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.

Power Rangers RPG Review

There is a new generation of companies emerging in the RPG world. Free League and Modiphius were founded in 2011 and 2012, respectively, but an even younger studio is making big waves. Renegade Game Studios was founded in 2014 by hobby game industry veteran Scott Gaeta, and his business acumen shows through in Renegade’s portfolio. In addition to publishing more indie titles like Alice is Missing, Kids on Bikes, and Overlight, Renegade rocketed into the trad scene when they took over publishing White Wolf games Vampire: the Masquerade and Hunter: the Reckoning from interim publisher Modiphius. Now, they’re internally developing licensed RPGs that have already turned them into a sales powerhouse. Two Renegade titles showed up on the ICv2 top 5 RPG list last quarter, and I was unaware either were out, let alone already selling so well.

These two games, GI Joe and Power Rangers, make sense as sales successes. The licenses are for properties that peaked in the early 90s, aiming squarely at a mid-millennial market while Wizards aims younger (the core D&D demographics have been teens and twenty-somethings at least as long as Wizards has owned the game, if not even longer). And if it wasn’t these games it could have been others; Renegade also published a Transformers RPG and will soon release an official My Little Pony RPG as well.

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Crowdfunding Carnival: September, 2022

It’s September! A slight bite in the air, days shortening, and the kids are off to school. Quick, go look for crowdfunding campaigns now that you have a spare moment! September marks a change in the season but also a change in focus among RPG crowdfunding coverage as ZineQuest 4 wraps up. ZineQuest 4 puts the bow on what was a really messed up year in RPG crowdfunding, so I’m going to talk about that a bit. Beyond that, there are some ZineQuest campaigns which are still trying to finish off strong, and of course there are plenty of full-sized campaigns across Kickstarter, Indiegogo, Gamefound, and Backerkit.

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Editions and Edition Wars

Last week, the first in what’s assumedly a fairly long series of playtest documents came out for One D&D, the revised version of Dungeons and Dragons Fifth Edition that is scheduled to be released in 2024. Fifth Edition’s product lifecycle is quite long for modern D&D: 10 years is the second longest any edition of D&D has gone with no major revision, still not quite beating out the first edition of Advanced D&D which went without a revision for 12 years. The main difference between AD&D 1e and D&D 5e, though, is that Fifth Edition is the best selling version of D&D ever and AD&D 1e is one of the worst; Basic D&D sold better at the same time and saw three iterations over those 12 years, clearly getting more of TSR’s attention. This contrast gets us to the broader point that running an RPG business is a complicated game, especially when it comes to figuring out how to maintain your product lines.

New editions of games have been part and parcel of the RPG industry since Gygax attempted to close the Pandora’s Box of D&D hacking by releasing AD&D. Even that first public revision of a game, a wholesale rewrite as opposed to small revisions gained over time, laid bare the various and sundry motivations designers could have for revising their game. It may be an attempt to regain editorial control, or appeal to a new audience. It may, cynically, be a way to sell more books after the product line has flagged. And maybe, in some limited circumstances, it could actually be to improve the game.

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Meet the Campaign: Anti-Boredom part 2

The role-playing hobby is an embarrassment of riches. There are so many games, so many game ideas, and in contrast to that, only so much time. You don’t need to be all that prolific to reach a number of campaigns you want to run that will take literally your entire remaining life…and do so even if you’re just in your 30s. It’s from this massive buffet that we want to find one dish we can savor; that’s the concept of anti-boredom.

If you were here with us last time, you saw a discussion about the plots and premises that can feed a long-running, deep, and memorable campaign. Today, we’re going to start executing on our anti-boredom campaign by figuring out what support we need to make it happen. There are so many games under the sun, but some are better suited to long-running games than others, and an even smaller number still can truly support the breadth of play that will keep you, the multi-genre, multi-system, and ultimately very easily distracted GM, from abandoning them.

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On Character Creation

Role-playing games are games about characters: Who they are, what they do, and what happens to them. In most games, a character is the lever through which the player interacts with the world, and even in broader games the actions of characters are still primary in terms of what happens. What this ends up meaning is that game setup for a role-player, the act of character creation, takes on much more importance than setting up would in most board, card, or other tabletop games. 

Character creation is game setup, yes, but it’s also a game in and of itself, and was the solo act of role-playing well before solo games were popularized. Making characters is fun, and many of us who either couldn’t find people to play with or had more desire to game than time would make sheaves of characters who would never be played. As this was the one way everyone could interact with RPGs, friends to play with or not, it created a shift towards games with interactive and evocative character creation systems. Making choices was fun, though rolling random dice and seeing what you got could be fun too.

So where are we at with this? Character creation has broadened significantly since the days of D&D, and games now have longer, shorter, simpler, and way more complicated character creation methods. Each one generates different results and puts you in the head of your character in a different way, and not just because of math. This past week I had a gaming weekend with my primary gaming group, and as preparation I made characters for games of Legend of the Five Rings, Twilight:2000, and a couple others. It was the first time in a long time I had sat down to make a really involved character, and it made it clear that character creation can provide a lot more than stats if you want it to.

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Crowdfunding Carnival: August, 2022

Welcome to the Crowdfunding Carnival for August! You know what time it is, it’s…well, you might not know what time it is, because while yes, it’s ZineQuest, 2022 is both the first and last year ZineQuest will take place in August. It’s ultimately a little confusing, which may be why Kickstarter moved next year’s ZineQuest back to February before this one even happened! Nevertheless, it’s happening, and there are a lot of zines to go through, just like every year.

