jueves, 5 de marzo de 2020

Answering Alex Schroeder - How's My Campign? Just Fine!

Alex Schroeder asks a few questions on his blog/site to folks who've been running their campaigns for awhile. With ten years going and three active games within the campaign (plus wargames!), I thought I'd answer him about Etinerra!

How many sessions have you been playing, more or less?
Tabletop: 92 (we play monthly and I took a break for some time)
Online: 24
Play by Post: Running 2009 to 2011, then 2015 to present
Conventions/One Shots: Under 20

How long have you been running this campaign?
Ten years, although I took a break from July 2011 to Jan 2015. There were a few sporadic games at conventions during that time.

Have you had long breaks? If so, how did you pick it up again?
Yes. I spoke to existing players, I picked back up where I left off in both play by post and tabletop.

How many people are at the table when you play?
4 to 8. I average 4 players/session for 2019.

How many characters are in the party when you play?
Same number of characters as players. Average of 3 henchmen/hirelings per party.

How many players have you had in total over that time period, not counting guest appearances?
I would estimate 50, between regular tabletop, online and pbp players.

Have you had guest appearances? How did it go? Did you gain regular players that way?
I would count both guests to my regular games and one-shots. It's gone great, for 99%. The ones that weren't so great, they just didn't have fun, so they didn't come back. I have gained regular players!

What have the character levels been over time?
1st level up to 6th.

What classes did the players pick? Did you add new classes over time?
We use the core classes from Advanced Dungeons & Dragons, 1st Edition, with the exception of assassin. No dwarfs, gnomes or half-orcs in my campaign. I have not added new classes, though I've modified aspects of paladins and now about to do same with monks.

Tell me about some adventures you ran over that time that I might enjoy hearing about?
I've blogged about that quite a bit! 

Have the rule changes over that time? Do you maintain a house-rules document?
I've stuck with 1st edition, although I've changed some things. We're more by-the-book with combat now. For the most part, I've stuck with the same rules, with tweaks here and there. I have a house rules document!

Has the setting changed over time?
Define changed? It's expanded as players have explored and new games started, or I've played wargames within the world. It's the same world/setting/themes, if that's what you mean.

How much in-game distance did the party cover, how big is the area they have visited?
The continent that the players are on is roughly the landmass of Russia. I'd say the players of all 3 games have covered maybe 10% or so of the available landmass.

Have you used proprietary setting books? Like, could you publish your campaign or would you be in trouble if you did?
It's completely homebrew, no inclusion of other settings, though heavily influenced by almost everything! I'd probably be in trouble in that I can't imagine doing a book on my setting or people wanting to read about it and I wouldn't make a dime! It's strange, I guess. I am so proud of my world, and yet I constantly feel like an idiot compared to some of the other awesome cool worlds that I read about. I compare myself to  others and always feel like I come up lacking.

The Dark Untold Story Of PUBG Sanhok Map

SANHOK, unlike other PUBG maps, is 4×4 km wide consisting of the jungles and mountains. But there is a dark story behind this jungle map. Many PUBG players have complained of seeing a ghost or spiritual activities in this horror map. The story behind this map is more terrifying.





    It was the ancient time when kings ruled their kingdoms. The island of Sanhok was ruled by a cruel king. As per their traditions and rituals the first daughter of the villagers, when reached the age of 14, would be sacrificed in the name of GOD. They were killed in a cave such that their blood was allowed to drop in the cave and then their dead bodies were buried in ruins. ( In the game both the cave and ruins are present. Also one can notice the water full of blood inside the cave)


               They kept doing it until one day the king had died suddenly. The reason was unknown. One of the king's man became the next king only to die the same way the earlier king had died.

                     The villagers believed that the ghost of the girls who were sacrificed was the reason behind the death of the kings. It was very terrifying for them.

                      They made dolls of the girls who were sacrificed because they hoped that the ghost would be stuck in the dolls and would not kill them. In the real game, the dolls can be found in many locations. Also, many horror sightings were seen by many players.

     Some images of horror sightings are given below :






       
          

               Having no king to rule, the civilians were divided into two groups. One supporting the ritual and the other one opposing the ritual. The ironic thing is that the supporting group thought that the paranormal activities are because GOD is angry with the opposing group and the opposing group thought that the paranormal activities are because of the supporting group.

      The role of PUBG players on this island is either the ritual supporting or the opposing group. Which group in your opinion is correct? Answer us by leaving a comment below. 
       
    Note : 

         ▪ The name 'Sanhok' has been derived from the combination of the Thai word for 'fun' pronounced as sah-nook and the Filipino word for chicken pronounced as 'mah-nook'.
       ▪ There is no strong proof that this story for Sanhok is true but according to many players and some evidence of horror, activities increases the trueness of this story.


Games Designer And UCLan Alumni, Steven Thornton In MCV Interview.

Lead games designer at 'Sperasoft' Steven Thornton, who worked on Assassin's Creed Odyssey, Rainbow Six Siege and over ten Lego games, explains how QA is still a route to games design and what he looks for in applicants.




























See the interview with Steven at the following link:























Steven has extensive experience in Games Design having worked as Games Director and Lead Level Designer at TTFusion in Wilmslow, prior to moving to his current role as Lead Games Designer at Sperasoft in Russia.

We're very proud of Steven's achievements as we're pleased to say that Steven completed both his MA and BA at Uclan Games Design with First class distinction.


















miércoles, 4 de marzo de 2020

SuperTuxKart 1.0 Release


It's been a long and winding road for mascot racer SuperTuxKart, but after more than ten years of continuous and dedicated progress, the team has finally announced the release of build 1.0, marking an important development milestone for the project.

 As quoted from the official release post:

Yes, if you have followed our development a bit, that might be a bit of a surprise. But we have been asked why we don't call this release 1.0, and the majority of us developers discussed this and decided that indeed this release is a major milestone that deserves the big 1.0 number.

Indeed a nice surprise and definitely a big step forward with the inclusion of online multiplayer!

See more new features in the official release video:



As usual you can download the game here. Also don't forget to head over to our forums to provide some feedback to the developers.


Code License: GPLv3
Assets License:
CC BY-NC-SA 3.0

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