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.

Adventure Log: Cyberpunk Red Interlude: The CabbageCorp Warehouse

The CabbageCorp crew has gotten themselves into some trouble in 2045. But they’ve also gotten some nice payoffs. After William Squires made a troubling, cryptic speech at the Future of the Midwest conference in Hydropolis, the team knew they needed to get in gear and figure out what was going on. They also had some real estate transactions to resolve. So when Mason, Philly, Relay, Jacob, TK, Doctor Kong, and Bubbles had to renovate a warehouse, what were they going to do?

More importantly, what was I, their GM, going to do? While Cyberpunk Red has a few options for stationary equipment, the Night City lifestyle isn’t really about property ownership. Giving the party options for their newly acquired warehouse that they actually cared about would require a combination of creativity, player input, and yes, a bit of a System Hack.

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The Five Mechanic Game

There’s a wide world of games out there, but the ones that get played and talked about the most are more similar than you may think. In the realm of traditional games, most games have their rules structured the same way, at the same level of detail, to accomplish roughly the same goal. It means many of us that grew up among the bursting libraries of games in the 80s and 90s thought we were well-read, only to be waylaid by some markedly different ideas when the games of the Forge era like Burning Wheel and Apocalypse World started becoming popular.

Last week, I talked a bit about the idea of complexity, and grounded it to the idea of how many mechanics a game has interacting at once. This makes a game like Blades in the Dark, with many overlapping systems, more complex, while a game like Dread, where there is only one mechanic and it’s essentially ‘Jenga Or Die’, is less complex. What’s more interesting, though, is what it says about the middle. Basically every traditional game, from the real bloats like Exalted all the way down to little digest editions like Savage Worlds, have roughly the same type and number of mechanics. That number is five: character creation, task resolution, combat, game mastering, and at least one subsystem of note.

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On Complexity

Games are complex systems, and as such gamers have incredibly eclectic relationships with complexity. This is true across the ecosystem; tabletop RPGs might have Honey Heist and GURPS while digital gamers have Candy Crush and Dwarf Fortress. Gaming has always had room for one-pagers to sit alongside clockwork behemoths and all coexist. Unfortunately, as is wont to occur, someone mistakes a preference for a judgment, and then we just have Twitter, where GURPS is the butt of a joke but somehow all indie games are just make-believe story circles.

The problem with trying to have a real discussion about preferences for complexity in games as well as rules density in games is twofold. First, complexity and rules density aren’t related. Second, and perhaps equally important, is that a game’s tendency towards having either physical rules or narrative rules is also not related to either complexity or rules density. Because the world likes making things difficult, though, there are confounding factors that do make these elements correlate. This muddies the waters because many associate a complex game with a game that has a lot of rules, and many also associate indie, narrative games with low complexity. These assumptions are both wrong, or at least flawed.

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Crowdfunding Carnival: March, 2022

Step right up, step right up! The Crowdfunding Carnival is continuing for March, and we’ve got a doozy of a month to look at. In the wake of Zine Month, where are all those dollars going? And how was Zine Month, anyway? Seamus hit the games but I’ll be hitting the numbers, comparing Zine Month with ZineQuests of years past and seeing if we can’t draw a few conclusions.

Like last month, the quantitative part of the Crowdfunding Carnival comes from a start-of-month snapshot done the Monday before the article goes live. While this can’t capture every campaign that goes down over the timeframe, it at least gives us an idea of where the funding needles are pointing for Kickstarter, Gamefound, and Indiegogo. And for March, the needles are pointing up. There is about $400,000 more funding in play at the start of March than there was at the start of February, and over twice as many projects. And while this snapshot doesn’t give us a whole story, both Zine Month and some general pickup coming out of the post-holiday slump can share the credit for this uplift.

