Welcome to the Crowdfunding Carnival for February! You know what time it is…it’s ZineQuest time! Kickstarter’s celebration of small-format RPGs is settling back into a regular cadence, with 2025 being the second ‘normal’ year after two relatively abnormal ones given scheduling and, well, Web3. Just like last year I’m going to do a quick overview of the full-sized campaigns running and then dive headlong into the zines, categorizing them into full games, supplements, and RPG-adjacent or system-agnostic materials. In two weeks time we’ll do it all again, covering the zines we don’t get to or that haven’t started campaigning this week, and instead of covering major campaigns we’ll go over the five-year retrospective, looking at ZineQuest 2020.
Continue reading Crowdfunding Carnival: February, 2025All posts by Aaron Marks
Diegesis, Mimesis, and You
The term ‘diegesis’ (and derived adjectives ‘diegetic’ and ‘non-diegetic’) comes from film criticism, but has been used recently in RPG critique. In essence, diegesis defines the narrated world relative to the viewer (or in our case, the player). This is somewhat of a heady, academic definition, so let me give an example. In a movie, the soundtrack is typically non-diegetic. That means that the music playing that the audience hears does not interact with the narrative, with what’s going on on the screen. In some cases, though, the soundtrack is diegetic, meaning that the events of the narrative do interact with the music. The perfect example of that would be musicals: The soundtrack you hear is in fact the characters breaking into song, that is part of the narrative and the world.
And just like musicals, roleplaying games are creating assumptions about their worlds that do not align with the real world. You are never going to suddenly hear a musical cue and break into song while waiting for a bus; similarly you will never find yourself suddenly able to rebuild an engine or speak Mandarin because you were able to invest ‘skill points’. These aren’t bad things: both dramatic works and games are designed in service to their goals as art and entertainment, not to be ‘realistic’ or ‘grounded’. On the other hand, there is a vast world of critical opinion around how much the conceits of both films and games live in either diegesis or exegesis (the realms of the narrative and the audience, respectively); calling musicals divisive would be putting it mildly, and the same can be said about RPG mechanics which treat the characters more like narrative game tokens than extensions of the player.
Continue reading Diegesis, Mimesis, and YouThe three layers of Triangle Agency
Depending on how you look at it I either chose the best or the worst time to read Triangle Agency. Over winter break I finally beat Control, and found I absolutely loved its setting and vibe. The whole reason I picked it back up again (after getting stuck with it many months ago) was that I had also finished reading all four books in Jason Pargin’s John Dies At The End series, and in doing so discovered that I actually love cosmic horror so long as that schmuck named Lovecraft isn’t involved. When Triangle Agency, a game I thought looked kind of interesting when it was funding on Kickstarter, started picking up some end-of-year momentum, it seemed like a perfect complement to all the other horror/conspiracy media I had been consuming.
In fact, Triangle Agency followed so closely in the footsteps of Control that by the time I finished the player section, I was unclear on how it was going to differentiate itself. Cute-but-horrific is the artstyle of the book, and I wasn’t loving it compared to Control’s “dead serious but yet so absurd you’ll still laugh”. However, as I finished reading the GM’s section, my opinion of the book had picked up dramatically. This is, in part, because Triangle Agency is not Control, but in part because the most interesting ideas in the setting are back there in the GM’s section, telling you how to turn a light and kind of goofy monster-of-the-week game into the conspiracy horror game Triangle Agency actually wants to be.
Continue reading The three layers of Triangle AgencyThe intent of RPG reviews
It’s another new year, and I am once again asking, in one form or another, the same question I’ve asked myself in January for several years now: Why am I here? Why do I want to be here, writing about roleplaying games? Now, I’m not asking this question because the spark is gone or it feels futile (it does some of the time, but hell if that’s going to stop me). Instead, I’m checking in on myself. What am I trying to do? Am I succeeding in that?
This year, I’m also asking: Why are you here? I don’t necessarily mean at this site specifically, but why are you reading about RPGs online? More specifically, why are you reading RPG reviews? I know for a fact that the reason many go to read reviews is not exactly aligned with the reason I write them, and that’s likely why I felt the need to discuss the intent of RPG reviews.
Continue reading The intent of RPG reviewsCrowdfunding Carnival: January, 2025
Welcome to the first Crowdfunding Carnival of the year! No way around it, it’s a slow January, like many that have come before. Indie designers are often holding their cards until ZineQuest (formally announced in December), and major publishers are focused on closing out the year, which often means entering the new year with no projects on the slate (lest there be liabilities with no revenue recognition). As such, coming out of the New Year’s holiday there is often a small slate of projects, if any worth reading at all.
But fear not! This month’s update will be short but sweet, with three projects that are certainly worth looking at. While there are no major publisher campaigns active at the moment, there are two small format games tackling ambitious topics: Civilization building and mashing up time travel and giant robots. Then, we have a large-format labor of love which, though it follows in the footsteps of those before it, is still worth some consideration.
