Magna Carta 800th Anniversary, Comic Culture Pokemon TCG Tournaments and Nintendo relases more Smash Fighters.

Posted by: Jason Silverain / Category: , , , ,



Well I was visiting a friend and took a trip into Lincoln and walked right into the Magna Carta 800th Anniversary events which began that weekend and I have to say in spite of the rain the bands and paraders that were running all day performed amazingly even when most of the market stall owners gave up and left early.

Apart from the amazing fireworks on the Saturday evening I think my favourite little event is the Lincoln Barons Trail in which 25 statues representing the barons that were present at the signing of the Magna Carta in 1215. Each statue has been painted to represent different aspects of life in Lincoln past and present and vary widely in design.

Some of the Barons that are scatter across Lincoln [Source: Lincoln Council Website]

If people are interested a nice walk through central Lincoln, the Lincolnite has posted a guide to the Baron locations though I have been hearing rumours that someone may of vandalised one of the Barons near Lincoln Castle already which is greatly disappointing if true.

Also while I'm on the subject of Lincoln, while the Battle Bunker was forced to close its doors a few months back Comic Culture has taken over the location since and while known for hosting roleplay games and Magic: The Gathering and Yugioh card tournaments has now on request of its customers begun friendly Pokemon Trading Card Game tournaments on Sundays beginning at 12pm.
While there is no prize and no entry cost the owner has managed to obtain a large amount of promotional event cards with everyone taking part gets one free and all ages are welcome.

 Finally just before bed last night I saw the Nintendo announcement regarding its Smash DLC


The next post this month will be my How To Host A Dungeon Kobold Civilisation but for those of you that can't wait it is available over at the Wiki


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June Already!?

Posted by: Jason Silverain / Category: , , , , ,




I can hardly believe its already June and it seems that both in the real and digital world we live in interesting times.

These last few weeks have been a flurry of news with the positives been the announcement of a new Mega Man animated series in 2017 and the release of a trailer for Fallout 4 (See Below)



On the flip side more invasive internet monitoring and censorship laws are been passed or suggested under false pretences of terrorism prevention in America or protecting children in the UK meanwhile the detestable entity known as ISIS continues to destroy relics of the Middle East in a brutal if futile attempt to eradicate 2000 years of history.  

Overall I've been left in a sense of melancholy by the last month, this hasn't been helped by the mental block that is drain all my creativity which is been caused the medication I've been taking to minimise the symptoms of an ear infection I've developed after been caught in a pair of thunderstorms in the last week.

Returning to the blog I'll be finishing my posts on How To Host a Dungeon this month though I may return to it with more custom content in the future, I will also be updating the index page for easy browsing of previous posts.


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How To Host A Dungeon: Expanded River Rules and Muck Dweller Civilisation Created by Dyson Logos

Posted by: Jason Silverain / Category: , , ,





The following ruleset was taken from the How To Host A Dungeon Wiki and was originally created by Dyson Logos over at Dyson's Dodecahedron. I heartily recommend  giving his blog a read as it is rather impressive and he draws some wonderful maps.

How To Host a Dungeon 


Muck Dwellers are one of many underground humanoid civilizations that are based around underground waterways, lakes and oceans such as the chaotic Kuo-Toa. They possess cruel and alien culture and art, with little science and practically no interest in hedonistic pursuits.

Setup

Draw constructions of the Muck Dwellers in green. Muck Dwellers prefer round and ovoid shaped rooms and curving passages near underground water.
If you don’t have an underground river or aquifer, roll on the following table for the appropriate water source to be added:
Roll Water Source
1-3 Open Aquifer: Draw a cave 2 beads vertically in size, half this is taken up by water.
4-5 Closed Aquifer: Draw a cave 2 beads in size, filled with water.
6-7 Underground River: Create an underground river as per the Primordial Events table.
8 Underground Lake / Ocean: One one side of the map draw a cavern two thumbs in size that extends off the map filled with water and then continue as per the underground river from the Primordial Events table.

Muck Dweller Black-round-md represent soldiers, nobles and priests, while White-round-md represent food, minor treasures (such as beads and pearls), tadpole muck dwellers and artworks. Muck Dwellers require White-round-md to support their civilization.
Pick a spot adjacent to a water source for the Muck Dweller city. Draw two living quarters for Black-round-md and one tadpole pond for White-round-md – as many as possible should be in direct contact with the water source. Place 2 Black-round-md and 1 White-round-md in these chambers. This is the city of the Muck Dwellers – give it an interesting and hard to pronounce name like “Bloop-dil’ubloong” and write it on the map in pencil. It is now year zero of the Muck Dweller civilization.

