All posts by Seamus Conneely

An escaped Mad Adventurer on the loose! After playing tabletop RPGs for a decade and a half and GMing for most of that I turned my hand towards writing for/about them! Since then I've added another decade on top of that, oh gods. I got my start with the Gaming Security Agency, and then joined the Mad Adventurers Society for a few years before setting up CHG. I write about games here, have written for games such as Transit: The Spaceship RPG and materials published by Raging Swan Press and Beer Star Games, and have written entire games such as Lost Among The Starlit Wreckage. You can find me personally @RGM79Ace or under cannibalhalflinggaming on the various socials.

Meet the Party: The Mecha Hack

A mercenary band of mecha pilots stands prepared to fight another day in the Lodestar Alpha system, all for the credits its various factions are willing to provide for their services. Wing Crusader, Onyx Edge, Jester Epoch, Dagger Alpha, Iron Glory, and Chimera Sunset are the weapons of war that will see their pilots make their fortune and maybe decide the fate of the system altogether. All pilots, get in your giant robots and get ready to launch. Let’s do a quick little review of, and then Meet the Party for, The Mecha Hack from Absolute Tabletop!

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Zine Month 2023 Round Up #2

A ride or die Filipino adventure where the indigenous magic and monsters still dominate the archipelago. A seaside vacation meant to both help your health and help you find love, provided you can solve the murder. Living a version of your life affected by ADHD. It’s down to the wire, but there’s still time to check out another batch of Zine Month creations!

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Zine Month 2023 Round Up #1

A map for every adventure and an adventure for every map. The horror of magical academia. Making sacrifices to a river spirit. Last of Us a la Twin Peaks. Tracking down an entity that consumes time itself.  Another February, another month of roleplaying game zines, and I’m back for more Zine Month spotlights! 

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Solitaire Storytelling: The last voyage of the Barcosa

The year is 1802. The Barcosa, a merchant ship equipped with cannons, sets sail from Amsterdam under Captain Claas de Ruyter to buy goods in Java. The ship’s hold is filled with bricks and weapons. Chief merchant Henk Kuipers manages gold and silver coins which are to be used to buy spices, textiles, and fine fabrics.

What follows is the journal of Gerrit van der Zee, a sailor aboard the ship. How we came into possession of it is something we cannot divulge, but it is enough to say that the journal covers about three weeks, and that van der Zee had no idea upon leaving Amsterdam that this would be The Last Voyage of the Barcosa.

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A Glimpse Into The Vault: Andor

In the aftermath of a great storm, a wolf has appeared outside the walls of the city of Rietburg. Her cubs are missing, having fled into the mines on the edge of the kingdom. A band of heroes set out to find and rescue them, but it won’t be a simple journey. Mart, the bridge guard, needs help with various tasks before he will let anyone cross the bridge over the river and into the mines. Gors are emerging from the mountains, slouching towards Rietburg every night. Worst of all, in the clouds left above a fell dragon approaches the city – if it gets there before the heroes can finish the rescue, they’ll have to abandon their efforts. Designed by Inka and Markus Brand and published by Thames & Kosmos, this is Andor: The Family Fantasy Game!

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Galactic & Going Rogue – Games of Rebellion and Sacrifice

An interstellar empire controls the galaxy with fear, propaganda, and alienation. Only constant aggression, weapons development, and violence keep it propped up, but even with its brittle foundations it can cause untold death and destruction before it could ever collapse on its own. However, heroes both plucky and jaded are building a community beyond the empire’s reach and fighting for the liberation of the galaxy. We’re telling a galactic story of rebellion, relationships, and war among the stars before going rogue and putting it all on the line to pass the torch of hope onwards!

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So You Want To Change The Rules

Play in any game system long enough, and you’re going to want to tweak things a little – there’s something missing, or a rule doesn’t quite work the way you want it to. Or maybe you’re coming at things fresh with an idea of what you want to do. No game system matches your idea 1:1, but there are a few that come close enough that you don’t want to have to design a game from the ground up. Whether it’s just for a home game or you’re designing one yourself to publish, that means it’s time to change or ‘hack’ the system in question. But what thoughts might you want to have along the way? I’ve got three.

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Solitaire Storytelling: A Tale Before You Go

A ghost, trapped in the tree planted above her grave, finds herself exploring the world when the tree is transformed into a ship’s mast. A lonely princess explores a crypt, hoping to find a new name and escape her fears. A merchant, far from home, plays a game of riddles with the guardian of a mountain pass.

The ghost turns the ship’s sails into truth-telling tapestries to set herself free. The princess offers herself to the crypt’s elemental guardian and takes its name. The merchant turns back, defeated by the riddles but enriched by the moonstones he found in the mountainside.

How about one more Tale Before You Go?

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Back Again from the Broken Land Review – Small Heroes, Heavy Burdens, and Stories

You are small people who walked into a big war. The Doomslord’s forces were gathered in the Broken Land, and your fellowship unexpectedly played a key role in the Doomslord’s fall. Now, laden with stories to tell and burdens to bear, you set off on the journey home. But the Doomslord’s Hunters are still out there, and it’s a long way to walk. Let’s see if you can make it Back Again from the Broken Land with a storytelling game of small adventurers and a journey home from Cloven Pine Games!

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