3dConnexion support in Bricksmith 2.5

A few months ago, Allen Smith released Bricksmith 2.5, which contains my code contributions for supporting 3dConnexion three dimensional mice, such as the SpaceNavigator. This code is still a bit experimental, but it allows the faster, 3D positioning of bricks.

The implementation uses Bricksmith’s “quantized” movement, where bricks move in discrete increments based on a (frequently changing) user setting. While this is a bit unusual for 3d mouse control, it fits better with the way Bricksmith works, and how users typically will want bricks to move. A more typical 3d “full-motion” mode can also be used by holding down the control key while moving the 3d mouse. (This is slightly similar to applications that use “snap to grid” features, but allow the grid to be ignored by holding down the control key.)

I had intended to include a video in this post demonstrating how the mouse worked with Bricksmith; however, since 2.5 was released in April and I haven’t made such a video yet, it’s a good bet that I won’t in the next six months either. So, you’ll just have to trust me that it is totally awesome.

If you are one of the few that both uses a 3dConnexion mouse and Bricksmith, I’d love to hear how it works for you. Heck, I’d love to hear that you even exist.

Three-Dragon Ante double-deck box

Three-Dragon Ante, a decent, fast-paced gambling card card game, links tangentially to Dungeons & Dragons, but stands on its own. Wizards of the Coast must have intended it, and its sequel Emperor’s Gambit, to be prominently displayed on shelves of book stores, because the game box dwarfs the cards the cards it contains. As space in our gaming cabinet is at a premium, consolidating the decks from the two sets into one, smaller box, seemed useful. Unfortunately, because the cards are a non-standard size, a pre-made box for this proved elusive, so I built one.

I don’t have much experience with this type of craft, so I made serious errors just about every step of the way. Still, the result works well and looks OK. Let me know if you find a better solution.

For materials, I found an decent-sized, unfinished pine box at A.C.Moore that looked like it would do the trick. You can see it in its raw state (as well as a look at how mismatched the cards are to the box they come in) here:

Materials

With that base in hand, some other materials also needed gathering. Here is the full list:

  • unfinished pine box
  • sandpaper
  • pre-stain
  • ebony wood-stain
  • 18″ of black ribbon
  • red leather
  • various wood bits
  • decal paper
  • acrylic sealer
  • glue that can stick wood to leather

Finished results

The fit was going to be tight, so I decided to use ribbons under each deck to aid in getting them out of the box (sort of like you see in some battery compartments). The steps I took went something like this:

