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.

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.

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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.

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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.

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Table Fiction: DIE: Lenny’s Halloween Party Pt 2

When the football players show up, it’s clear Lenny’s Halloween Party will be a success. That doesn’t mean everything will go smoothly, though, and especially not for Donnie. Be sure to read part 1 if you haven’t already, and then check out DIE on Cannibal Halfling Radio for another story. If you’re more interested in commentary than characters, though, be sure to check out Seamus’s In-Depth Review.

[Content Warning: This section of the story contains some mild sexual content, and casual homophobia like any of you who went to high school in 2003 probably heard regularly.]

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Table Fiction: DIE: Lenny’s Halloween Party Pt 1

This past weekend, Seamus treated our shared gaming group to a full run of the ‘Reunited’ scenario for the DIE RPG. While you may have heard me run DIE on Cannibal Halfling Radio, the scenario I ran was an adaptation of both Reunited and the one-shot rules, and was significantly shorter than Reunited. When all was said and done, we played for roughly ten hours of some of the most exhausting, emotionally draining, and rewarding gaming I’ve ever done. As often occurs with emotionally involved games, several of us had gnawing itches to engage more with our characters; this included me. My character, Donnie, became the Fear Knight, and had to engage with the fear he had for the future and how it was shaped by his past. Although the character creation in DIE takes some time to let you build the high school version of your character, I needed more. Less than a week after the game concluded, I started writing, and the resulting short story is the product of my post-game rumination. This is Lenny’s Halloween Party, and it stars all of our player characters as they navigate the opportunity to throw a real high school party on Halloween night of their senior year.

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On Modules

My gaming group consists of roughly 10 adults, each able to commit to any given gaming session only when the vagaries of their schedule allows. We run two campaigns at a time, taking into account the availability of two GMs and whichever player has a character who is a ‘hinge’ to the upcoming session. Sometimes, we cannot get a session of either campaign together but still have 3 or 4 players. In the last year or so, I’ve finally acknowledged that the only effective way to pull out some quick gaming when such an attendance squeeze arises is to pick a backup system and pull out a module.

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Crowdfunding Carnival: October, 2023

Welcome to Crowdfunding Carnival for October! We’ve got some horror games this month, appropriate for Halloween. We also have Tarot, Cryptids, and badgers and coyotes! The magic of RPGs only gets more magical with every new and offbeat game I see. As usual, we’ll check in with those major publishers, see what the indies are bringing forth, and then finally take a look back at the Kickstarters from five years ago.

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System Split: Death in Space and Mothership

Most big science fiction properties today err on the side of science fantasy. Star Wars is basically swords and sorcery in space, and Star Trek’s post-scarcity antimatter economy is built to support its storylines, not the laws of physics. In the tabletop RPG world, though, there are a few options for somewhat harder space sci-fi, especially if your definition of hard sci-fi includes horrors man wasn’t meant to know as well as the strong possibility of explosive decompression or straight up getting sucked out an airlock.

Today we’re going to look at two gritty space horror games which, through relatively light rules and strong emphasis on random outcomes, are easy for players but very tough on characters. Death in Space is created by Christian Plogfors and Carl Niblaeus, members of the Stockholm Kartell alongside the creators of Mork Borg and CY_Borg. Mothership is created by Sean McCoy and distributed and developed by Tuesday Knight Games, who are in the process of bringing the new Mothership box set into distribution as of this writing. Both games are about freelancers trying to survive deep in space, and quite often failing to survive deep in space. Despite similar rules and character survivability, each game has a degree of nuance with how it approaches the gameplay loop.

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Meet the Party: Twilight:2000 American Roadtrip

In 2022 I ran a campaign of Free League’s new edition of Twilight:2000. After my review I was excited to try it out, but decided to adapt the premise, instead casting my players as American soldiers and refugees of a nuclear war. The campaign involved a roadtrip throughout the mid-Atlantic United States, meeting separatist groups, civilians, and opportunist criminals, and asking some questions about what the fractured national identity of the US would become in the face of such a monumental crisis. After about eight months the campaign ended, somewhat abruptly; the characters had made their way to Lynchburg, Virginia, home of several key players in the country’s nuclear industry but also, more importantly to the characters, a summer camp with about 400 kids who didn’t know when they’d see their parents again. A strong majority of players voted to end the roadtrip there to protect the kids and, after wrapping up some of the local storylines I had prepped, we concluded.

As much as our story came to an end, the American Roadtrip campaign outline for Twilight:2000 is still one I think holds a lot of promise. As time moves on the campaign shifts from survival to reunification, and has the potential to run for quite a few sessions. In today’s Meet the Party, I’ll introduce you to four characters who also exist in the American Roadtrip setting, albeit a different part. These four characters were generated entirely randomly with the lifepath rules in Twilight:2000 and, as a result, this is hardly a balanced party. That said, the lifepath rules generate characters you otherwise would never have written yourself, and have generated for us the story of a bunch of New England misfits who are crossing into the state of New York with a hope, a prayer, and a few guns.

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Crowdfunding Carnival: September, 2023

Welcome to the Crowdfunding Carnival for September! There are a lot of games on Kickstarter this month; the post-GenCon recalibration has happened just as expected. Beyond that, there’s a large number of big campaigns; beyond the ones we cover here there’s a big Free League campaign for a supplement to The One Ring as well as a new collection of Game Master Advice.

There’s something else going on here, though. Is it getting…spooky? It’s not just vampire commandos and weird wizards, it really does seem like Halloween is starting earlier every year. Check out what’s on offer this month, and see if you agree.

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