Exploration has been baked into humanity from our earliest history. It has inspired epic journeys, discoveries and legends that have shaped us. So, of course it would seem natural that our wanderlust and thirst for the unknown would lead us deep into the reaches of space. However, with that discovery has always come an immediate complication: who owns what’s newly discovered. It wouldn’t be humanity without quarreling over it, and with an entire sector of recently settled space, you better believe that there is room to move that petty bickering to a (literally) astronomical scale, and with Mongoose’s newest splatbook, Traveller: Behind the Claw, there is material for a resourceful GM to build for years.
In 1994, Richard Night had a vision for a new modern city. By 2009, that vision had gone awry, and what was supposed to be an urban utopia became an urban hellhole. As Bes Isis once said, “Nobody leaves Night City. Except in a body bag.”
On Christmas Eve, 2019, four enterprising RPG bloggers found themselves at a strange conjunction of parallel dimensions. Whether it was their campaign worlds, their characters, or Aaron’s insistence on reviewing Fate of Cthulhu while writing a time travel game, no one could say. Nonetheless, when they stepped through the strange, neon-colored portals that appeared in their respective homes, Seamus, Aaron, Aki, and Jason could not be less prepared for what lay on the other side.
Three years of Cannibal Halfling Gaming bringing our readers tabletop gaming reviews, advice, stories, material, and more! More articles, more games, more contributors, more new frontiers, and more stuff coming down the pike. So how has 2019 gone for us, and what lies ahead?
Sent back in time, you must save humanity from its enslavement by a godlike overlord. You must
protect John Connor stop Cthulhu! …wait. What? We’ve talked about kitchen sink games before, and this mashup definitely edges towards that territory even while sitting firmly in Lovecraft’s Mythos. If you’ve seen one too many investigator go over the brink, spent one too many hours in a briefing room with Delta Green or can’t seem to get all of these Laundry Files out of your inbox, here’s another angle on Lovecraftian Mythos: Time Travel. That’s right, it’s time to go 30 years in the past to 2020 and help change the Fate of Cthulhu.
I was fortunate enough to catch up with Keith Baker at PAX Unplugged 2019, and was doubly so that he was able and willing to take the time to sit down with me for an interview! What follows is our conversation as Baker talks about the Eberron setting, Rising from the Last War, exploring things further, the DM’s Guild, telling stories in The Adventure Zone with Twogether Studios, his favorite among a wide variety of hats, and what he finds most compelling about the roleplaying game experience.
The real trouble with edition changes, once you get past the nit-picking, is the missed experiences. Different editions of a game can offer very unique things to their players, but die-hard fans of the older variety miss out on the active ecosystem of the current edition, while newer players miss out on the playstyle of older dungeon delving that they might very well love. Stepping in to bridge the gap is Five Torches Deep from Jessica and Ben Dutter and Sigil Stone Publishing, a “streamlined adventure game combining the best mechanics and principles of 5e, the OSR, and modern game design.” So how bright does FTD shine? Let’s go chapter by chapter to find out!
Aki might have had the brainpower to check in every day of PAX Unplugged, but I . . . didn’t. There was a lot to do and see, however: board games, events, roleplaying games, accessories, actual play opportunities! I came home with . . . a lot to write about, and more than a few review copies, but there are plenty of things that would get missed by doing things one article at a time. So here’s my PAX Unplugged Roundup of some of the things worth checking out, whether they’re things to look for next con or something worth chasing right now!
Every successful RPG must have a strong setting or a strong ruleset. When Fantasy Flight Games hit it out of the park with their trio of Star Wars RPGs, they clearly had a strong setting. As it turned out, though, the system was pretty solid too; the Narrative Dice System had been patched to tone down the excesses of WFRP 3e, resulting in a game that was a good balance between robust and quick, and added a good amount of narrative flair and interesting in-game decisions. It was so good that people were able to overlook the expensive proprietary dice. From Star Wars came Genesys, a generic RPG which truly begs the question of whether the Narrative Dice System can succeed on mechanics alone.
Well, I have a moment before things might be getting hectic, so I wanted to share some overall impressions and observations about the totality of PAX Unplugged so far. First, I want to say that overall I see a vast improvement in organization from last year. Lines are shorter, and there are more options and backups to keep people happy. The decision to keep one main entrance seems to be paying off dividends, in that people are processed a lot faster to get in the action. Do I miss being able to pop out exits for a bite at a local market without walking all the way back around? Maybe a little, but the overall wait time is shorter, and the end result means that I am hanging around the con and exploring more.
If you’re looking for a holiday tabletop roleplaying one-shot we have some ideas for you in the latest round of Pitch Me, from Jewish knights to Christmas changelings to Rudolph the Red-Nosed Lunar Exalt! Then we get a little more serious, talking about corporate commercialization making its way into the hobby, in this episode of Cannibal Halfling Radio!