This post is brought to you thanks to Lady Tabletop, who prompted folks to write about their own gaming experiences of the year and give out their own fun awards. I like the idea a lot, and as it turns out I actually have a lot of games to mention and talk about and give accolades to. I still plan to write up my usual X Years of Cannibal Halflings on the 31st to look back on the year, but this seems like a fun idea that focuses more on the games than the writing about them. So, let’s see what I played, what I thought about them, and who won what!
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.
Welcome to Crowdfunding Carnival for December! Con season is well and truly over, with PAX Unplugged wrapping before Thanksgiving. That, combined with the upcoming holidays, has caused Kickstarter to slow…turns out game designers need a vacation too! We don’t have ten campaigns to look at this month, but there are still a number of interesting games on the horizon which are worth examination.
There’s ice on the tracks, Tourists keep getting tangled up with regular Commuters, and two trains are Out of Service. That other subway line is going to have a much better reputation at this rate. Well, you can try some overnight repairs, see if you can funnel some riders into a tourist trap, and hope against hope the other line catches fire or something, but no matter what you can probably Expect Delays.
Ever feel like the world is out to get you? It is. Five radical teens with attitude should not be responsible for saving the world. You’re a bunch of god-damned teenagers. You might act like you have it all figured out, but you don’t. How could you when there is a literal evil force making your lives harder? So go ahead, seek out some normal high school goals like dominating on the sports field, kissing the mean girl, or becoming class president. While you play pretend, the darkness will seep in. The darkness colors the world so nothing is quite right. This is a world where disputes can be resolved via duels, where the next town over seems a world away, and where monsters live in secret. Normal doesn’t have a chance. What will you do before it all ends?
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.
When it comes to nerd hobbies, the convention scene is bifurcated. There are local, volunteer-driven cons that put a lot of effort into building content from enthusiasts around the area. There are also the massive, national affairs that bring attention and revenue to their parents. Gaming cons moved quickly into the latter category, even if the initial efforts were modest; both GenCon and Origins came to prominence after their alignment with TSR and GAMA, respectively. And now there’s a massive leader in the corporate con sphere: Penny Arcade Expo, or PAX.
“After the locusts and pits and boiling seas. After the war in heaven and feasting on earth. After the seven years of blood and forty years of night.
There is magic. Magic and bone.
Where streets grow weeds and skyscrapers stand hollow. Where old gods wake and new gods form in the hearts of the wayward. Where cult and banner flourish. Where the dead, they walk. Where the stars disregard their course and Jupiter’s children are born under powerful new signs.
Mages. Mages like you.”
With rings on your fingers, tattoos on your knuckles, and scars on the back of your hand, you’ll delve into the cursed ruins of a post-fall city and walk the Two-Hand Path.
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.
If any one topic is ‘the core’ of this System Hack, this would be it. Base building is the underlying gameplay loop of RimWorld and it is also a topic du jour in RPG circles, with the (admittedly poorly detailed) stronghold building from the D&D days of yore coming back into focus as more gamers want broader storyline opportunities. For our purposes, of course, if we’re making a colony sim we need to make a colony. But what exactly is the best way to do that?
Base building from my perspective is sandwiched between two examples which effectively bracket the space we have to work in. On the heavy end is RimWorld itself, a computer-assisted colony manager where everything is measured out in five foot squares and the player has complete power to place elements as they want them, as long as everything fits. On the light end is the new generation of stronghold building rules, most effectively typified by Free League’s games, notably Forbidden Lands and Twilight:2000. These games add a strong layer atop their roleplay frameworks, but the actual mechanical existence of a Forbidden Lands stronghold is merely a list of buildings with requirements and effects. We know the first item is too much, but we know the second is not enough. So what will base building in our System Hack actually look like?