Game design stories are often told in a way that portrays the designer as a visionary, seeing something that nobody else does as they quest for their ultimate game. This often loses the reality of the medium, that design takes a lot more work than ideas and that work can often get very messy. The novel You by Austin Grossman is technically about video game design, and one of its strengths is portraying the video game industry (specifically the PC gaming industry) at a time when it was about to transform and transform the world along with it. You takes place in 1997 or thereabouts right outside of Boston, in a part of Cambridge that’s really only known to locals (incidentally, I interviewed for a job in the building that I’m 95% sure is the office in the book). The story is about Black Arts Games, a fictional publishing company whose next game will either make or break them. What the story is really about, though, is a single-minded and overzealous designer and worldbuilder who created the holy grail of role-playing games, digital or otherwise.
Continue reading A Glimpse Into the Vault: You, by Austin GrossmanMonthly Archives: April 2025
Weekend Update: 4/26/2025
Welcome to the Cannibal Halfling Weekend Update! Start your weekend with a chunk of RPG news from the past week. We have the week’s top sellers, industry news stories, something from the archives, and discussions from elsewhere online.
Continue reading Weekend Update: 4/26/2025Confessions of a “realistic” GM
I feel there is a certain arc that you see among tabletop gamers, especially those who get their start with D&D. D&D is, like anyone’s first RPG, the gateway to a new world, a new mode of expression and imagination. While lots of people enjoy games, some end up enraptured, vibrating at the thought of what they can do and create. So they become a DM and start writing, start doing as much as they can with the game. And they start hitting walls. Some of the walls are from the game; the sort of ‘game logic’ of D&D only tells a limited palette of stories no matter how much the marketing says otherwise. So they try another game. And another game. In most cases, game logic still prevails. Some of the walls, though, are from the other players. Even if the DM wanted to try another game, the players wouldn’t necessarily go along with it. And from the perspective of the person who was most excited by the game, it certainly looks like the other players aren’t taking it seriously enough. The stakes that our aspiring writer sees in their worlds, the other players…don’t. So how do they fix this? How do they make everything feel serious to everyone at the table? How do they make the players feel the way they feel?
This story is a familiar one, and I know that because it’s my story. I was the one who was vibrating out of my chair with excitement at the idea of creating worlds in D&D, and my disenchantment with how D&D actualized those stories led me to Cyberpunk. And when it seemed like the intrigue of the stories wasn’t resonating with my players, I tried to make the game more serious, more internally consistent, more “realistic”. And years later, when I found a literal generation of heartbreakers and retroclones dedicated to making D&D more lethal, making wizards less powerful, and generally making the game more difficult, I finally realized two things. One, there is a nearly universal desire for grounding and meaning among those who tell stories, whether they do so with TTRPGs or something else. And two, for those of us working in the TTRPG medium, making the game ‘grittier’ is usually the answer to a different question than the one actually being asked.
Continue reading Confessions of a “realistic” GMWeekend Update: 4/19/2025
Welcome to the Cannibal Halfling Weekend Update! Start your weekend with a chunk of RPG news from the past week. We have the week’s top sellers, industry news stories, something from the archives, and discussions from elsewhere online.
Continue reading Weekend Update: 4/19/2025The funnel and beyond: Pre-play character creation
In RPGs, character creation methods abound. You can create characters mechanically with point and option spends, build them alongside a backstory with a lifepath, or just roll some dice and see what comes out the other end. When it comes to actually aligning the characters with the game you’re about to play, so much so that you need to bring the GM along for the ride, I think I’ve found one of the best options. Now, one reason you’ve likely never done this before is that it’s time-intensive and it can be a lot of extra work for the GM if not all of the players. Another reason, though, is that to really play through character creation, you need mechanics to do so. Precious few games have these mechanics, but after giving one such system a spin I’m pretty comfortable saying it should be more of a thing for campaign play.
Continue reading The funnel and beyond: Pre-play character creationWeekend Update: 4/12/2025
Welcome to the Cannibal Halfling Weekend Update! Start your weekend with a chunk of RPG news from the past week. We have the week’s top sellers, industry news stories, something from the archives, and discussions from elsewhere online.
Continue reading Weekend Update: 4/12/2025Rules, retcons, and rightsholders: The tough road for superhero RPGs
Back in November of last year while talking about network effects and how they make you play D&D, I dropped a little bomb. I stated that there has never been a good mass market RPG in the superhero genre. At the time, no one took the bait, but I can imagine some easy dissent there. What about Champions? What about Marvel Super Heroes? How can you possibly hate FASERIP? But yet, I do maintain my position. While there have arguably been good superhero games, none of them have reached mass market popularity and, by the way things are going, none of them ever will. It’s not the fault of any particular game or its design, at least not directly. Instead, the instinctive way that a game designer wants to approach comic book superheroes is one that’s fundamentally at odds with ever seeing broader popularity.
Of course, as one would naturally surmise, that means there’s a different way to write a superhero game that could see broader appeal and generally be more easily used to tell superhero stories. We were even close to having a game that fit in this template actually see some measure of success; what killed it was of course nothing to do with the game but rather the other reason that superhero games can never really succeed, licensing. So let’s look at the flavors of superhero games we get, the flavor of superhero game we want, and why the two aren’t likely to match.
Continue reading Rules, retcons, and rightsholders: The tough road for superhero RPGsWeekend Update: 4/5/2025
Welcome to the Cannibal Halfling Weekend Update! Start your weekend with a chunk of RPG news from the past week. We have the week’s top sellers, industry news stories, something from the archives, and discussions from elsewhere online.
Continue reading Weekend Update: 4/5/2025Pocketopia 2025 – A Brief Closing Glimpse
This month’s Crowdfunding Carnival has itself an interesting sideshow, hosted by Backerkit itself! Pocketopia 2025 isn’t exactly Backerkit’s answer to Kickstarter’s ZineQuest, since zines aren’t the focus, but it’s definitely in the same genre. The stated goal is to be “a celebration of portable easy-to-learn tabletop games”. So, as it comes to an end less than a day from now, how has it gone?
Crowdfunding Carnival: April, 2025
Welcome to the Crowdfunding Carnival for April! The world outside is crazy, so come on in and take a gander at some quality, handpicked RPG campaigns. We’re seeing some solid activity from major players this month, albeit maybe too much activity from some. And then there are of course a number of fantastic indie campaigns, covering the fae, werewolves, kids with weird powers, and more. Check it out!
Continue reading Crowdfunding Carnival: April, 2025