The Muck Dweller Year

Any time you move beads from the city to a pool, you must leave at least 1 Black-round-md and 1 White-round-md behind. If you can’t do this, don’t move the beads. If the Muck Dweller city is depopulated without a civilization-ending calamity, the largest pool attached to a water source claims one treasure from the ruins (or 1 White-round-md if the city had no treasures) and becomes the new city.

Spring

In the spring, Muck Dwellers reproduce and care for their tadpoles. If there are at least two more White-round-md than Black-round-md in the city or pool, remove 1 White-round-md and add 1 Black-round-md.

Summer

In the summer, Muck Dwellers harvest the bounty of the water and raise their tadpoles. Add 1 White-round-md to the city or pool if it is attached to a source of water. Muck Dweller cities or pools within one thumb of a source of ore or gems will dig out a mine the size of one thumb to collect 1 White-round-md of ore, or collect 1 White-round-md of gems.

Fall

In the fall, Muck Dwellers travel to spread the word of the fish gods. If the city has 2 Black-round-md and 2 White-round-md or more, Muck Dwellers work to expand the empire.
If the city is on a river, they travel until they are at least one finger length down the river from the nearest city or pool and create a new pool there using 1 Black-round-md and 1 White-round-md from the city (they may travel further if this gets them to a source of ore, as no two cities or pools can start within a finger length of each other).
If the city is not on a river, but there are other sources of water on the map (such as a river, lake or aquifer), then the Muck Dwellers dig a tunnel up to one half-finger length towards the water source.
If the city has the population to expand but is no more room for expansion on the water and no mining to be found within 1 thumb of any existing city or pool, the city becomes stagnant and loses 1White-round-md.
In either case, if an expansion group of Muck Dwellers passes within a thumb of gold, mithral or gems, they will stop and immediately create a dry pool at that location to mine the ore or gems.

Winter

In the winter Muck Dwellers retreat into their cities and build. Tally the population of the entire Muck Dweller civilization and draw in any Muck Dweller Constructions marked at that population level that have not already been built – they can be built at either the city or the pools, at your discretion.
If there are more Black-round-md than White-round-md in a city or pool during the winter, remove one Black-round-md.

End of the Muck Dweller Age

If the Muck Dwellers dig a tunnel to the surface, they panic at the sight of the sun and retreat under the leadership of their priests, abandoning their ‘contaminated’ cities and pools.
If the Muck Dwellers dig a tunnel beyond the bottom of the map, they discover things that were never meant to be uncovered by such lowly slime-covered creatures and are destroyed.
When the Muck Dweller Age ends, remove all Black-round-md Muck Dwellers and White-round-md minor treasures and tadpoles from the map. In each city and pool, place 1 Black-round-md (Tadpoles that grew to maturity without the guidance of their culture and religion).

Muck Dweller Construction

Pop Muck Dweller Construction
3 Breeding Pond. Draw an ornate room slightly larger than one bead that connects to both a room containing a Black-round-md and a White-round-md (either directly or through tunnels).
4 Tomb with 1 Treasure (1 White-round-md that does not count in population checks)
5 Chamber of Secrets. Create a two or three bead room one thumb away from the nearest Muck Dweller construction with no linking tunnel (it’s a secret). It contains essential religious secrets that are valueless to other civilizations.
6 Exploratory tunnel one half-finger long, roll d12 for clockface direction of exploration.
7 Temple of Mother Hydra. Create an ornate temple containing 1 White-round-md (tadpole) and 1 White-round-md that is a religious artefact and doesn’t count in population checks.
8 Dig an exploratory tunnel upwards one finger from the highest point of Muck Dweller constructions.
9 Temple of Father Dagon. Create an ornate temple containing 1 Black-round-md (priest) and 1 White-round-md that is a religious artefact and doesn’t count in population checks.
10 Dig a deep shaft well down to the bottom of the page.