  1. Take hardware (hinges, clasp) from the box.
  2. Measure and cut inserts, including width of leather. The idea here is to take some bits of balsa wood and fill in the gaps at the top and bottom of the cards, with a thin divider between the two decks. You can see this in the image above, where the filler at the top and bottom of are wrapped in leather. The center divider is not leather wrapped, as the box was not wide enough. Underneath all this is a square of red leather. If you make the center divider slightly bit taller than the other you’ll be able to sort of force it down into the leather on the bottom of the box, which should prevent cards from sliding underneath it.
  3. Route channel in inserts. In order to keep the center divider in place, I cut a channel in the filler pieces. I used a dremel mounted on a press for this, but the wood is so soft, you could probably use a knife as well.
  4. Wrap the filler pieces in the leather, without using glue or anything, just to check the fit.
  5. Sand, clean and dry box.
  6. Pre-stain box and center divider. Not sure how important this is. In theory, since the wood pine box is really porous, it needs the pre-stain.
  7. Stain box and center divider. I did this three times, following the directions for repeated staining. This includes some more light sanding.
  8. While all this staining, drying, and re-staining was going on, I scanned the dragon logo from the card box. Because the logo is blocked by letters and other elements, I had to hand complete parts of it. This was all done in Photoshop. (Since this image is trademarked, I cannot share the resulting image. Sorry.)
  9. Print the logo to decal paper. I wanted one logo on the top of the box and another on the inside of the lid. I wasn’t exactly sure how well the logo would fit, so on one piece of the decal paper, I printed out four copies of the logo at slightly different sizes.
  10. Cut out each decal and apply to the box. Use the holes left by the hardware to make sure you are orienting the decals correctly. Because the decals are slightly transparent, the black of the box mutes their look a bit. This had the effect of making the logo look a bit more “antique” than intended, but it turns out to be a good look.
  11. Seal the box with spray acrylic. Pay attention to the decal paper instructions on what types of sealer to use. I used the wrong kind, wich semi-dissolved part of the decal. This wound up giving the decal an even more weathered and antique look, so it was sort of a happy accident.
  12. Apply multiple coats of the sealer. Light sand in-between.
  13. Glue the leather bottom to the bottom of the inside of the box. To let the glue dry evenly, I put wood on top of the leather and clamped it while it dried.
  14. Wrap the ribbon around the upper filler piece, then wrap the leather around that. Keep the seam of the leather at the bottom of the filler. This not only hides the seam, but it allows the ribbon to come out at the bottom, right where you want it. Again, spare wood and clamps will help while drying.
  15. Wrap leather around the lower filler piece. Glue and hold.
  16. From the filler pieces, cut away the part of the leather wrapping the covers the channels you routed to hold the center divider. Fit the divider into the space.
  17. Fit the assembled filler/divider into the box, making sure the ribbons go the correct direction. Check the fit of the cards. Once satisfied, glue the filler into place.
  18. In order to hold the instructions, I attached a ribbon to the inside of the lid. I used a staple gun to do this. This is a bit tricky, because I wanted the ribbon to hide the staple. So, I positioned one end of the ribbon and stapled it to the lid. Then, without doing anything with the ribbon, I just put a staple into the opposite side. Then I carefully removed the staple, pulled the ribbon to the other side, and worked the staple under the ribbon with my fingers and into its original holes. Some careful taps with a piece of wood and a hammer seated the staple.
  19. Add all the hardware back on.
  20. Insert cards. Insert manuals for the games into the lid (I had to cut a very small amount from the bottom of one of the books to fit correctly).

A case full of Zombies!!!

The various volumes of Twilight Creations‘ boardgame Zombies!!! make for some fun play, but they sure take up a lot of space. Being in “consolidation mode” around here, the idea was to repackage the components for the various volumes into a single, smaller, package. Building it with bits also taking up space in the house was a bonus.

The main box is a netbook case from Vaultz. These guys offer hard, lockable cases in a wide variety of sizes. The rest is various sizes of plastic playing card boxes from UltraPro. These two piece boxes have the advantage that both the lid and the main box can act as containers during play, which helps in game like Zombies!!!, where there are lots of tokens, miniatures and cards all over the place.

The result holds all the bits from Zombies!!!: Director’s Cut, Zombies!!! 2: Zombie Corps(e), Zombies!!! 3: Mall Walkers, Zombies!!! 3.5: Not Dead Yet, Zombies!!! 4: The End and Zombies!!! 7: Send in the Clowns. The case is pretty full, but could probably hold another card set.

Zombies case: closed

Zombies case: open

Zombies case: contents

Zombies case: details

Lark #01: Kudos for Blowback

BlowbackBlowback, recipient of the first DivNull Lark, has been named runner-up in two categories of the 2010 Indie RPG Awards, including Indie Game of the Year, with judges saying:

A fantastic game that takes a very specific premise and gives you nothing but that experience.

Elegant game of needs in conflict, well tied to a superbly focused (and interesting) high concept.

The second category is Best Production:

The layout and use of photography do an excellent job of capturing then genre and tone of the game.

Gorgeous, lush book interleaves the production design with the game mechanics.

Elizabeth raised the bar for us all in this great game with an aesthetic mixing the best of hollywood spi-fi with GQ and Vogue.

