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.

Salvage Union Review

Mecha runs through the history of Cannibal Halfling Gaming; the core contributors would have never met if not for a Gundam play-by-post back in the late aughts. Mecha in RPGs has been popular more broadly as well, though usually best represented by the idiosyncratic and crunchy Robotech and Mekton as well as the more grounded (and also crunchy) Heavy Gear. Salvage Union is the latest in a line of mecha games to aim for the narrative side of the genre, though instead of the high-flying high-drama settings of mecha anime, it’s aiming for a more grounded approach couched in the post-apocalypse.

In Salvage Union your mech pilots are living on the outskirts of a society that has been sequestered in arcologies due to environmental devastation. You make your way through the world by gathering scrap to trade, modify your mechs, and maintain your Union Crawler, a large moving settlement that is your home. Like any good mecha game, Salvage Union is built on interesting decisions: Where to go looking for scrap, what systems to attach your mech, how to manage your energy and heat in mech combat. While the mechanical bones are solid (if light), the supporting setting that explains what happened to the world and what your place is in it are left a bit sketchy for a book with so many specific mech chassis contained within.

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Nostalgia, consumption, and D&D

I am not too proud to admit I’ve watched every episode of Netflix’s That 90’s Show. Unlike the first attempt at a spinoff, That 90’s Show is nakedly and obviously a sequel to That 70’s Show while also fishing in the shallow pool of 90s nostalgia, including groaningly obvious musical numbers and cameos specifically meant to induce memories of going to high school in the 90s. I’m technically a bit too young for the target market, as well as someone who thought themselves too aware of tropes and psychological ploys to get sucked into this kind of TV. And yet, get sucked in I did. It’s a blatant comfort-watch, calling back to the original series, the magical time before social networking, and also the bygone era when multi-camera sitcoms were still the bulk of network TV programming (remember network TV?).

Nostalgia plays aren’t limited to TV, and of course in the TTRPG world we see them all over. There’s arguably two angles to nostalgia within TTRPGs: The RPG as nostalgia tendril, where the game is simply the marketing device used to exploit the audience’s existing love for Star Wars, or Marvel, or My Little Pony. These games can be good or bad, but they’re built around their existing property and serve that property (and its licensors) first. There’s also nostalgia for the TTRPG itself. While a cynic may call the OSR solely a nostalgia play, there’s much more obvious examples at play here; Goodman Games is clearing half a million dollars in crowdfunding for what is effectively a reprint of a module from 1979. They’re making a t-shirt as part of this campaign, so it’s definitely at least a little bit for the money. That said, I don’t think the Caverns of Thracia reprint is entirely indefensible. Goodman is doing a service by taking a great old module and keeping it available, including updating it for new rulesets; it’s still arguable whether that’s worth half a million dollars and t-shirt sales. And that’s the primary issue with nostalgia: Where do we draw the line between archiving and reviewing the past, and wallowing in it?

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Crowdfunding Carnival: July, 2024

Welcome to Crowdfunding Carnival for July! July is the summer doldrums in the RPG world, no doubt about that. With GenCon in early August, a large portion of the design world shifts the timelines of their games so that they have either announcements for GenCon, or something to sell at GenCon. As a result, product announcements, be those releases or crowdfunding, rarely if ever happen in July; the potential benefits of waiting just a few weeks are too much. As a result, this article will not hit the target of ten campaigns; the designers aiming to put forth original RPGs are exactly the ones who would benefit the most by using GenCon as a platform.

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System Hack 101

Here at Cannibal Halfling we’ve been system hacking for more than six years: Taking game systems we know and love and making them do something else. In some cases this has been fairly concrete, like adding mecha to Genesys or designing a way to play Fiasco with two tables that switch it up at The Tilt. Other times we’ve gotten abstract, talking about dice or playing cards or what ‘advancement’ is. In every case, though, there’s been a common thread: We’ve looked at an existing piece of game design and, with our experience playing and running games, made it do something else.

This sort of hacking is both easier and harder than clean-sheet game design. We’re working with the assumption that the game we’ve chosen works, and works very well, for a core of what we want our game to be about. That means that as we address the things that it doesn’t do well or doesn’t do at all, we need to preserve the strengths that already incited us to pick the game in the first place. Luckily, hacking is built into the culture of roleplaying and, because of that, is often built into the games we play from go. Apocalypse World had an entire chapter on creating custom moves before anyone knew that there was a demand for it. Fate has structured essentially all of its rules supplements into ‘toolkits’ for helping you make the system do what you want. The OSR is predicated on backwards compatibility with the entire d20 universe. We are a hobby composed of hackers.

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Game Changer and the ‘Twist’ campaign

Our players have no idea what game it is they’re about to play. The only way to learn is by playing, the only way to win is by learning, and the only way to begin is by beginning, so without further ado, let’s begin!