Revised River table (using d12 instead of D10)


Roll – Underground River
 1-3 : The river moves 1 finger horizontally across the page.
4-5 : The river changes angle sloping upwards while continuing across the page.
6-7 : The river changes angle sloping downwards while continuing across the page.
8-10 : The river moves 1 finger horizontally across the page, with a natural cave 1 bead in diameter in the middle of it. If the river is within 1 thumb of the surface, draw a sinkhole connecting this cave to the surface.
11 : Waterfall, dropping 1 half finger straight down.
12 : Underground lake d6+1 beads wide, river continues from other side.
This doesn’t drastically change the table or it’s results, but adds the underground lake.
More of a change comes in the Revised Natural Cavern table using a d8 instead of a d6:

Roll – Natural Cavern
1 : Draw a tunnel 1 finger long that passes through the cave
2 : Plague: Roll a d4. Write “plague” and the number rolled in the cave. Any group that encounters this cave will lose this number of (B)
3 : Gemstones: Draw a cave 1 bead in size. Roll a d4 and place that many (W) in the cave
4 : This is an empty cave
5 : Primordial Beasts: Place 1(B) in the cave. This represents primordial beasts that fight just like a wandering monster.
6 : Open Aquifer: Draw a cave 2 beads vertically in size, half this is taken up by water.
7 : Closed Aquifer: Draw a cave 2 beads in size, filled with water.
8 : Fate: Write “fate” in the cave. If any civilization tunnels into this cavern, the civilization will come to a natural end. If this occurs, the Fate cavern becomes a normal empty cavern.

For further variants on this and the existing civilisations please go check out  Dyson Logos post here or the How To Host A Dungeon Wiki.

Curious about How To Host A Dungeon? here is a link to last month's post.
Need more Civilisations? Here is my very own Kobold Rules.
The Great Spider Civilisation


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Birthday Bash

Posted by: Jason Silverain / Category: ,



Its been a pretty busy few weeks preparing for the weekend of this month with three birthdays with one more party to go and to be honest I'm getting rather sick of cake.

However for my housemate it seems that this month will be getting even more hectic now he has become an uncle this weekend so I wish him congratulations and to enjoy tormenting his brother in the years to come by giving his nephew the loudest beeping, rattling, speaking toys he can buy.

While some of my group are off to the London MCM Comic Con  (which I hope to attend next year) the rest of us will be taking part in a grand experiment combining Diplomacy, Rogue Trader and Only War the results of which which I hope to post next month.  


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Steam and the future of priced mods.

Posted by: Jason Silverain / Category: , ,



Just a heads up folks this is going to be a long post.

In the last week it has almost been impossible to avoid the debate around Valve and Bethesda's experimental attempt to create a paid module community in Skyrim though the progression of events surrounding this have come so fast that many would not expect it to have ended so soon.

For those of you who have been out of the loop on the 23rd of this month steam announced that starting with Skyrim they were intending to allow modders to list and sell their creations:



I personally had concerns from the get go as I've often relied on mods to fix issues in games the developers have ignored or to extend game play in areas it is lacking however I did see the benefit it could bring by rewarding modders for their hard work and perhaps bring life back to other modding communities in the future.

Though it seemed my concerns were warrant as very quickly the Skyrim community turned in on itself with several mod developers announcing they were transferring to paid mods no longer updating their free version with the biggest two been Wet And Cold famous in the community for its amazing weather effects and SkyUI which overhauls the Skyrim interface and a lot of modules use this as a base thus forcing users to pay for it even if they want to use free modules.

As you can imagine this went down badly with many of the community but one of the most well worded replies was posted by a user called zeralesaar

Being a part of the Workshop monetization effort makes you directly complicit in decaying the paradigm of mods that are shared freely by the community to enhance the game experience. By putting your mod behind a pricetag, you affirm the idea that individuals demanding money for a medium that has always been free and based on principles of community and free exchange is acceptable. Whatever your views on the subject, I feel that this is a major first step in corroding the quality of the modding community by first segregating it into paying and non-paying users and, second, sending a message to corporate interests that the "micropayments and DLC" model of gaming should stretch as far as things like minor retextures or mesh alterations for which companies themselves may charge, which would essentially put us back in the territory of Oblivion's Horse Armor DLC again, and likely result in the restriction of modding resources in future iterations of titles like those of The Elder Scrolls.

You, as a mod author, have a responsibility to the community to help shape the future of game modding constructively, and this decision to monetize a previously free work does not seem to do so. I hope that you make the right decision and both pull your mod from the Workshop paylist and encourage Bethesda/Valve and any other involved parties to discontinue this system.

This fear of mods becoming just another wave of DLC and reducing the communities willingness to teach and share seemed to be a common factor in a large number of replies:

I completely agree with you. I feel like its already to the point where 1/3rd of a game is withheld at release for DLC. Hell look at battlefield 4, it had a map pack the DAY it was released. for me, mods have always been about stretching a game to its limits and working with people within the community to break those limits and now, no one is going to want to work together or share assets because people will just try to make money off of it.  