Continue reading Crowdfunding Carnival: January, 2025Level One Wonk Holiday Special: 2024
Happy holidays to gamers here and around the world! It’s that time again where I settle in at the end of the year, make a comforting hot beverage and review what’s gone on in the last twelve months. And, to be completely honest, it’s been a doozy. In the gaming world, 2024 was a year of D&D, the game’s 50th anniversary being a banner event that led to the release of the new 2024 version of the 5e handbooks (I guess we’re not supposed to call them 5.5e, but come on). At the same time, the goliath that is D&D has taken some licks; the self-inflicted wound that was the OGL fiasco led to significant fragmentation in the high fantasy subgenre defined by, well, D&Ds. Daggerheart, Draw Steel, and Tales of the Valiant all brought forth new takes on the 5e formula, and were a double-edged sword in terms of D&D’s monopoly: On one hand, that version of fantasy, the swords and sorcery slash Tolkien mashup that existed nowhere except D&D in 1974 and now exists everywhere, is still the most popular RPG genre in the world. On the other hand, a wide range of 5e players took a look at other games, and if D&D didn’t end up being their first choice for D&D things, they definitely ended up looking at other games for other genres.
Continue reading Level One Wonk Holiday Special: 2024Solitaire Storytelling: Koriko: A Magical Year part 2
Check out part 1 of this Solitaire Storytelling here.
After more writing and more adventures, I’ve concluded my playthrough of Koriko: A Magical Year. The story I created, of Lapis, a witch-in-training who thinks she’s boring, ends up telling a pretty fascinating coming-of-age story. Lapis discovers how much bigger the world is than her village, how much deeper magic is than what her grandmother taught her, and how weird, wonderful, and sometimes terrible other people can be. All of those experiences and trials are filtered down from 65 pages of handwritten entries into seven letters home. Just like before, what the letters don’t tell is often as important as what they do…as the confession in the last letter so clearly broadcasts.
Continue reading Solitaire Storytelling: Koriko: A Magical Year part 2Arkham Horror RPG Review
Edge Studio has been quiet for much of its current existence. While Edge had an original incarnation making RPGs like End of the World, in its current version it’s the RPG arm of Asmodee, built up in part from the original Edge Studio but primarily from the roleplaying team of Fantasy Flight Games. Immediately after Edge Studio was formed they did little besides finish existing Fantasy Flight obligations, mostly in the form of Legend of the Five Rings supplements. While Edge was also responsible for releasing the Twilight Imperium supplement for Genesys and a few 5e-based games, there has not been an Edge-developed RPG system. Until now. Finally in broad distribution at the end of November, Arkham Horror is both a new swing at an old license but also a completely new set of RPG mechanics, the Dynamic Pool System. While the Dynamic Pool System certainly drinks from the same well as Genesys, for Arkham Horror it presents much simpler mechanics; there are no custom dice, only d6s, and while the game provides the comfortable framework of character classes there are really only two mechanical levers players need to worry about pulling, skills and knacks. All in all, it’s a simpler ruleset designed to be an easier way to play Call of Cthulhu. The question, of course, is if that’s something that we want.
Continue reading Arkham Horror RPG ReviewCrowdfunding Carnival: December, 2024
Welcome to Crowdfunding Carnival for December of 2024! I’ll be honest, one of the best things about this year right now is that it’s almost over. It’s been eventful, perhaps too eventful, here in 2024, but lo and behold we’re back into another holiday season, and that means that there’s a lull in crowdfunding. It’s not a complete lull; there’s still some solid campaigns out there, including a few big ones and even the tail end of a major event. That said, seven campaigns is a low watermark, and that’s even after poking around on the hanger-on crowdfunding sites. Even so, there are some gems here. We have journaling games, games in Scots, and even an entire month of Mothership. So let’s check out what’s in store.
Continue reading Crowdfunding Carnival: December, 2024Solitaire Storytelling: Koriko: A Magical Year Part 1
Koriko: A Magical Year is a solo game written by Jack Harrison. Using dice, tarot cards, and a journal, a player tells the story of a young witch going to the big city for the first time, and all that they learn there. Koriko is decidedly not a single session game; the experience is divided into seven ‘Volumes’ which each take 1-2 hours to complete. The benefit of a longer game is, just like with any other RPG, more time to sit with your character and see them develop.
Given the length of Koriko, I am about halfway done with the story of Lapis, a young witch from the village of Brod who communes with nature spirits and is looking for new experiences. So far Lapis has made new friends, discovered new skills, had a few dramatic failures, and might even be finding some romantic entanglements. Every season she writes a letter home to her grandmother and mentor, Yarrow, which I will include here. Needless to say, like any sixteen year old there are a lot of things she’s not telling her parents.
Continue reading Solitaire Storytelling: Koriko: A Magical Year Part 1