Kicking off in 2019, Game Changer has been a big hit for Dropout, the streaming service which subsumed the CollegeHumor brand after the site was dropped by IAC in 2020. The show consists of host Sam Reich running a game show for a rotating cast of contestants, but the actual ‘game’ of the game show changes every episode. One episode may be a particularly twisted variant of Simon Says, while another calls on contestants to make sounds imitating the onscreen prompts, while yet another locks three contestants in their green room only then to explain that escaping the green room is actually the game.

What makes Game Changer so funny is the combination of new and odd gameplay that the contestants are exposed to and the contestants themselves, all comedians who are part of the broader Dropout cast.The way the contestants react to their circumstances (and to Reich himself, who is as much a ringmaster as a host) generates some great laughs, even when facing the real discomfort of handing over their phones, being hooked up to heart rate monitors as a game mechanic, or even having an entire segment set up where the express purpose is to make you (‘you’ in this case being Brennan Lee Mulligan) lose.

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Crowdfunding Carnival: June, 2024

Welcome to Crowdfunding Carnival for June! We’re just starting to creep into con season here in the US, and there is an attendant slowdown in major campaigns as a result. That said, there’s still a lot of energy in crowdfunding, and this month it felt pretty easy to come up with at least ten to cover. More of an issue were some of the campaigns themselves. Did you know I actually opened a campaign, started to write about it, and then had to actually Google the name of the game to find out that the campaign was for a fourth edition of the game, because that hadn’t been written anywhere in the campaign’s text? Don’t do that! Don’t assume we know anything about your game, because the fact is that unless your name is Mike Pondsmith or Mr. Paizo (or Gary Gygax, I suppose), we don’t! No one knows anything about your game! Anyways. There are some solidly interesting campaigns here, both from your larger studios and some completely new outfits. Let’s check them out.

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How do you become an RPG publisher?

The RPG hobby is nearly 100% self-published. This makes sense on itch.io and when talking about the many solo designers with DBAs like ‘Sine Nomine Publishing’ or ‘Bastionland Press’, but it extends across the whole hobby. At no point did Mike Pondsmith submit Mekton to a publisher; he formed his own company, R. Talsorian Games (and had investors in his company, somewhat unusual then and much rarer now). Steve Jackson Games was formed, unsurprisingly, by Steve Jackson. Even TSR was just designers trying to get their games out into the world.

This dearth of publishers creates a problem for aspiring RPG designers: A complete lack of support services. You can hire an editor, artists, even a marketing consultant, but that’s money out of your pocket and a severe constraint for most designers who haven’t yet sold a game. That’s the reason the publisher model is so appealing: For a promise of future revenue, a publisher will provide a designer with all the resources they need to succeed. All the designer needs to do is bring them a game that all parties agree is good.

It works great for fiction, it’s been used much less often in the RPG world. Some designers who extend into publishing, companies like Evil Hat Productions, typically represent games by designers they’re already familiar with as a way to reduce downside risk. It’s a reasonable business strategy but it greatly diminishes the number of new games that can be elevated if fewer risks are taken to discover them. Others, like Indie Press Revolution, do a great service getting games into print and distributed but, once again, they’re curating existing games and designers more than discovering new ones. It all begs one question: Is there an effective business model to discover promising game designers and give them the resources they need to stand toe to toe with the big guys?

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System Split: War Never Changes

The Fallout show on Amazon Prime is actually good, the latest video game property to successfully push back a decades-old curse that has sent similar adaptations plummeting to the bottom of box office rankings and critics’ opinions. And, like any good mass media property, the Fallout TV show has inspired interest in other formats. The contemporary video games were already big hits; with the newest one being six years old the tail effect has been relatively modest (both Fallout 4 and Fallout 76 did re-enter Steam’s top 10 most played games, but that impact has already abated). In the smaller TTRPG world the impact on the official licensed Fallout RPG has been a bit more pronounced, with both the game’s core rulebook and its most recent supplement staying in the DriveThruRPG top ten for weeks now. Much as happened for Cyberpunk Red in the wake of Cyberpunk 2077, Fallout is seeing a wave of renewed TTRPG interest.

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Deathmatch Island Review

Back in 2020 I reviewed the newest edition of John Harper and Sean Nittner’s Agon. Agon is a fascinating game, taking the characters on an Odyssey-like journey of myth through a number of islands. Like Greek myth, though, the game has a strict structure and, barring a small chance of premature retirement, usually ends in the same way. It’s great for generating stories, but not what I’m typically looking for.

Deathmatch Island is based on Agon’s mechanics, but casts the strict structure differently. The structure of each island is because the characters are contestants in a game show, a twisted game show where physical challenges and loot boxes give way to a literal battle to the death. Survivors make their way from one island to another until they reach the end game with Production, the shadowy administrators of the whole thing, shaping the game based on how many social media followers each contestant gets. The last surviving contestant may win a big prize…or wake up on yet another island with a job offer they never could have imagined.

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Crowdfunding Carnival: May, 2024

Welcome to the Crowdfunding Carnival for May! The push in April means that the crowdfunding machine is quiet, at least in terms of big names pushing big games. For newcomers, though, there is some variety. We’ve got dystopias, we’ve got mecha, and we’ve got…maggots. Come with me, and see what games you want to throw some money to this spring.

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