Running Mecha in the BattleTech universe

Chris Perrin’s role-playing game Mecha does a great job of allowing stories about pilots of giant humanoid warmachines to be strongly driven by character, instead of number crunching. Though mecha anime acts as the source inspiration for Mecha, I want to use the same rule set to bring more character driven play to the universe of BattleTech, particularly during the Fourth Succession War.

Thoughts on doing this are still in the experimental stage, but have progressed far enough to share and, importantly, get feedback. If you have ever played Mecha or BattleTech (or, better yet, both), let me know what you think either in a comment here, or on this Story Games thread.

You can read the progress of this project in the following Google doc: Succession

Escape… named a winner in One Page Dungeon 2001 contest

Escape From the Lost Laboratories was named one of the fifteen winners of the One Page Dungeon Contest 2011. No idea what the prize will be, yet, but it’s an honor to be named.

The contest page offers a PDF containing all the winners, but also take a look at some of the other 70+ entries. I loved the idea behind Mystery of Godzina House, for example.

In honor of this event, I will be setting up DivNull Lark aimed at giving the Lost Laboratories a bit more more flesh, and some love to open source systems. Stay tuned.

Vegas, Baby!

Cover for Vegas, Baby!Vegas, Baby! is a playset for the Fiasco roleplaying game that tries to emulate “Vegas trips gone horribly wrong”, such as in films like Very Bad Things or The Hangover. This is not the Vegas-based playset that was evidently sold only with the game at Gencon 2010. As I was not in attendance at that convention, and that playset has not yet been released publicly, I’ve never seen it. (From a playtest report of it, it looks to have a different focus than this one.) (Update: The Gencon version is now available as part of the Fiasco Companion. It is eerily similar in some ways, totally different in others. It leans a bit more toward Rat Pack and Ocean’s Eleven style Vegas, which I intentionally leaned away from.)

This playset has not had much testing, so if you play it, let me know how it goes and how you actually used it. Chances are I will revise it at some point, based on feedback.

Thanks to Jason Morningstar for sending me his standard playset InDesign template. Normally, I would share the source documents for something like this, but the template and the fonts are not mine to share, so I can’t. You can, however, consider the contents of this playset to be free to hack, mutilate, mangle and destroy.

The PDF can be downloaded here: lw01_vegas_baby.pdf

DropNuke discontinued

DropUnlockWhen it was first released, Mac OS X had an odd problem: it allowed a user to create files that they couldn’t delete. This wound up having to do with a bug between way OS 9 could “lock” files colliding with the way OS X did something similar. You could fix this on the command line, but I got sick of doing so, so built some quick utilities to handle this just by dragging and dropping.

One of these, DropUnlock, is still available, but today DivNull is officially discontinuing DropNuke. As you would expect with something named “DropNuke”, this version of the utility was pretty much the final option, a scorched earth way of permanently dealing with an undeletable file (using not only chflags calls, but also rm -rf). As you can tell by the warnings on its old download page, you could wreak a lot of havoc with DropNuke if you didn’t know what you are doing.

Since the “undeletable file” problem has been addressed in subsequent versions of OS X, and DropUnlock still exists for people still using the old version, it seems smarter to remove DropNuke, just in case.

One page dungeon contest entry, 2011

Escape From the Lost Laboratories (pdf link) is my entry into the One Page Dungeon Contest 2011. It is, perhaps, a bit more free form in its room descriptions than some one-page dungeons. Since the rules specify that the dungeon needs to be system agnostic, I tried to give just enough detail that readers would think “Ooo… I bet this is how you’d represent that in [insert game of choice]“, but not so much that two different people would do it the same way.

When reading through it, it should be pretty obvious that the experience your players have will be highly dependent on their access to teleportation magic. The title assumes they don’t have any, so that their only choice at escape is to work through the dungeon. If, however, they can teleport on their own, the focus of the whole adventure changes pretty drastically, shifting to more about exploration and investigation of what the place is and how the players might use it for themselves. Some parties might get sucked into the network, take a quick peek, teleport out, and never think about the place again. Others might do serious exploring and be more interested in finding out about its builders, and so on. (If tamed, it would make a pretty great “home base”, for example.)

