Wildsea Review

In case you haven’t noticed, I’ve often thrown shade on the archetypal ‘dungeon fantasy’ setting. Cemented by Tolkien, popularized by Dungeons and Dragons, copied by everyone, the typical western medieval pastiche with dwarves and elves (and sometimes orcs and halflings) has so permeated fantasy fiction that we often give it a pass; it’s transcended cliché to become a trope. I’m still sick of it. That said, my experiences with settings that try to be aggressively ‘not’ the norm often fall into the trap of painting a new overlay on old tropes, falling into fantasy same-old same-old because there wasn’t enough worldbuilding done. I have, though, found a game with a setting so intensely its own thing (and so intensely weird as a result) that I backed it on Kickstarter, read it, and then made sure to play it before really collecting my thoughts.

The gorgeous book and art catches your eye, but what makes Wildsea unique in its worldbuilding vision is that there’s follow-through. The concept is outlandish: The world has been overrun by a veritable forest of massive trees, and your characters ‘sail’ across it on a ship that’s essentially a giant chainsaw. From this base concept comes many of the underlying setting assumptions, and they help the world feel cohesive even though it, at a high level, works very differently from our world. In an ocean of wood fire is catastrophic, so there is taboo against open flame. That affects how things are cooked, which in turn affects culture around food. The ‘spits’, settlements above the treetops, are threatened by the constantly growing and shifting flora, so impermanence is, once again, reflected through the whole culture. The game sticks the landing on creating something new by thinking through the core concept they present.

Continue reading Wildsea Review

Crowdfunding Carnival: ZineQuest 2024

It’s February, and that means it’s still ZineQuest! We saw a large number of zines in the first round of Crowdfunding Carnival at the beginning of the month, but there are more, oh so many more. I’ve brought together a whole second round of zines to make sure that everyone who wasn’t live in the first week of the month still has a chance to be highlighted.

In addition to the zines, I’m continuing with our Crowdfunding Carnival five year retrospective, which was just a bit too much in the first week with all the zines to go through. I’ve disappointed myself by not starting ZineQuest coverage in its first year, but there were still a number of campaigns and a fair amount to say about them.

But first, the zines. I’ve, in theory, strived to be more selective among the zine wilds; there are over 200 zine projects live now and I can’t possibly cover them all. So for today I’ve brought 40 more zines to the front. These have all caught my attention and, in a few cases, I’ve thrown some money at them. Like before we have three categories, dividing the zines into standalone games, supplements, and zines which are entirely system-agnostic.

Continue reading Crowdfunding Carnival: ZineQuest 2024

Zine Month 2024 Round-Up

Lock your credit cards, hide your wallet, tell your banks to close early, because it’s February and that means a veritable deluge of new tabletop roleplaying game zines taking their shot at getting created with some crowdfunded help. Down the hall Aaron can be heard trying to keep his head above water with the first wave of ZineQuest projects on Kickstarter (there’s an alarming number of gargling sounds), but as has been tradition I’m taking a look beyond the white-green halls of the original ZQ to see what other excellent projects can be found in the wider Zine Month 2024.

Continue reading Zine Month 2024 Round-Up

System Hack: GURPS Disadvantages

Welcome back to System Hack! For our second installment of hacking GURPS, we’re going to take a look at the banes of the system’s existence; they’re listed in a separate chapter from the boons. That’s right, we’re looking at disadvantages. GURPS character creation has each player build their character from a set number of character points, which are used to buy attributes, skills, and advantages. There’s also the ability to get points back by reducing attribute values or taking disadvantages. In the case of GURPS, where the quantity and scope of disadvantages is so broad, it takes an eagle eyed GM to make sure that each disadvantage is ‘worth’ the point cost (for advantages players tend to do that themselves, isn’t that weird?). This is generally done by enforcing the disadvantage at the table, making disadvantages in play a lesson in negative reinforcement. To make things even more complicated, some disadvantages aren’t really disadvantages at all. Things like dark secrets and enemies swing the spotlight directly at a character, producing a positive value to the player that isn’t reflected by the negative point value.

While limiting the number and point value of disadvantages in your GURPS game is always prudent, there are other methods out there to make them work without giving any players unfair advantages or feeling like you’re punishing them every time they need to make a self-control roll. After talking a bit about one of the inherent flaws of advantage/disadvantage type systems, I’m going to discuss little hacks to improve the utilization of two common disadvantage mechanics in GURPS: frequency of appearance and self-control rolls.

Continue reading System Hack: GURPS Disadvantages

Crowdfunding Carnival: February, 2024

Welcome to Crowdfunding Carnival for February! Uh oh…it’s February already? You know what that means…ZineQuest! This month I (mostly) put the big games aside and look at all the different zine campaigns that are coming up thanks to Kickstarter’s ZineQuest event. ZineQuest is now in its fifth year, and after some hiccups over the last two pertaining to both blockchains and scheduling, everything appears to be full speed ahead. Of course, this is a Kickstarter-specific event, and there is also a companion event, Zine Month. We’ll have coverage of some of those campaigns later on, but as these campaigns are all on Kickstarter, they’re all ZineQuest campaigns.

And as far as the great Zine agglomeration goes, Kickstarter is the place to be. Last I checked there over over 150 campaigns with the Zine Quest tag applied, and I’ve been able to pull out just about half of those as interesting little nuggets worth your attention. As that number is almost certainly going to increase, we’re going to have a second go-around of Crowdfunding Carnival in a couple weeks (that’s also where the five-year retrospective is going to go, in a slightly different form because it’ll be talking about ZineQuest from five years ago). For now though, check out a whole bunch of zines, as well as a couple more traditional big campaigns that happen to be running in February.

Continue reading Crowdfunding Carnival: February, 2024