Welcome to another Solitaire Storytelling! Until now, Seamus has been the one leading the way on solo games coverage here, finding a lot of interesting gems among all of the recent releases. Now, though, I’m throwing my hat in the ring and seeing what solo gaming has to offer. My first game is not only a solo game, it supports between one and five players. It also comes from one of the best known names in the narrative and storytelling game world, Bully Pulpit Games. In addition to a few straight-up RPGs like Night Witches and publishing other designers’ games, like Star Crossed, Bully Pulpit Games and its lead designer Jason Morningstar are likely best known for Fiasco, a comic game of Coen Brothers-style antics and table improv. The game I played this week takes a card-based format like that of the newest Fiasco edition and uses it for a very different purpose; instead of comedy we’re leaning into horror.
Continue reading Solitaire Storytelling: DesperationAll posts by Aaron Marks
Crowdfunding Carnival: August, 2023
Welcome back to Crowdfunding Carnival! While I’m not in Indianapolis this month, I’m still working to sift through all the cash-in board games and sexy elf minis to bring you the best in RPG crowdfunding from Kickstarter, Crowdfundr, Backerkit, and Gamefound. It’s Kickstarter and Backerkit that are really carrying the month this month, and I have ten campaigns that I’m excited to talk about.
Continue reading Crowdfunding Carnival: August, 2023The Game or the GM?
One of the most controversial questions in the tabletop RPG hobby is ‘What makes a good game’. Entire philosophies of play are built around the idea that you don’t need much in the way of mechanics, and entire other philosophies of play are built around the idea that those mechanics are essential to creating the desired experience in a session. The reality, of course, is messier than either of these. We’ve all heard that “Every game is good with a good GM”, but that doesn’t actually mean that every game system that makes its way to a group’s table is, well, good.
In order to fairly review a game you need to understand what the game brings to the table, yes, but you need to understand the same for your GM. Good GMs can run good games with bad systems by working around or even ignoring aspects of a game system, as well as supplementing the system with experience or house rules from other systems and campaigns. Similarly, bad GMs can create bad experiences with good games by interpreting rules too rigidly or loosely, failing to do the right amount of prep for the system, or using the mechanics for situations in which they weren’t intended to apply. While no game can fix a bad GM who is truly set in their ways, good games can, though good writing, help inexperienced GMs avoid the pitfalls I’ve mentioned.
Continue reading The Game or the GM?Turning the Page on Digital Distribution
The last ten to fifteen years of the RPG hobby have played host to a veritable explosion of content, from highly original new games to revivals of decades-old games and everything in between. A significant building block of this renaissance was digital publication. Instead of shelling out thousands of dollars for a print run and then having to find a distributor, a designer could create their game in PDF form and put it up for sale on a marketplace like DriveThruRPG, all for no upfront cost beyond whatever time it took them to design the game in the first place. This has made roleplaying games cheaper, more diverse, and more accessible than ever before.
The trouble with digital versions of RPGs does not lie in their economics; the real issue is that RPG PDFs are treated as ‘digital versions’, as facsimiles of a game whose platonic ideal is a bound paper book. I won’t mince words: Selling identically laid out books and PDFs is and will always be a usability failure. The way we use books and the way we use our digital reading devices, be those laptops, tablets, or e-readers, are completely different, and trying to use the same document these two ways usually leads to a suboptimal experience in both.
Continue reading Turning the Page on Digital DistributionCowboy Bebop RPG Review
Adaptations are dangerous business, and that’s true no matter what medium you’re working in. Licensed RPG adaptations fall all over the map; for every The One Ring you get rules for Power Rangers contracting tetanus, and for every Star Wars there’s a Fallout. Reimagining old properties stays risky even if you’re staying in the same medium; the live-action reboot of Cowboy Bebop was a cautionary tale, albeit not quite as badly panned as live-action Death Note or live-action Ghost in the Shell. But what happens if you take Cowboy Bebop, the celebrated anime, and make it into an RPG? Well, in this case, something kind of magical.
The Cowboy Bebop Roleplaying Game was developed by designers from Italian company Fumble GDR and published by (also Italian) Mana Project Studio. While Mana Project is mostly known for publishing 5e settings, Fumble has a fairly impressive list of original games, including Not the End, a heroic game using an original ruleset called HexSys. A variant of HexSys powers Cowboy Bebop and, while it employs elements from games you likely know, it is completely original. The result is a game that feels like jazz; there is structure, rules, and even system mastery, but the mechanics create a loose, free environment to tell stories. And, because this is Cowboy Bebop, the stories center around bounty hunters, the bounties they’re chasing, and the memories from their past that haunt them.
Continue reading Cowboy Bebop RPG ReviewCrowdfunding Carnival: July, 2023
Welcome to Crowdfunding Carnival for July! When the majors are away, the indies shall play, and that’s exactly what’s happening right now. The Free Leagues and Kobolds of the world are toiling over their GenCon booths, but we still have some fabulous campaigns going on just under the con circuit radar. For those collectors out there fear not, there’s one big league campaign going on and it includes five alternate covers for the main book. And if you want to take a look back, this month’s retrospective includes a great underdog story and a less-great story of a five year old campaign that was fulfilled only a couple of months ago. For all that and more, read on; your wallet will not thank you.
