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.

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).

Continue reading What can we say about RPGs?

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.

Continue reading Crowdfunding Carnival: January, 2024

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.

Continue reading Level One Wonk Holiday Special: 2023

Hobby Economics: RPGs and Bicycles

Recently Wizards of the Coast has been in the news as Hasbro laid off 1,100 people, including numerous Wizards employees. In addition to the typical bad rap a company gets from firing that many people right before Christmas the Hasbro layoffs, especially those which affected Wizards, have made a lot of people ask questions. Wizards is a bright spot on Hasbro’s balance sheet, especially in light of the recent sale of the eOne film and TV business which highlighted the weakness of the company’s entertainment division. Despite their performance, Hasbro opted to lay off people responsible for some of their greatest successes, including most of the team responsible for working with Larian on the hit video game Baldur’s Gate 3.

Although I can’t comment on the wisdom of Hasbro’s particular headcount decisions, I can say that when RPGs meet money, good things don’t usually happen. Indeed, Hasbro’s reported tabletop gaming revenue in one quarter of 2023 was $290 million, or 50% larger than the entire tabletop RPG industry for the whole year of 2022. By that math, Magic: the Gathering alone is roughly six times larger than every TTRPG combined on a revenue basis. Ouch.

Continue reading Hobby Economics: RPGs and Bicycles

System Hack: Advancement for GURPS

As longtime readers of this site may be aware, I have a long history with GURPS. GURPS was the first game I GMed for what is still my primary gaming group, and I GMed GURPS for the majority of all games that I ran from 2006 until 2014. In the intervening decade I moved away from the system because my own interests changed; I began seeking out specific experiences and different approaches to game design. Some of my favorite games and game systems from the last decade, systems as diverse as Twilight:2000, Electric Bastionland, and Apocalypse World, all share the common property of being designed for a specific circumstance. In other words, all of these games could be considered the antithesis of GURPS at least as far as design goals are concerned.

That said, my affection for GURPS and generic game systems in general has never completely waned. Beyond that, when it comes to a more simulative approach to gaming, to times when you want to know how to make a very wide range of situations relevant, GURPS is still king. I cannot think of a better game for bringing verisimilitude and consistency to a very wide set of characters and circumstances. However, as much as I hold a lot of affection for GURPS, there are still some things I’d want to change if I were to return to the system. For this System Hack or two (or three?) I’m going to look at GURPS and look at things which haven’t gotten as much revision and research as the tech level system, or the frightening number of weapons, or the comprehensive and extremely math-heavy solar creation templates of GURPS Space. No, I’m going to be talking about things that have received a lot of attention since GURPS Fourth Edition was released in 2005. Spotlight management. Player-driven goals. And today, advancement.

Continue reading System Hack: Advancement for GURPS

Crowdfunding Carnival: December, 2023

Welcome to Crowdfunding Carnival for December! Well, folks, we made it. It’s nearly the end of 2023, and the holiday season is now upon us. It’s time to look back on the year, look forward to the next, and light lights to guard against the darkness of winter.

It’s also time for statistics! This year as part of Crowdfunding Carnival, I went into the archives and did retrospectives of the Kickstarter Wonk articles from 2018, the start of the series. With over 100 campaigns reviewed, I was able to collect some interesting data and reflect on the nature of RPG Kickstarters based both on trends within the sample as well as some reflection on what was included in my sample and what was not. While I don’t think anything I learned is particularly earth-shattering, it’s always nice to get a little quantitative nugget among the highly qualitative world of writing about games.

First, though, let’s talk about what’s campaigning now. The holiday season is when you want to finish, not start your campaigns, but there are at least a few that are worth highlighting.

Continue reading Crowdfunding Carnival: December, 2023

Paranoia The Core Book Review

It shocked me to learn that it has been six years since I last reviewed an edition of Paranoia; back in 2017 I did a System Split comparison between Paranoia Red Clearance Edition and Paranoia XP, two editions of the game which had significant mechanical departures from each other. At the time, my conclusion was that while Red Clearance Edition was a better game, XP was the better Paranoia. Apparently someone over at Mongoose read my review, because the new edition of Paranoia (called The Perfect Edition while on Kickstarter) takes my conclusions to an unsettling tee: the slicker rules are kept, the setting is rolled back to more reflect a throughline from the older editions, and the cards, which worked way better in theory than in practice, were removed. The result is remarkably close to a version using Red Clearance Edition rules with XP-style fluff, and (unsurprisingly) it turns out that yes, I really do like the version of the game made seemingly in direct response to my critiques. That all said, the new edition of Paranoia is still an edition of Paranoia made in 2023, and that alone has gotten me thinking about this. So let’s set aside the goofy clearance warnings, fake redactions, and admonishments to self-terminate, and talk about how Paranoia, any Paranoia, actually fits into the gaming landscape here in the roaring 2020s.

Continue reading Paranoia The Core Book Review

Give us more devastating games

What do you do?

The call to action within a tabletop RPG implies freedom. When all is said and done, when the cards are down, the GM asks the players ‘what do you do?’ and they go forth as they see fit. Not bound by rules or procedures, only by their imagination of the game world; the rules are there to help explain what happens, not to limit what can be done. This is the siren’s song of the roleplaying game, the freedom to do, and to be, whatever and whoever you want. There are many roads to a roleplaying game, and most traditional games (and many popular non-traditional ones) are built around this question. There is another question, though, that a game can ask, and for me, games which ask this second question have been the ones providing the most affecting, engrossing experiences.

How do you feel?

While games don’t literally ask this question outright (with a few exceptions), it is the key to another layer of character development, of narrative, even of mere in-game consequences. Once a game makes you think about how your character is feeling, you’re inhabiting that character on a whole other level. The problem with this should essentially go without saying: Rules can’t make you feel things. Game procedures can’t make you feel things. If a game wants to make you feel things, and more specifically feel the things your character would feel, the designer has to be a lot more inventive in how they go about this task than they would be, say, determining the probability that you hit a target with an arrow. But there are designers who have succeeded in this, delivering gut punches, heart wrenching decisions, and a sprinkling of light trauma. To them, I have only one thing to say: I want more of it.

Continue reading Give us more devastating games

Shared Fantasy Review

The era of the RPG historian started in the 21st century, but that’s not when the RPG history has its roots. In the last decade or so, Jon Peterson, Shannon Appelcline and Ben Riggs, among others, have released volumes about how the tabletop RPG came to be. Though the RPG historians of today have different writing styles and research approaches, they share the perspective of being twenty-first century gamers looking back into the twentieth century through the lens of the hobby’s accumulated history, theory, and perspective. It is the very limitation of this twenty-first century perspective that illuminates the value of the few scholarly texts written about tabletop gaming in the time of its ascendancy. That’s why today I want to discuss Shared Fantasy by Gary Alan Fine.

Continue reading Shared Fantasy Review

Crowdfunding Carnival: November, 2023

Happy day after Halloween! Whether you had too many pumpkin beers, too much candy, or just stayed up too late doing the Monster Mash, it’s time for a little…post-holiday drop, let’s say. Luckily for you, I had no Halloween plans other than finding and cataloging some really phenomenal crowdfunding campaigns to help you start your November. On the big game side we have Southeast Asian tactics, dystopian game shows, and Ninja Turtles. On the indie side, Halloween is clearly sticking around with some witches, ghosts, cute cultists, and a big freaking multiverse to tie it all together.

Continue reading Crowdfunding Carnival: November, 2023