Remembering BrikWars

I was looking at the Modiphius website recently and I saw something that surprised me; a print copy of BrikWars. It was something that, as a youngster, I never thought I would see, and now in 2024 it’s a startling reality. If you’re not familiar with BrikWars, it’s a miniatures wargame that uses Legos. Any kind of plastic construction toy can be used, but if we’re being realistic, everyone uses Legos for BrikWars.

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How do you become an RPG publisher?

The RPG hobby is nearly 100% self-published. This makes sense on itch.io and when talking about the many solo designers with DBAs like ‘Sine Nomine Publishing’ or ‘Bastionland Press’, but it extends across the whole hobby. At no point did Mike Pondsmith submit Mekton to a publisher; he formed his own company, R. Talsorian Games (and had investors in his company, somewhat unusual then and much rarer now). Steve Jackson Games was formed, unsurprisingly, by Steve Jackson. Even TSR was just designers trying to get their games out into the world.

This dearth of publishers creates a problem for aspiring RPG designers: A complete lack of support services. You can hire an editor, artists, even a marketing consultant, but that’s money out of your pocket and a severe constraint for most designers who haven’t yet sold a game. That’s the reason the publisher model is so appealing: For a promise of future revenue, a publisher will provide a designer with all the resources they need to succeed. All the designer needs to do is bring them a game that all parties agree is good.

It works great for fiction, it’s been used much less often in the RPG world. Some designers who extend into publishing, companies like Evil Hat Productions, typically represent games by designers they’re already familiar with as a way to reduce downside risk. It’s a reasonable business strategy but it greatly diminishes the number of new games that can be elevated if fewer risks are taken to discover them. Others, like Indie Press Revolution, do a great service getting games into print and distributed but, once again, they’re curating existing games and designers more than discovering new ones. It all begs one question: Is there an effective business model to discover promising game designers and give them the resources they need to stand toe to toe with the big guys?

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Rules-Lite Superhero RPGs Revisited: Part 2

Here’s a link to Part ,1 in case you missed it. I originally was going to just go straight into talking about the games, but I decided I’d quickly talk about some of my favorite superhero comics here. I’m doing this partially so that you, as a reader, can know what I care about in superhero comics, what I would want to see emulated in a game . . . but it’s mostly so I can create a cool visual motif for this article. You can skip this if you don’t care.

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System Split: War Never Changes

The Fallout show on Amazon Prime is actually good, the latest video game property to successfully push back a decades-old curse that has sent similar adaptations plummeting to the bottom of box office rankings and critics’ opinions. And, like any good mass media property, the Fallout TV show has inspired interest in other formats. The contemporary video games were already big hits; with the newest one being six years old the tail effect has been relatively modest (both Fallout 4 and Fallout 76 did re-enter Steam’s top 10 most played games, but that impact has already abated). In the smaller TTRPG world the impact on the official licensed Fallout RPG has been a bit more pronounced, with both the game’s core rulebook and its most recent supplement staying in the DriveThruRPG top ten for weeks now. Much as happened for Cyberpunk Red in the wake of Cyberpunk 2077, Fallout is seeing a wave of renewed TTRPG interest.

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Ulysses Duckler Interview – Bugs, Changes, and Dr. Moreau

Ulysses Duckler, also known as usducktape and Duck, has already made a big impact within the handful of years he’s been publishing TTRPGs online. While early releases such as The Quiet Life and Cuticorium were conceptually interesting and novel games about nuns and bugs respectively, his most recent major release, To Change, is a real milestone.

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Deathmatch Island Review

Back in 2020 I reviewed the newest edition of John Harper and Sean Nittner’s Agon. Agon is a fascinating game, taking the characters on an Odyssey-like journey of myth through a number of islands. Like Greek myth, though, the game has a strict structure and, barring a small chance of premature retirement, usually ends in the same way. It’s great for generating stories, but not what I’m typically looking for.

Deathmatch Island is based on Agon’s mechanics, but casts the strict structure differently. The structure of each island is because the characters are contestants in a game show, a twisted game show where physical challenges and loot boxes give way to a literal battle to the death. Survivors make their way from one island to another until they reach the end game with Production, the shadowy administrators of the whole thing, shaping the game based on how many social media followers each contestant gets. The last surviving contestant may win a big prize…or wake up on yet another island with a job offer they never could have imagined.

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Rules-Lite Superhero RPGs Revisited: Part 1

About two months ago I wrote a piece here on rules-lite superhero games. In the piece I talked about a bunch of games, and at the end I made a list of the games that I found most essential.

I recommend reading these Revisited articles first and then circling back to my original piece, because everything I say here supersedes my opinions from the original piece. The important thing to note is that I didn’t actually read the rulebooks for almost all of the games I discussed; I read forums posts and reviews, listened to podcasts, read product descriptions, and studied other sources to get some kind of rough idea about each game.

In this four part series I’m going to go deeper and take a closer look at the handful of games that I said I most wanted to play last time, which is to say I’m going to read the rulebooks and make further observations about the games. I’m also going to look at a small handful of games that I didn’t mention last time, and look at the rulebooks for most of those as well.

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