Continue reading Crowdfunding Carnival: July, 2023The Trouble with Licensed RPGs
The RPG hobby is in the midst of a significant supply-demand mismatch. With high switching costs and higher still depth of play, most hobbyists stick with one or a couple games and tend to funnel their dollars towards known quantities with existing fanbases and deeper supplement libraries. Meanwhile, there is the appearance that designing a game takes only incrementally more effort than simply running an existing one, something reinforced by the over 130,000 products on DriveThruRPG (most of them selling fewer than 50 copies). Designers struggle to differentiate in this environment, which makes the strategy of hitching your proverbial wagon to an existing property as popular as it ever has been.
Continue reading The Trouble with Licensed RPGsEmbers of the Imperium Review
Genesys was released in late 2017, and supported with four major supplements from 2018 through 2020. At that point, the generic RPG went dark. The Covid pandemic was certainly part of this, but it was first a symptom of the broader issues for the RPG business at Fantasy Flight Games (FFG). In the mid 2010s, Fantasy Flight was (excuse me) flying high; as both the licensor of Star Wars and several enormously popular RPGs based on Games Workshop properties, Fantasy Flight was one of the biggest players in the RPG space, but that turned around quickly and badly. When FFG lost the Games Workshop license in 2017 they had nothing left in the portfolio outside of Star Wars; their biggest other game, Anima: Beyond Fantasy had been discontinued the year before. The company wasn’t ready to give up on RPGs, though. They had bought the rights to Legend of the Five Rings two years before, and whether in an effort to maximize their investment or simply because of the sunk cost fallacy, they also invested in a new game based on the ruleset they used for Star Wars. Genesys came out first, while Legend of the Five Rings was ultimately released over three years after FFG bought the property.
Embers of the Imperium comes into the picture after several upheavals, only one of which was a pandemic. In late 2019 FFG divested themselves of their RPG business, shuttling it over to another division of their parent company, Asmodee. Edge Studios, a Spanish company which originally published The End of the World, was the new brand for Asmodee’s RPG line. How did it work? Hard to say. The company does have two 5e-based games now (Midnight: Legacy of Darkness and Adventures in Rokugan), so they might be making money. That said, they did not give up on Genesys. After being announced in April of 2021, Embers of the Imperium has finally been released.
Continue reading Embers of the Imperium ReviewCrowdfunding Carnival: June, 2023
Welcome to the Crowdfunding Carnival for June! This month I’m trying something a little different, though the outcome will likely be similar to how the series has always gone. On Kickstarter, there is a pretty significant bifurcation between small independent outfits and larger, established companies, both in terms of overall success as well as campaign size. Now, as much as they don’t need the help, big campaigns are important to the hobby and are driving more of the self-sustaining fanbases across the RPG landscape. Still, listing them alongside a one, two, or three person effort seems a bit disingenuous. As such, I’m going to be breaking out the ‘big campaigns’ from established names (and serial crowdfunders) and then keeping the ‘indies of note’ in their own section. Whichever sort of campaign you’re looking for, you should be able to find it more easily now. Beyond that, there’s still half a year left in our first five year retrospective, and as more articles were written, 2018 kept on getting more interesting. To start, though, let’s talk about three campaigns from existing companies; we have entries from Steve Jackson Games, Evil Hat Productions, and Kobold Press.
Continue reading Crowdfunding Carnival: June, 2023Candela Obscura Quickstart Review
This review doesn’t really matter.
This review doesn’t matter because there are four types of people who will click on this review when they see it, and none of them are looking for more information in order to form an opinion. You will have critters who’ve already decided they love Candela Obscura and want to see if I do too, and then critters who’ve already decided they hate Candela Obscura, think switching rulesets was pointless…and want to see if I do too. On the indie/OSR side, you have those who can’t stand Critical Role, and want to see if I’m going to bag on it, ranting as long as I did when I reviewed Root. You also have those who are just thankful that the largest Actual Play in the game is using something other than D&D, and have already decided it’s better. Ultimately, I don’t think my conclusion is going to satisfy any of these camps.
It’s fine.
Now, given my own biases from both years of experience in RPGs as well as other media (not to mention writing to a specific audience for a living), I find it hard to believe that anyone was expecting a conclusion other than ‘it’s fine’ for the first ground-up new game from Darrington Press. Just like nobody should have expected Tal’Dorei to be a Planescape or Spelljammer or other setting that really pushes on the conventions of the D&D genre, nobody should really have expected that a new game from Critical Role Productions would do anything other than nestle neatly into the range of genres already popularized in roleplaying, specifically nestling in next to another bestseller, Call of Cthulhu.
I’m starting the review in this way because, ultimately, the specifics of Candela Obscura aren’t nearly as interesting as the reactions they’ve elicited. On Twitter, the first reactions I saw were mostly from indie designers who seemed primed to hate it. Apparently everyone became an IP lawyer since the OGL kerfluffle, because there were people outright claiming that the game had plagiarized Blades in the Dark and was violating the terms of the Creative Commons license (in case it isn’t clear, this is untrue). On Reddit, I read a lot of confusion about the system, though it’s hard to tell from comments if this is just from newness and lack of context, or if it is actually confusing in play. And, of course, the first big review expressed disappointment at how much of a retread the whole thing is.
Continue reading Candela Obscura Quickstart Review