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.

Crowdfunding Carnival: October, 2024

Welcome to Crowdfunding Carnival! We’re firmly out of con season and we’re out from under the shadow of Wizards of the Coast trying to release a book. More broadly it seems that the rush to be the next d20 has also abated, which has meant more and more interesting campaigns this month! This was a very full crop with new campaigns shooting in almost by the hour as I was trying to write this thing. That also means there are a few solid campaigns out there I wasn’t able to get to; I’m both sorry I’m not able to cover everything but also glad I didn’t have much dross to read through to get up to ten campaigns this month. We’ll start with a dizzying four different major campaigns, representing The Gauntlet, Renegade Game Studios, Onyx Path, and a Youtube channel.

Continue reading Crowdfunding Carnival: October, 2024

Guide for the Perplexed: Retail Institutions

Welcome to the second installment of Guide for the Perplexed! Last time I introduced three of the largest RPGs that aren’t D&D, games with long enough histories and big enough communities that they’re easy to get into and find players. Now I’m going to talk about a different angle for finding games and finding players: The places you go to shop for games.

I’ll be the first to admit that it’s a lot easier to find games online; between DriveThruRPG and itch.io virtually every game imaginable is one click away (and the two publishers that don’t use these sites are huge and have their own). That said, the ‘friendly local gaming store’ can not only give you access to games, but also advice and even networking. Admittedly the reputation of the game store has been pretty negative for a lot of the hobby’s history; game stores were historically seen as unfriendly to women and minorities and the progenitor of many horror stories as a result. Luckily this is changing, and as even D&D itself is aiming to become more welcoming and accessible, few stores are going to stay in business without putting some effort into the ‘friendly’ part of the moniker.

Continue reading Guide for the Perplexed: Retail Institutions

Crowdfunding Carnival: September, 2024

Welcome to the Crowdfunding Carnival for September! September is a classically thin month, sitting in the shadow of GenCon. It was so thin five years ago that I actually skipped wonking about it to write an editorial. This year, though, is a bit better. Seven campaigns is still thin, yes, but these are all good ones. Also, interestingly, this may mark one of the first months where the majority of campaigns aren’t from Kickstarter! That’s right, four out of seven campaigns are from Backerkit this month. Backerkit was the best contender for second place pretty much since they started doing crowdfunding, but this may indicate a sea change.

Sea change or not, we’ve got some solid games this month. Solo games, Year Zero, and a generic Onyx Path game are all waiting for you to peruse and perhaps pledge. Without further ado, let’s check out some games.

Continue reading Crowdfunding Carnival: September, 2024

Plasmodics Kickstarter Preview

As far as movements in the RPG hobby go, the OSR has been great for weird. It makes sense: If you want to put stuff in your game that’s atypical, hard to explain, or just plain out there, games which give the GM the latitude to treat them appropriately without forcing you to use giant stat blocks or the square-cube law are going to be a very good fit. We’ve seen some very good weird come out of old-school spaces: Dungeon Crawl Classics is great at making D&D weird, and both Chris McDowall and Luka Rejec have made some memorably weird spaces to plumb through. We’ve got some new weird coming through, though, and it’s bombed out and full of mutants.

Plasmodics is a love letter to Gamma World by way of Into the Odd with the spark tables to prove it. It’s the newest game by Will Jobst, and it’s on Kickstarter right now, campaigning until September 6th. The game has spare but extremely intentional mechanics, and does a pretty great job of casting you as mutants with freaky powers. Will gave me a chance to take a look through the Preview Edition of the game, and it does a great job of taking the ideas in the original Gamma World and going some very untoward places with them. If you want a Mad Max game except only for Beyond Thunderdome, and also want the possibility to literally blow up the world in play, you’ll want to read on.

Continue reading Plasmodics Kickstarter Preview

Guide for the Perplexed: Biggest Names

Imagine for a moment that you’re a recent entrant into the tabletop RPG hobby. In all likelihood you entered via D&D; the longest lived brand in the hobby almost certainly holds a majority share of hobby sales and definitely of hobby mindshare. If you wanted to stay in the realm of D&D, that’s easy; the game has the largest community by far, the volume of official supplements is solid, and the third party support is massive. Even if you tire of D&D 5e itself, there are a number of directly comparable games to play; you can go Pathfinder if you want something more granular and more complex, or go to the OSR for something more imagination-and table-driven. But let’s say you want something different. How do you figure out what’s going to appeal to you?

Guide for the Perplexed is going to be a series of articles looking at finding new games outside of D&D. The key angle here is accessibility: These games will be easy to find and it will be easy to find other players. To that end, I’ll be looking at three different approaches to finding new games: Games which have the outright largest player bases, games which are easy to find at your local game store, and games with active communities online. As the series progresses the discussion will not only be about the games, but also about the channels that the games come through. Gaming at your local gaming store isn’t just about what books you can find on the shelf, it’s about the events being offered. The same goes for local gaming cafes or even your local library. Similarly, ‘online community’ can mean a lot of different things, but it’s important to see which ones are welcoming and support gameplay, including subreddits, forums, and living communities.

Continue reading Guide for the Perplexed: Biggest Names

Invention and Innovation in TTRPGs

Invention is a word that most people understand. Inventing is the process of creating something new, and thanks to the patent office we even have broadly accepted standards for what constitutes an invention (novel, unique, non-obvious). Innovation is a bit more difficult to put a finger on, in no small part due to its continual dilution as a popular buzzword. Broadly, though, innovation is the combination of invention and value creation, the ability to make new things useful. I’ve actually talked about the invention/innovation dichotomy before, when I opined on how Most Games Don’t Matter. Indeed, a lot of the gap between invention and innovation in the tabletop RPG world is the gap between the hundreds if not thousands of games that come to market and those which actually make a market impact. That said, I don’t need to retread the grounds of how oversaturated the RPG market is. I want to discuss the innovation that does occur and what it actually means to bring that innovation to market.