I am open to feedback on this dungeon, so post it if you have any. Though I have already submitted this entry, the contest allows resubmission with updated versions, so I have until the end of March. Also, feel free to post how you’d flesh out the rooms for a specific system. If anyone is really clamoring for it, maybe I’ll build a Pathfinder version once the contest is over, with MapTool maps and such.

At a more “meta” level, this dungeon makes explicit the notion that all dungeon maps are really just directed graphs. The graph is plain to see in my entry:

One of the reasons dungeons remain popular is that their directed graphs not only represent the geography of the dungeon, but also the flow of the narrative. The dungeon is a tool to control the pacing and sequence of the story and place payouts such that reaching them requires certain challenges. You can see some explicit examples of this in a thread on this topic at Story Games. This thread has a number of opinions on what traits these graphs need to make dungeons “fun”. I also provide side by side comparisons of the maps of some classic dungeons (Tomb of Horrors, Keep on the Borderlands, White Plume Mountain) with their directed graph representations. For example, here is the graph of White Plume Mountain, which clearly shows its “three silo” design:

White Plume Mountain directed graph White Plume Mountain map

As a quick example of how graph analysis can be used, take a look at room 2. The graph makes in painfully obvious that the adventurers will be moving in and out of that room multiple times. So, it would be good to make that room memorable somehow or, perhaps, contain some kind of trap that needs to be dealt with each time through the room. The revised version of White Plume delivers here (see PDF at link above), with a challenge that is similar general each time through, but still different enough in the specifics that it doesn’t get annoying.

One thing I don’t spell out in that thread is exactly how I built these graphs. The key is a program called dot, which is part of the GraphViz package. Once you get that installed, you need to make a .dot file to represent the dungeon. This is just a text file that follows a specific format. These can get complicated, but for turning dungeons into graphs, we only use a really small portion of the format. It starts with a shell definition that defines the file as a directed graph, and contains a single graph attribute for spacing out the nodes:

digraph G {
	ranksep="0.4 equally";
}

Let’s use a smaller example from one of last year’s One Page Dungeon contest winners: map three from Antti Hulkkonen’s “Den of Villainy!” (reproduced to the right through the magic of the Creative Commons license). At each room on a the map, enter one line for each connection the room has. For example, room 1 on the map leads to rooms 2 and 9. So, one line is "1" -> "2" and the other is "1" -> "9". Do that for each room. Then save the file and open it with graphviz (or open a command line and run dot on it). That’s the basics of it. You can also add some embellishments to each line, like using a different color for secret doors and so on. The result might look like this:

digraph G {
	ranksep="0.4 equally";

	"8" -> "3" [dir="both"];
	"1" -> "2" [dir="both"];
	"1" -> "9" [dir="both", color="blue", style="dashed"];
	"2" -> "3" [dir="both"];
	"2" -> "4" [dir="both"];
	"3" -> "5" [dir="both"];
	"3" -> "6" [dir="both"];
	"4" -> "5" [dir="both"];
	"5" -> "13" [dir="both", color="blue", style="dashed"];
	"6" -> "7" [dir="both", color="blue", style="dashed"];
	"9" -> "10" [dir="both"];
	"9" -> "12" [dir="both"];
	"10" -> "11" [dir="both"];
	"11" -> "12" [dir="both"];
	"11" -> "13" [dir="both", color="blue", style="dashed"];

	/* Mark the entrance rooms */
	"1" [shape=Mdiamond];
	"8" [shape=Mdiamond];
}

The graphviz package will handle the layout of the nodes automatically. Sometimes it does a better job of this than others (and there are tricks you can use to make the output better), but as these graphs are just to visualize the dungeon, they don’t need to be perfect. In this case, the result looks like this:

The flow of the dungeon becomes more clear in this graph, with the one whole branch only accessible through secret doors, a main interconnected section, and two key secret rooms (which, significantly, are furthest away from the entry ponts). All very rational.