While this maybe seen as a knee jerk reaction and indeed there were more than a few abusive community members who were acting like entitled spoilt children over the matter this was seen very definitely as a threat to the modding community as a whole by the mod developers that Valve and Bethesda claimed to be supporting. In response a section of the community formed the Forever Free a group dedicated to maintaining the spirit of collaboration within the community as show by their statement:

There is nothing wrong with an artist choosing to sell their work – only failing to communicate that fact, when the work of other artists relies upon them. This is not about drawing lines in the sand or putting up walls: only leveling the playing field, and keeping things transparent. Modding will always exist, but the modding community is a fragile ecosystem, and it lives or dies by the spirit of positive collaboration and open communication. Forever Free is simply this: a recognition that the decisions of any of us have an effect on all of us.

By certifying content Forever Free, and prominently displaying the FF badge at the top of their mod’s description, an author stakes his name on an indelible public promise that that content is here to stay, and will never disappear behind a paywall. Fellow modders may feel safe in the knowledge that that work is safe to build on, and players have a guarantee that they will never be asked to pay for future expansions, bug-fixes, or premium content.

This community is not just a collection of people with the same hobby: it’s a brotherhood united by a shared passion and a legacy of achievement. Instead of burning bridges, let’s start building new ones.
Now this was just the effect on the Skyrim and Nexus modding community and you may of noticed I haven't even gotten into the details of the Steam workshop or even the general massive backlash by the online pc gaming community but one of the major sticking points was the revenue produced by these paid mods to Steam and Bethesda.  
  
 Now when a mod creator placed a paid mod onto the Steam workshop they could set the price or choose to have a pay what you want system similar to humble bundle (this option was actually rather supported by the community even in the backlash as a method of donation to deserving modders.)
Regardless of the price set, the size of the mod and if it will remain supported the mod creator would only receive 25% with the remain 75% to be split between Valve and whichever publisher the original intellectual property belong to (in this case Bethesda taking a 45% cut), Valve also only pays out once you've earn £100 so you would have to make £400 in sales before your first pay check and very much weakened Valve and Bethesda's claims of implementing this to support modders.
While supporters claim that 25% is an industry standard many cannot help but feel that this model would be toxic to the community as it supports the method of flooding the market place with quick to make, low quality mods and re-textures in order to make money and seems like an unfair and unjust amount and a 40/60 split would seem fairer and more accepted by the community.

It is incredibly buyer unfriendly in addition as you have only 24 hours from purchase to request a refund, so what happens if the publisher updates his game and the mod breaks?
Well according to Steam Support they request you post a polite message on the workshop page and contact the author so your pretty much out of luck if they've decided they don't want to bother trying to fix it or the game has change so radically that its unfixable.

Even on the first day problems set in with several mods been stolen and put up as paid mods and Chesko’s Fishing mod for Skyrim which was used by Valve as the poster boy for the project was removed on the first day by Chesko.
This came about after Fore who's idle animation was used in Chesko mod stated that he had not given permission and that he didn't want it used for paid content:



Chesko who reply revealed he had been under a non-disclosure agreement during his mods development and given bad legal advice by Valve on the issue:


Chesko in an upstanding show of integrity issued full refunds and removed the mod from the store however this didn't stop some in the gaming community and several gaming blogs from pretty much harassing and accusing him of theft.
Chesko as a last shoutout to the community posted a full account of everything on reddit giving a insight into the whole process and his announcement that he will be leaving the modding community for a time to focus upon it as a hobby. While it is sad to see a talented modder leave the community due to the actions of Valve and juvenile idiots who spammed his contact details with death threats thankfully some of the negativity that had been aimed towards him due to participating was alleviated and was turned back towards Valve and Bethesda.  

Chesko, you've handled things pretty calmly and actually have been really open with that. If anything, I respect you a lot more than any of the other modders who participated for that. If you want to open up your own site, I would be glad to support you there. 
I'm really annoyed with Valve, both for doing what they just did to you and for being so greedy as to take a 30% cut and leaving you with 25%. They basically threw the modders at the incoming fire and said "You deal with it". F**k Valve. I hope this makes everyone realise they are not the great company everyone pretends they are.

The message is: "We noticed great talent but we can't be arsed to offer them a job. We still want to profit off of their work, though. Let's pretend we're doing them a favor." 

Honestly, while the modders may be defendable, there is no way you can even try and defend any companies involved.


