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: CabbageCorp Part 1

Fleeing the city in a vegetable truck? It’s going to be a weird night. Having two mercs shoot out the tires of the truck and drag the most obnoxious passenger into the trunk of a waiting car? Very weird night. Getting picked up by two bodybuilders in a box truck converted into a mobile clinic? Now you know you’ll be talking about this night for a good while.

As noted in our prologue, the misfit group of edgerunners known as CabbageCorp met coincidentally in the back of a truck while seeking new homes, new friends, and also maybe running for their lives. A somewhat hasty decision to accept a ride from Tyrone King and Doctor Kong would form the party in earnest; while they don’t need each other yet, they certainly can’t back out.

Continue reading Adventure Log: Cyberpunk Red: CabbageCorp Part 1 →

Everywhen Review

Generic RPGs are written for GMs. A game with a setting or a conceit can speak to anyone who sees it on the shelf or reads through its Kickstarter campaign, but a game with no setting has a tougher time marketing itself. Those of us who run games, though, see them for what they are: toolkits. A good generic RPG is the toolbox that lets you build a game, and every generic RPG is a different set of tools. GURPS is the five hundred pound box of every wrench and screwdriver imaginable. Cortex Prime is a massive array of dials and knobs, ready to be toggled for your campaign. Fate is a smart everyday carry pack, providing the fewest tools to cover the most situations. What about others? Where do other approaches fit in between these?

Everywhen is a genericized version of the popular swords and sorcery RPG Barbarians of Lemuria, and it would have escaped my notice had I not seen a well-known GURPShead on Reddit give it an unequivocal recommendation. Intrigued but skeptical, I checked it out. What I found was a game that hit the right medium crunch sweet spot but also had some design choices that made it easy for any GM, novice or experienced, to write exactly what they want with it.

Continue reading Everywhen Review →

Kickstarter Wonk: May, 2021

Welcome back to Kickstarter Wonk! We’re all getting ready for vaccine summer, and it looks like the designers are too! We have another full ten-pack of Kickstarter campaigns here, including a number of first-timers who are putting forth really solid stuff. I’ve already put forth more money than I was planning to on several of the campaigns below, and I have a feeling after you read you may do the same. Keep a tight hold on your wallet, and let’s dive in.

Continue reading Kickstarter Wonk: May, 2021 →

Dune: Adventures in the Imperium Review

Frank Herbert’s Dune is high in the science fiction pantheon. The novel combined originality and prescience in a way that has continued to inspire readers over the last 55 years; it has also defied adaptation. Both film versions of Dune (prior to the upcoming 2021 movie) were beautiful failures in their own right, and the version that never happened, plotted by psychedelic filmmaker Alejandro Jodorowsky, was so ambitious that its lack of production still inspired a documentary. Dune’s RPG history is similarly troubled. Dune: Chronicles of the Imperium was designed by Last Unicorn Games and held up by licensing disputes. When Wizards of the Coast acquired Last Unicorn, they got permission to print any pending projects, and a 3000 copy print run of Chronicles of the Imperium was made. Apparently the entire run got scooped up on the con circuit and the game fell into obscurity after WotC scrapped further printing in favor of converting the whole thing to d20, which fortunately died on the vine in a new spate of licensing disputes. So, literally two decades later, Modiphius has the vaunted Dune license and has made good with Adventures in the Imperium, their latest 2d20 title.

Continue reading Dune: Adventures in the Imperium Review →

Weekend Update: 4/24/2021

Welcome to the Cannibal Halfling Weekend Update! Start your weekend with a chunk of RPG news from the past week. We have the week’s top sellers, industry news stories, and discussions from elsewhere online.

DriveThruRPG Top Sellers for 4/24/2021

  1. Dune: Adventures in the Imperium Core Rulebook
  2. Worlds Without Number
  3. Hard Wired Island
  4. Cyberpunk Red
  5. WFRP: Sullasara’s Spells of Unrivaled Utility

Top News Stories

The 50th Anniversary of the Tabletop Role-Playing Game: At the beginning of this week was the 50th anniversary of Dave Arneson’s first foray into fantasy scenarios for his ‘Braunstein’ wargames. It’s widely observed as the invention of the role-playing game as we know it.

Discussions of the Week

An Illustrated account of a Thousand Year Old Vampire Game: Tim, @dog_blink on Twitter, has been posting illustrations following his Thousand Year Old Vampire game. Check it out.

How to Narrate Sex Scenes Properly: Romance and sex are much better represented in RPGs than they were in the past, and this is a good thing. Over at r/rpg the Redditors have an extensive and thoughtful discussions about how to handle sex at the gaming table.