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When The Game Blows Up

You have a great idea for a new campaign. You explain it to your group, and everyone’s on board. Session Zero goes great, it seems like everyone has made interesting characters and is totally bought in to the premise. Then you start playing. For whatever reason, things just aren’t hitting the same way that everyone thought. Then comes the big inciting action. This will drive everyone to really dive in, right? Maybe it doesn’t. Maybe everyone’s looking across the table awkwardly. Maybe someone gets upset, maybe not. Whatever happened, the game blew up, and now it’s time to pick up the pieces.

When most of the hobby assumes that you’ll pick one game and play it forever, there’s not a lot said about the risks of trying something new. Even among those inveterate RPG collectors with four dozen different systems in their bookshelf, there were never that many games that were really *out there* until recently…and even now, the vast majority of games sold hew to a common template. So, when the range of experiences and expectations is fairly narrow, you have to be prepared for what happens when you step outside of those experiences and expectations and something unpleasant happens.

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Adventure Log: Cyberpunk Red: CabbageCorp Part 9

The big day had come, and Hydropolis was feeling the heat. With the Future of the Midwest conference in full swing, every edgerunner in the city was looking over their shoulder at the corporate operatives and East Coast tourists trying to scope out the action. For CabbageCorp, though, the Future of the Midwest was looking shaky. While local agricorps like Biotechnica, Continental Brands, and Petrochem had been snubbed from the agenda, Jayhawk Agritech got the keynote slot with Dr. William Squires. Or at least that’s what the team thought.

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Pacing Problems

How fast do you burn through a storyline? If you’re like me, sometimes that core conflict is approaching a climax halfway through what you thought was your campaign. Or, if you’re like me at a different point in time, you find your players have cracked the advancement mechanics on the cool new system you wanted to try and now the power curve is shooting upwards, taking the storyline in places you weren’t ready for it to go. Whether it’s from game mechanics or your own writing, it’s easy for a GM to find themselves with a pacing problem.

There are a few issues with figuring out how to pace a role-playing campaign that don’t appear in other media. The first one is simply that other media have it way easier. It might be challenging to write a novel or direct a movie, but that author or director has complete control over how fast or slow events progress. When you’re GMing a game, with players staring back at you and wondering what’s going to happen next, that control is illusory. The second is that many of the tricks we’re taught in interactive media, like video games, either don’t translate or translate poorly back to the tabletop. Once again, a lot of that has to do with the fact that there’s more than one person playing and setting the clock.

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Crowdfunding Carnival: The Kickoff

Step right up, step right up! We’re changing the focus of Kickstarter Wonk and needed an equally dorky name! That’s right, Crowdfunding Carnival is the new, improved, and expanded version of Kickstarter Wonk, looking further across the crowdfunding world to bring you the latest and greatest in homegrown and original TTRPGs. For this kickoff article, though, I wanted to talk a little bit more about the TTRPG crowdfunding landscape and why it looks the way it looks.

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The One Ring Review

So here it is. After a whole bunch of hubbub and more angry Tweeting than you can shake a stick at, The One Ring has been released. And what does that get us? The One Ring, Second Edition, is the official licensed roleplaying game of The Lord of the Rings, and is the jewel of the crown of Sophisticated Games, a company you’ve likely never heard of because all they do is hold intellectual property. Sophisticated Games is the root cause of every kerfluffle about this particular game, because they decided to hang Cubicle 7 out to dry back in 2019.

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Adventure Log: Cyberpunk Red: CabbageCorp Part 8

Nothing gets you in a productive mood like being in the crosshairs. Thanks in no small part to an insider trading scheme that was very ‘player character’ in its execution, Hydropolis is getting attention across the continent, attention that it may very well not want. For the employees of CabbageCorp, that means that it’s time to tie up loose ends…preferably before the tourists have bigger guns than they do.

When we last left our meddlesome mercs, they had placated Vlad’s boss with a promise of insider trading. The deal went wrong in the Russian Mob’s favor, and soon the whole world was wondering what was going on in this little corner of Kansas. The team also followed up on scientist/pervert Michael Forsythe, and in addition to helping ban him from the con scene they found themselves wondering what was going on in the upper floors of Jayhawk Agritech.

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