Yep. If this works out for Valve and Bethesda, modding will get you noticed but NOT hired. They will profit off of you in a way where you get all the responsibility, catch all the flack, do all the work, but have no contract and make a few pennies and no more. And you lose control over your work and how it's represented. Wanted a nice portfolio? Well if 'EA SlaveMarketPlace' decided to get a shitty format and difficult to browse website, AND keeps you from offering your downloads elsewhere... guess what shows up in Google first, over your personal website with images of your creations.
All across the gaming industry. Why offer people jobs if they do excellent work for free without you even offering them a penny? This could set a really shitty precedent, and being a game dev at some companies you're already expendable and exploitable enough as it is. This shows companies have zero problem making this even worse. 
They knew what they were doing and they didn't care what it would cause. It's simply pure greed. Less work, more money. Less work, more money. Less work, more money. Time and time again.

With a EA level PR disaster on its hands and a petition to remove the paid workshop working its way into the thousands Valve activated damage limitation and has pulled the paid workshop from steam though from their official announcement it sounds like they may try to bring this back again in the future for newer titles rather than existing ones. 
 Likewise Bethesda has tried to reduce ill will and have released their own statement and are actually replying to a number of well written replies.

 Even though Steam has pulled the paid workshop at this time its still very much in the public eye and can be kept track of here.

Also if your curious about a slightly more in-depth view into the problems and how they could be possibly fixed in the future over at Forbes has a pair of good articles on the matter:
Valve's Paid 'Skyrim' Mods Are A Legal, Ethical And Creative Disaster
Is There A Way To Make Valve's Paid 'Skyrim' Mod Store Work For Everyone?


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How To Host A Dungeon: Dungeon Solitare by Tony Dowler

Posted by: Jason Silverain / Category: , ,



A few years ago I came across an unusual game system created by Tony Dowler, initially created as a way of designing dungeons and cave systems for Dungeons and Dragons it later developed strange hybrid of creation toolkit and solitaire game.

The game is played in a series of successive ages:  

The Primordial Age: In this era the land is developed and sets the stage for the future develop of the dungeon, mineral reserves and ancient monsters lurking in the dark are all things that appear here.

The Age Of Civilisation: One or more precursor civilisations now come to the land each with their own unique rules and develop over a number of rounds until they are wiped out by disaster, monsters, war or they cause The Great Disaster that is a decade of cataclysm that last a decade.
In the original ruleset Dwarves, Dark Elves and Demons are the available though several others have been created by the community. 

The Age Of Monsters: Monsters now roam into the ruins of the destroyed civilisations and surface kingdoms take root, monsters are separated into three different classes:
Delving groups which represent intelligent ,well organised creatures such as Druegar and Hobgoblins.
Breeding Groups which are monsters that rely on replacing losses quickly to thrive and survive these represent Kobolds, Orcs and Goblins.
Alpha Predators these are the largest monsters of the dungeon seeking to eat or rule all others, Dragons, Fire Giants and Owlbears all come under this category.    

Each round now representing a year these monsters roam and expand their territories, fighting each other or raiding the Surface Kingdoms, on occasion adventurers and wandering monsters venture into the depths seeking treasure and glory with mixed success.
The Age Of Monsters comes to an end when the surface kingdoms are wiped out or a single monster group obtains enough treasure to begin the Age Of Villainy.

The Age Of Villainy: An Alpha Predator has grown in power or strength to become a menace to the whole region or a powerful creature of individual new to the area attracted by either the wealth of its inhabitants or the devastation they have cause. As these villains seek to consolidate their power adventurers now arrive in droves each year attracted by the growing rumours and tales of those who return. The Age Of Villainy ends only when the Arch Villain is victorious or lays slain.

The basic mechanics are relatively simple consisting mostly of random tables and If statements, in spite of this the slow build up of history of your dungeon can bring it to life and makes reading chronicles of other peoples dungeons quite engaging.    

If you'd like to see an example of play then watch the following video by GreenGoat:


 Part 1

 Part 2


A free version of the game minus its artwork and some extended details is available over at Planet 13 or for direct download here
If your interested in purchasing it then it can be acquired at Planet 13 or at Tony Dowlers blog.

For further posts on How To Dungeon here are links to:
Dsyon Logos Muck Dweller Civilisation 
Silverain Kobold Civilisation
The Great Spider Civilisation


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April update

Posted by: Jason Silverain / Category:



Hey everyone this post will be short this month, I've been pretty busy with a course recently so I've not had much free time to write however I do have a few articles planned so I may be posting a third article this month or next in addition to my normal posts.


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