call of Cthulhu I’ve ever played in or ran has started with characters who were unaware of Mythos creatures, so I’m surprised that this is almost an alien/foreign concept to the author.

Our penultimate article in this issue of The Unspeakable Oath is a “Mysterious Manuscript” piece. This is all about a macabre bible whose author has hidden bits of the Necronomicon within it in the form of codes, ciphers and artwork. It’s an interesting idea and I love the background for the book. However I’m not sure how many people will actually find a use for the Simeon Bible and/or bother to craft an adventure around it.

The final article is the usual “Message in a Bottle” one page piece of fiction. I normally don’t care for these, and this issue was no exception. It’s written in the form of emails, text and a RSS feed about two parents and their kid. It’s neither well written nor interesting. A poor way to end the magazine, but this is par for the course with TUO.

Overall, the latest issue of The Unspeakable Oath is a very good one. There’s only one article I really didn’t care for and it’s the same bad fiction that is in every issue. Otherwise the magazine is jam-packed with excellent story seeds, adventures and ideas that will make your Call of Cthulhu or Delta Green campaign all the weirder. The content is top notch and the price tag is low enough to consider this a definite steal and/or bargain. Whether you grab the digital or dead tree edition of The Unspeakable Oath, you won’t be disappointed. Cthulhu fans, pick this up ASAP.
Categories: Game Theory & Design
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