Wandering Blades Review: Old School Tech, Wuxia Style

Highly skilled martial artists roam the lands seeking to redress wrongs, help the downtrodden, and free the innocent from oppression. Heroism, action, melodrama! These are the hallmarks of the wuxia genre, and when they show up in the tabletop sphere they tend to come with a pretty big set of rules and no small amount of actual magic. In this case, though, we have a game trying to use old school renaissance-style mechanics to enable wuxia genre conventions:  Wandering Blades!

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A (snarky) review of every RPG mechanic

When I reviewed QuestWorlds last week, I came away from the game concluding that everything was centered around one basic mechanic: A character must roll under their ability rating while the GM tries to roll under the ‘Resistance’ rating of the challenge at hand. It is the character versus the challenge, and everything is defined in that way. And sitting with that, it kind of made me realize that a lot of TTRPGs define everything or almost everything in terms of making a check, only broadening the mechanical palette in specific circumstances.

Does this matter? Well, it depends. If you’re the sort of person who sees RPGs in terms of what exists and what people are already playing, then it’s natural to see the baseline mechanics of the TTRPG as something that’s been refined since the original release of D&D and is therefore fit for purpose. If you’re thinking about role-playing game design broadly, though, you may note that this sort of quasi-simulation of using probabilities to determine when a character overcomes certain challenges is a very limited sphere of the design space, barely larger than the sphere created by making quasi-simulations of using probabilities to determine when characters kill each other. You know, wargames.

For now, though, I’m going to stay in this design space taken up by the traditional roleplaying game (coming up with something starkly different will likely be the topic of a future editorial). There are many things which RPGs try to do, some they’ve arguably been trying to do for decades. For all of these tasks, do the mechanics help or hinder? And, because this is certainly the primary discourse around this topic, do mechanics make the task better?

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QuestWorlds: Who wants a generic game?

Generic RPGs are designed to accomplish a goal that many say they want. The ability to write anything, make any genre fit together, and theoretically never have to learn another system again all sound great. The reality usually ends up being something different, though. The entire reasoning behind generic RPGs even being possible has forever been couched in very narrow assumptions about what an RPG actually is. Once you expand those assumptions a little bit, a generic game starts to look impossible.

QuestWorlds, originally called Hero Wars (and HeroQuest in between those two), is a game that came out of a post-TSR, pre-Forge era of the early 2000s much like the first edition of Fate. Both of these games have the same essential objective: build out a set of mechanics that can take any character on one side, any challenge on the other, and adjudicate that character standing up to that challenge regardless of the specifics. Add in some balancing rules for character creation and advancement, and you’ve got a game that’s ready for anything. Kind of. Both QuestWorlds and Fate make very similar disclaimers about only working with genres with capable and proactive heroes prevailing over larger-than-life challenges. The disempowerment of horror doesn’t really work, nor do the continuous drags of hunger, thirst, or wound management found in survival games. These generic games, and many generic games, quickly reveal themselves to be “roughly the way we think people play RPGs” games.

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A PAX East 2025 Tabletop Round-Up

Just because PAX East isn’t a 100% tabletop-dedicated convention doesn’t mean I’m going to stop treating it like one. Well, mostly. I did check out some “video” games while at the con, but that will be more of a CHG aperitif. Let’s get to the main course first so that I can share the games that caught my eye this past weekend with you: dead gods, burning forests, nighttime escapes and knives in the back, things upon things, and glittering glass!

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Cannibal Halfling’s Guide to PAX East 2025

It’s not quite as good for our purposes as PAX Unplugged or other tabletop-centric conventions, but PAX East in Boston still has plenty of things to check out for the roleplaying, card, and board gamers of the world. Running from today May 8th until this Sunday May 11th, PAX East 2025 has some familiar games, some new opportunities, and plenty of tables you might want to take a seat at.

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Crowdfunding Carnival: May, 2025

Welcome to the Crowdfunding Carnival for May! It’s spring, and the buds on the trees have burst open into green leaves. Similarly, the post-ZineQuest hangover is over and RPG campaigns are bursting forth all over Kickstarter and BackerKit. Want a game about fishing, or making jam? How about a three-book space opera extravaganza? There’s lot’s to check out this month, so let’s get to it.

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