The Beta Campaign. I made have made previous mention to it in a past article, but what precisely is it? While we at Cannibal Halfling are hardly going to take credit for the idea of running multiple campaigns within a group, I think we owe it to at least mention its benefits. When I initially joined a particular group, through which I met the fellow CH staff, a lot of the focus was on a single campaign. This is not to complain about that, and I had a great deal of fun, but as we keep playing throughout the years there are things that I have noticed as we take on new responsibilities in our lives.
No plan survives contact with the players. I was fortunate enough to be a part of the Pregame for Dice for Brains Season 4 some time ago, a method that GM Ross uses to populate the story with interesting NPCs and setting details. We were told we were to be data pirates, and the assumption going in was that we were going to be (possibly nefarious) antagonists for the main characters of Season 4. That . . . wasn’t exactly what happened. The crew of the Lost and Found operated in the background as Mor’a, Darlene, and Lon tried to complete their own job, only the L&F‘s Captain Zaja meeting them openly. In this five-part Table Fiction we’ll see how that crew came together and how they became what helped shape the events on Centares. Our tale is from the perspective of one Klatooinian thief, and begins on the Smuggler’s Moon . . .
“King Krail of Torengar calls you to rid the border marches of Tanalor of fell beasts, unwholesome fae, and the remnants of the ancient dragon empire. Alongside friends and rivals, carve out your legend and your jarldom in the wild lands north of civilization, seeking fortune and glory worthy of skalds retelling.” So begins the Kickstarter pitch for Dragon Heresy, a Norse-inspired roleplaying game built on Dungeons and Dragons SRD5.1! Kickstarter Wonk put it on the Cannibal Halfling radar, now we get to explore it in depth with creator Douglas Cole. Grab a shield, get ready to grapple, and be prepared to fight with all your vigor as we see what this project has in store!
Historical RPGs are having a moment in the sun in the 2010s. Thanks to more focused games becoming the norm, it becomes possible to drill down into a historical event in a way that the market didn’t accept earlier on. In the 20th century, a historical RPG looked more like Pendragon, which spans the entire Arthurian era and can cover literally generations of play. Now, a historical RPG looks more like Night Witches, focusing on one smaller cast of characters in a fascinating corner of the Second World War. Splitting the difference between those two is Revolutionaries, a fascinating game from Make-Believe Games which focuses on the American Revolutionary War.
After several futile attempts to put a gaming group together, my boyfriend and I decided to try a 1 on 1 game. I’m going to take a moment here and discuss the way we approached this game. We have friends who are a boisterous collection of identities and preferences. This game is an attempt by us to explore identities that don’t correspond to our own, to step out of the safety of our projections of ourselves. At the same time, we recognize that this experience can never be complete because this is being done in a safe environment and they are identities we can shed when we’re done playing. The point is empathy. Aaron’s character was born male but does not identify that way. This is an epic tale of adventure, magic, and identity.
Yar! Yo ho, me hearties yo ho! Today, we are going to be exploring Pirates of Drinax, a supplement and campaign for Mongoose Traveller (we’ve previously done a Meet the Party), where the party is brought in to be privateers…and then allowed to do whatever they want, so long as they are willing to pay the consequences for it!
Welcome back to Adventure Log! Our heroes have scoured the city of Glebhavern, and are turning their attention to underground, where opportunity awaits. However, mysterious crypts and undead foes give characters plenty of chances to really step in it, and the Glebhavern Crypt is no exception. When things go south, do the characters breathe their last, or does the DM step in to keep the party going?
A hangar full of CHM-01 Ogo mecha stand ready and waiting, loaded up with weapons and gear, their reactors running hot. The alarms shriek, a voice over the speakers commanding “Pilots, to your machines!” So who precisely is going to answer the call? In this month’s System Hack for Genesys Mecha, we’re taking a visit to the barracks to see how we’ll build the characters to pilot our machines. It’s time to create some Archetypes and Careers!
A few years ago, I was eager to chat with a friend regarding a popular movie franchise (one involving a wisecracking raccoon). While I gushed I can remember joking that Rocket Raccoon was “(Character’s Name Redacted) Spirit Animal”, to which he responded “Dude, Rocket is your spirit animal!”
Now, in real life, that is hardly the case. But as I’ve thought back on it, a lot of my characters had fallen around that pattern: a cocky, wisecracking, tech-focused character who was more than willing to risk the overall safety of the party to make things “interesting”. Looking back, I had seen the original Guardians of the Galaxy film just as I had started a character in Edge of the Empire, and it bled through.
Having players choose pre-existing characters from works of fiction to serve as models for their own is a fairly common occurrence. In fact, clones of Drizzt Do’Urden became so popular that its use has been parodied (in Order of the Stick and Goblins, just to name two). For that matter, historical figures are fairly common. A lot of people want to play their version of Rommel or the Red Baron.
After over a dozen years of playing tabletop RPGs and nearly as many systems, I got excited about a new game. I had played fantasy and sci-fi and supernatural and post-apocalyptic games, but here was one for my favorite genre, horror (the names and faces of the games have been withheld because this is not a review). The problem I ran into was that I couldn’t find anybody who wanted to run the damn game. Then one day my boyfriend suggested to me that *I* run it. Oh boy. So now I was a Game Master (GM). What exactly had I gotten myself into? Let me tell you a bit about some things I learned in my first forays into GMing. I promise you’ll make your own mistakes, but maybe you can at least avoid mine.