Because it’s August it’s GenCon, which means that usually crowdfunding channels are a bit quiet as many designers and publishers look to the con for promotion. This does seem to be true this year, though there are major campaigns on each of the competing platforms which are worth a look.

The big news under the carnival tent, though, is ZineQuest. It is day three as of this writing, and the initial flood of projects looking to start strong on August first are already out in the world. How are things going?

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Doctors and Daleks Review

Gamers have long memories. In the early 2000s, the first iteration of the Open Gaming License was released by Wizards of the Coast, and accompanied by the ‘D20’ branding, which allowed many games to claim official compatibility with the Third Edition of Dungeons and Dragons. While this new era in licensing created some new and interesting games, it also created a lot of, well, garbage. This large quantity of garbage combined with Wizards handing out the ‘D20’ branding to essentially anyone combined to erode consumer confidence in the brand. Unfortunately, D&D was the biggest game in the industry at the time (much like it is now), so this, combined with some misplaced faith in the brand on the part of game stores and publishers, caused the ‘D20 bust’. Books didn’t sell, publishers and game shops went bankrupt, and Wizards…well, they published 3.5e and went on their merry way.

The point of recounting this is that the D20 bust is one of the root causes of distrust in the current crop of games developed using the D&D 5e ruleset. Because D&D is the largest, most successful RPG brand, it stands to reason that associating yourself with that brand is a way to make more money, regardless of the quality of your game, and regardless of whether or not your game aligns with the mechanics of D&D. It also doesn’t help that one of the recent high-profile games using the 5e ruleset, the Dark Souls RPG, was released in a pretty messy state, giving it no real chance to disprove the notion that D&D was a poor choice for emulating the ‘Soulslike’ video game genre (whether or not it could have otherwise is an open question).

It was in this environment that Cubicle 7 announced ‘Doctors and Daleks’, a Doctor Who role-playing game built on the 5e ruleset. The announcement was met with a fair amount of criticism, much of it baseless given that there wasn’t a game yet. The surface-level thinking, though, made sense. Doctor Who, especially the newer runs which started with Christopher Eccleston playing the Doctor, is a fantastical series about time travel, the history of the world, and a generally optimistic outlook on coexistence with life all over the universe. The Doctor has a code against killing, gadgets like the TARDIS and the Sonic Screwdriver have capabilities mostly defined by the scripts in that season, and the stories rapidly shift from small and intimate vignettes involving Vincent Van Gogh to apocalyptic, universe-ending plots where the Doctor faces off with the Master, or the Daleks, or the Cybermen. Dungeons and Dragons, on the other hand, is a game where the rules are roughly 90% predicated on killing things and taking their stuff. The mismatch observation is a fair one.

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Meet the Campaign: Anti-Boredom Pt 1

When writing, one of the most important things to know is the audience you’re writing for. And while sometimes it may be obvious, it may also be that writing for a subset of your audience helps focus what you’re doing and clarify your intent. In writing for Cannibal Halfling Gaming, sometimes the audience I write for is myself. No matter what I write about any given week, I go either run or play a session with my home group nearly every week, and just like so many gamers I’m always looking for things to make my games better. So it was when I wrote ‘The Curse of the Wandering Eyes’. The person who the curse had afflicted in my life was myself, and I still am tempted by so many games and campaign ideas that I come across.

When considering my affliction, I asked myself a question. How would you structure a campaign in such a way that it would keep your attention? What would you actually need to go back to the same storyline week after week? This series of articles is an attempt to answer that question. There are certain gifts that a longer campaign gives, mostly in the form of more and more robust character and setting development. Growing attached to a character that you’ve seen grow and change over months and years is an amazing part of role-playing games, and at the same time seeing a setting really become familiar and ‘lived-in’ engenders a lot of affection for and attachment to the campaign. Getting there, though, can be tough, and it requires some long-term thinking and planning.

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Alchemistresses Advance Review

One of my favorite things about the RPG hobby is that there’s a game for everything. Games which aim for very specific genres, designed by fans of those specific genres, are often incredible showcases of creativity and windows into the love that the designers have for their subjects. Recently, I had a chance to look at one such game, a window into the Magical Girl genre of anime called Alchemistresses. Alchemistresses casts players as high schoolers who begin to discover their link to a former life as a Mistress of one of the Five Elements (though here Mistress, like Magical Girl, is a job description, not a gender). As your campaign progresses through a season of your show, you must balance slice-of-life high school antics with your past life and the villains you must now face. Right now, though, the designers are embarking on a different sort of campaign: Alchemistresses is funding on Kickstarter.

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Crowdfunding Carnival: July, 2022

It’s July! The weather is hot, and the RPG crowdfunding is…at least a little air conditioned. It’s the month before GenCon, and that means all the big design houses have their sights elsewhere, at least for the most part. Even so, there are plenty of games around and even some worth throwing money towards!

Speaking of GenCon. The biggest crowdfunding-related news in the last month was Kickstarter’s announcement that ZineQuest 2023 would be held in February, even though ZineQuest 2022, moved to August at the beginning of this year, hasn’t even happened yet. I don’t exactly know why this announcement was made so early; if it has any effect it’s probably to take the wind out of the sails of the event that’s scheduled for next month. It is possible that pre-launch metrics aren’t looking pretty, or that the GenCon co-marketing opportunities that were purportedly the reason for the time switch in the first place didn’t materialize. No matter the reason, we’ll be here next month covering ZineQuest 2022, just like we have for the last few years.

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