Have any RPG news leads or scoops? Get in touch! You can reach us at cannibalhalflinggaming@gmail.com, or through Twitter via @HungryHalfling.

Wanderhome Review

There are certain things one takes for granted in a role-playing game. I’m not talking about anything as concrete as attributes or skills or levels, I’m talking about exogenous conflict, which is so omnipresent in traditional RPGs (and most non-traditional RPGs as well) that it’s invisible. Well of course there are monsters to fight. Well of course you need to define a ‘need’ in Fiasco. Well of course there’s scarcity in your apocalypse. Like many people I took this for granted until I saw a game that completely stepped away from it. No, the war is over, no one fights. No, people are inherently good, there are no monsters. No, you will have hospitality in every place you visit. When I first read Wanderhome, this twisted my mind a little. How does one play a game with so little conflict? And then I created a character. And then I immediately got it.

Continue reading Wanderhome Review →

Adventure Log: Cyberpunk Red: CabbageCorp Prologue

Everyone knows Night City, choom. Underneath the glitz and the danger, whatta ya really got? Rent is out of control, every block is already claimed by one booster or another, and if the cops don’t knock you down on your way home Arasaka will. Why live in a city dominated by a security corp anyway? Nah, the midwest is where it’s at. Can’t afford rent? Grab a shipping container and plop it in a nearby contaminated cornfield. Don’t want the cops breathing down your neck? Get a job at the local agricorp, you’ll unlock every door in town. The beer tastes better, the vegetables are real, and there’s plenty of room for everyone. Just fly suborbital into DFW and take the 35 north until you hit Hydropolis. 

Continue reading Adventure Log: Cyberpunk Red: CabbageCorp Prologue →

Kickstarter Wonk: April, 2021

Welcome back to Kickstarter Wonk! Oh it’s an exciting month, this month. Maybe it’s because of holdouts from ZineQuest, or maybe it’s because there’s a vaccine, but there’s actually a full, healthy crop of Kickstarter campaigns out there! We couldn’t even stop at 10; if you haven’t already, check out Seamus’s review of Tyler Crumrine’s Possible Worlds Kickstarter. And after you’re done with that, scroll through these 10 handpicked campaigns. The world is healing!

Continue reading Kickstarter Wonk: April, 2021 →

System Split: Worlds Without Number and D&D Fifth Edition

It’s never been a better time to be a dungeon crawler. Dungeons and Dragons Fifth Edition and Pathfinder, two versions of the same underlying D&D ruleset, are bestsellers 1 and 2 in the RPG world, and have been for some time. Pathfinder is built for detail and breadth of options, while D&D’s Fifth Edition is built for accessibility and continuity with earlier versions and settings. They offer two versions of a fairly modern D&D experience, where GMs run story arc-based campaigns built around fighting monsters and exploring dungeons. Characters are treated like protagonists, and death is relatively rare. At the same time, we’ve seen a resurgence in “old-school” playstyles, usually represented within the D&D ecosystem by the OSR. Old-school games tend to have fewer rules, presenting challenges and decisions to the players rather than the characters. They tend to have weaker characters who aren’t treated like protagonists, and they need not be organized around a story.

There is a middle ground, though, and a new entrant in the middle ground has stormed into the DriveThruRPG sales charts. Worlds Without Number presents a dangerous old-school world, but uses rules innovations from later versions of D&D (and other role-playing games) to make the game more accessible and make the characters feel a bit more heroic. On top of all that, it provides tons of tools to help GMs run interesting game worlds with or without a driving story. Although many people will simply call Worlds Without Number an OSR game (and there are fair reasons for that), I think that it deserves to be examined against the current state of the art. That’s why this System Split pits Worlds Without Number against Dungeons and Dragons Fifth Edition.

Continue reading System Split: Worlds Without Number and D&D Fifth Edition →

RPGs Have Two Sets Of Rules

Role-playing games are different from any other type of analog game because of their relationship with rules and procedures. When you sit down to play a board game, or a card game, or even a game of darts, you follow a set procedure to determine an outcome. Wargames took half the steps away from board games by introducing rulesets which could be adapted to a wide range of scenarios, the only limits being how many minis you had and how big your sand table was. The early ‘Braunstein’ campaigns started the other half, walking away from simple win/lose conditions in scenarios. For the role-playing game to turn from a weirdo version of wargaming a couple nerds were running to a repeatable, salable product, existing wargaming rules had to be supplemented with rules for writing and executing free-form scenarios which very much didn’t resemble battles any more. Every traditional role-playing game, from the first edition of Dungeons and Dragons onward, has rules for players and rules for the person running the game.

Continue reading RPGs Have Two Sets Of Rules →