Continue reading Invention and Innovation in TTRPGs

Crowdfunding Carnival: August, 2024

Welcome to the Crowdfunding Carnival for August! We’re steaming right out of the gate with some big ones this month! There’s an old stalwart getting a new edition, and the next multi-million dollar licensed…thing. Additionally, though, we have some really interesting games, new twists on old systems, small-scale innovations, and even some neat translations. Let’s start with the big stuff though; a new license, an old license, and a new lease on life for the old house system of West End Games.

Continue reading Crowdfunding Carnival: August, 2024

Victoriana Third Edition: Last Chance Review

I’m not going to hide that I have a dim view of games made using D&D Fifth Edition as their base system. D&D has always been a more specific game than Wizards of the Coast makes it out to be; even TSR made separate games instead of a unified ruleset. When I see a game made for 5e my first question is always if the designers had any thought to what rules would best suit the game they’re making rather than what rules more people are already playing.

If there’s a company that has a chance to make me eat my words, though, it’s Cubicle 7. My review of Doctors and Daleks detailed how impressed I was at what they did to make a good Doctor Who RPG out of 5e, including some massive changes to how the game works. Cubicle 7 is now campaigning another 5e game on Kickstarter, the fourth edition to their Steampunk game Victoriana. Victoriana has already seen some ruleset changes over the years; the game started out using Fuzion, a revision of the rules to Cyberpunk 2020 co-developed by R. Talsorian and Hero Games. By the third edition, though, Victoriana is built out using a d6 dice pool system and a wholly custom ruleset.

My questions about 5e Victoriana run rampant. Beyond my ruleset partisanship, this version of the game has been limping along for years, first announced in 2021, re-announced in 2023 using a custom 5e modification that was being called C7d20, and finally making it to Kickstarter earlier this month with the C7d20 nomenclature absent, simply called “Victoriana for 5th Edition”. The campaign is ongoing, and though it’s met its funding goal it’s currently sitting below $75k, a tough number to swallow for a campaign that has stretch goals out to the $200k mark.

What is this new edition of Victoriana going to get us? To attempt to answer that question, I’m going to crack open my copy of Victoriana third edition. Released in 2013, the game has the polish of a title both released by a major design house as well as one from late in the ‘big book’ era of trad games. The question is, given the sort of game Victoriana is, will it work using 5e rules? And in the pantheon of Steampunk RPGs, is it one worth saving, 5e or not?

Continue reading Victoriana Third Edition: Last Chance Review

The TTRPG Fleet

If you hang around in bicycle spaces long enough, you’re going to hear someone say ‘n+1’. This is a joke among the cycling community: “The correct amount of bikes to own is n+1, where n is equal to the number of bikes you currently have.” Needless to say the collector’s impulse in the cycling hobby runs strong, and even if you aren’t interested in trying all the brands or vintage frames or anything like that, you still may find yourself in the throes of n+1. After all, you start with a mountain bike, want to try a road bike, then you need a gravel bike, and a cross bike, and an endurance road bike, a climbing bike, a pub bike, a fixie…

It’s no wonder the collector’s impulse is even stronger within RPGs; you can get twenty hardcover sourcebooks for the price of a relatively cheap bike. And yet, collecting RPGs comes with a stronger risk of missing something. There are many, many bikes out there to enjoy, but at the end of the day you’re still going to be riding bikes, and the forty miles you put down on one bike will still help your legs when you pull out the next bike. The TTRPG hobby is a bit different; playing Masks and playing Pathfinder aren’t going to be similar experiences or pull in the same direction.

While RPG reviewers such as myself are often the ones most liable to try and catch all the RPGs like so many Pokemon, there is another way to consider approaching RPGs and actually playing them, and it comes right from bicycling. N+1 may be a joking mantra, but most cyclists have neither the money to acquire a collection of bikes nor the time to ride them. Instead, most cyclists end up with their ‘fleet’, a group of two to eight bicycles that cover the range of disciplines and experiences they want to have. While having twenty Italian road bikes may not amplify your understanding of cycling, having both a road bike and a mountain bike is something that pretty much every cyclist can understand, collector or not.

Continue reading The TTRPG Fleet

Salvage Union Review

Mecha runs through the history of Cannibal Halfling Gaming; the core contributors would have never met if not for a Gundam play-by-post back in the late aughts. Mecha in RPGs has been popular more broadly as well, though usually best represented by the idiosyncratic and crunchy Robotech and Mekton as well as the more grounded (and also crunchy) Heavy Gear. Salvage Union is the latest in a line of mecha games to aim for the narrative side of the genre, though instead of the high-flying high-drama settings of mecha anime, it’s aiming for a more grounded approach couched in the post-apocalypse.

In Salvage Union your mech pilots are living on the outskirts of a society that has been sequestered in arcologies due to environmental devastation. You make your way through the world by gathering scrap to trade, modify your mechs, and maintain your Union Crawler, a large moving settlement that is your home. Like any good mecha game, Salvage Union is built on interesting decisions: Where to go looking for scrap, what systems to attach your mech, how to manage your energy and heat in mech combat. While the mechanical bones are solid (if light), the supporting setting that explains what happened to the world and what your place is in it are left a bit sketchy for a book with so many specific mech chassis contained within.

Continue reading Salvage Union Review