All posts by Aaron Marks

Gaming for nearly twenty-five years and writing about it for over fifteen, I've always had a strong desire to find different and interesting things in the hobby. In addition to my writing at Cannibal Halfling Gaming, you can follow me on Bluesky at @levelonewonk.bsky.social and read my fiction and personal reflections at newwonkmedia.com.

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.

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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.

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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.

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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.

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System Split: Not Shadowrun

Shadowrun hit a home run back in 1989 with its fusion of cyberpunk and fantasy, adding classic D&D races and magic to a near future corporate dystopia. Since then it’s gathered a significant fan base and seen multiple video game adaptations dating all the way back to the Sega Genesis. One thing that was never a clean hit, though, was the rules. While the first two editions of Shadowrun had quirks that were on par with most 80s RPGs, the game got truly overwrought in its third edition and spent fourth and fifth trying to clean things up (without really succeeding). The sixth and current edition, Sixth World, attempted to peel back the rules bloat but did so while both alienating most existing Shadowrun fans and still failing to fix the editing.

Now, I like Shadowrun. I have a soft spot for cyberpunk as many readers already know, and have had some good fun in the campaigns I ran across its fourth and fifth editions. That said, from a mechanical perspective, Shadowrun isn’t a shining star. The attempts to layer multiple magic systems alongside perennial headaches like hacking and vehicle rules make the game tricky for the players and utter masochism for the GM, and as much as the sixth edition did introduce some needed streamlining it still ultimately suffers from the same problems.

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Dragonbane Review

Fantasy is the most popular genre of role-playing game. Even if you don’t count the sheer volume of Dungeons and Dragons players, there are more titles that slot into the fantasy genre than any other. When reading and playing games, one could be excused for beginning to think that many of these fantasy titles are little different from each other; thanks to the early days of Dungeons and Dragons, many of the genre’s tropes are filtered through RPGs in frankly wild ways and that does mean we see a lot of the same basic structures in our fantasy games. Doesn’t seem to bother anyone at Free League Publishing, though. Apparently to them, the ideal number of fantasy games a single company should put out is a half dozen.

Needless to say, Free League’s reasoning for each fantasy game they release is different, and they also reap the benefit of a more stratified European gaming audience where the appetite for different, specific experiences is greater. In many cases, it’s also not hard to see that the genre has a lot of room for variety. Mork Borg and Forbidden Lands have very little to do with each other. That does make it a little interesting, though, when Free League acquires the IP for the grand-daddy of Swedish RPGs. As of 2021 they did make such an acquisition, and the result is out now in the form of Dragonbane.

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Meet the Campaign: Forbidden Stairs

I love mashups. Whether in music, film, or elsewhere, a good mashup takes the best parts of its two (or more) constituent works and makes them even better by putting them in a different context. Mashups work just as well in RPGs. Shadowrun, a mashup of fantasy and cyberpunk, has been drawing players in for 35 years. Rifts, arguably an attempt to mash up everything the designer could think of, has created many more fond memories than its ruleset would suggest. For today, though, I’m going to dig into a more literal mashup, a setting where two worlds collide: an RPGnet thought experiment and proto-setting called The Long Stair.

As recorded in a long thread started over fifteen years ago, The Long Stair was intended to be a combination of ‘spec ops dungeon crawls’, Cold War shenanigans, and a little sprinkling of cosmic horror as D&D creatures made it ‘up the stair’ into the real world. While it’s certainly not the only way to do it, this setting illustrates a very well realized example of worldbuilding from a thought experiment, in this case the idea of sending modern-day operatives into a D&D dungeon.

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What can we say about RPGs?

This is my eighth year of writing for Cannibal Halfling Gaming. On one hand, everything I’ve done here has blown up beyond my wildest expectations; the quantity, quality, and audience of my writing are all better than I could have imagined back in 2016 when I asked Seamus to join his project. At the same time, though, the journey often comes with the feeling that we still aren’t doing anything of the scale or ambition to be worthwhile. Some of this is just imposter syndrome, to be clear. Some of it, though, is borne from frustrations that come with being a content creator for a niche hobby and insisting on using the written word to do it.

As Seamus spoke about recently in The Trouble With Reviewing RPGs, there are limits to what we can do on our budget of approximately nothing; we both have full-time jobs and writing for a site like this must be fun and/or fulfilling even before it is useful if we’re to continue doing it. At the same time, there are things we have to say, and having no budget also means we aren’t beholden to anyone. Things are changing, though; we’re changing. When I wrote that very first article about PbtA I was 29 years old; I’m 36 now. That is a huge step away from the core audience of tabletop RPGs, and as our entire millennial generation now sits above the first standard deviation of age for a gamer we need to think long and hard about our continued relevance (or inevitable descent into grognardism).

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Crowdfunding Carnival: January, 2024

Welcome to the first Crowdfunding Carnival of 2024! We’re just out of the weird, liminal part of December, so excuse me if I’m still a little longwinded and full of cheese. Nonetheless, we have a number of campaigns to talk about, including one very large one.

It is a new year, and Shannon Appelcline released his annual Year in Review over at the Designers and Dragons website (a move from the article’s usual home on RPGnet). While the article covers much of the past year’s news very concisely, I want to call your attention to the top Kickstarters segment about ¾ of the way through the article. The top three campaigns of 2023 were all third party supplements for 5e. Since Crowdfunding Carnival/Kickstarter Wonk began six years ago, there were only two years where the majority of the top 5 best funded campaigns weren’t 5e supplements, 2018 and 2022. Even more damning, the only supplements in these lists which I still hear people discuss in social media in any fashion were all authored by the company which is currently running the largest campaign in this article. At least this new one isn’t (technically) D&D.

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Level One Wonk Holiday Special: 2023

Happy holidays! 2023 is ending, and what a year it’s been. In a lot of ways, 2023 has been a bit quieter here than previous years; while COVID refuses to go away we’ve all lurched back towards normalization, and most of the upheaval in games came from picking up the pieces of events that happened in 2022. Twitter is dead, essentially; anyone who’s attempted to use the site knows that any attempt to see through the haze of algorithmic mud only results in, at best, the absence of continued conversation. Of course, RPG discussion continues, you just need to look a little harder to find it.

Casting a longer shadow over RPG news of the year was Wizards of the Coast. Starting with the OGL debacle and ending with a swathe of layoffs, things were rough this year for everyone’s favorite RPG monopolist. It does mean, though, that my prediction made last year about major players and rent-seeking were correct; MCDM, Kobold Press, Darrington Press and others are all fielding fantasy RPGs intended to be an alternative to D&D. This does mean that whatever happens with the revised D&D rulebooks coming out in 2024 is anyone’s guess; even the home run of Baldur’s Gate 3 has effectively been squandered on the tabletop side.

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