Category Archives: Editorial

Reviews, opinions, and whatever else strikes our fancy!

The Trouble With Discourse

For as long as tabletop RPGs have existed, people have wanted to talk about them. At the very very beginning we had amateur press associations (APAs), zines, and good old mailing lists; today we have forums, Discord, and Twitter. As our media have changed, so too has how we talk about games and what ends up coming to the forefront of any day’s given discussion. Discussing RPGs is very much like discussing anything else, except the number of people involved is often much smaller. Combine this with the excessive bandwidth of our platforms, and…well, let’s say I could cause way more of an uproar on Twitter with the right mention than anyone ever could have writing an inflammatory letter to Dragon Magazine.

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The Hows and Whys of House Rules

Every American child gets introduced to the concept of “house rules” at a relatively young age, when their parents bring out Monopoly for the first time. This old standby has any number of modifications from the official rules which are passed down from family member to family member, like skipping the auction portion of buying property or putting money paid in fines from Chance cards on Free Parking. This also means every American child gets introduced to *bad* house rules at a young age, because both the examples above slow down the game and, in the case of skipping the auction rules, might be more responsible for Monopoly’s reputation as slow and interminable than the game itself.

Just like Monopoly, Tabletop RPGs are catnip for people who like to prod and tweak. House rules are not really a form of hacking the game; they are small changes to make one of the game’s rules-as-written work better for a specific group. They’re also an increasingly small part of the RPG experience as the rulesets on the market get more streamlined and in some cases just better written. Still, one of the best parts of playing an RPG, especially if you stick with one game for a long time, is making it your own.

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Cyberpunk Red Review

A review is, at the end of the day, an opinion. Good reviewers call upon their experience, their expertise, and their effort to make their reviews relevant and useful, but no matter how well-researched the writing, how polished and considered the perspective, reviews are always subjective. A hallmark of good writing is not to attempt and claim objectivity, but rather to list your biases as comprehensively as you can in an effort to help a reader understand and gain value from your perspective. This is why you all need to know that I’m an in-the-tank seventeen years running serious fan of R. Talsorian’s Cyberpunk.

In 2005, while I was still in high school, Cyberpunk v3 landed with a resounding thud. I had discovered Cyberpunk 2020 only a couple years previous and was excited by the notion of a new edition coming out. Like many fans who had been with the game longer, though, I was disappointed, both by the change in thematic direction and also in the game’s editing, game design, and art direction. This review, though, is not about Cyberpunk v3, nor is it about Fuzion, nor is it about Mike Pondsmith’s extensive action figure collection. It’s about the edition of Cyberpunk that, years ago, many fans resigned themselves to never getting. It’s about Cyberpunk Red.

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The Trouble with Canon

The most passionate fans of fictional properties are rarely satisfied with consuming them passively. Fanfic, the convention circuit, cosplay, and yes, roleplay are all ways that fans engage with their favorite shows, movies, and books, and it’s no surprise that tabletop RPGs based on fan favorite licenses have become immensely popular. Engaging with these licensed games can pose challenges, though. Every fictional world, be it that of Star Trek, Star Wars, Discworld, or Marvel, has a body of work upon which it’s based; this body of work is referred to as its canon. While the definition of canon dates far back and has roots in Christian theology, canon as we nerds typically refer to it is most directly traced back to Arthur Conan Doyle and the Sherlock Holmes stories. Sherlock Holmes was an immensely popular character and also an early example of a character who was the subject of fan fiction, or fanfic. Sherlock Holmes is also the first example of trouble with canon, as there are Doyle-penned works which are not necessarily considered ‘canon’ Sherlock Holmes stories. Arguing over canon is one of the pillars of nerd discourse, propped up by numerous comic book retcons and bigger events like the recent revision of the Star Wars canon by Disney. To say the least, the arguments don’t necessarily stop when we sit down at the gaming table.

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Cortex Prime Review

Imagine for a moment that you’re back in May of 2017. Cannibal Halfling is six months old, and I’m still tagging all of my articles “Level One Wonk” because I felt more like a guest writer than a co-founder. I hadn’t started doing regular coverage of Kickstarter campaigns yet, so one week I decided to write an article about one that excited me: Cortex Prime. The campaign was about halfway over when the article was published, and I said some enthusiastic and somewhat hyperbolic things, like how Cortex Prime would be the next big thing after PbtA. What I’m trying to say is that I jinxed it. Cam, I’m so, so sorry.

Joking aside, this week is a special week for all of us who backed the Cortex Prime Kickstarter back in May of 2017: As of yesterday (October 20, 2020), Cortex Prime is done, it’s released, the campaign is actually over. After a number of roadblocks and obstacles, we have books in our hands and the game is actually on sale. And you know what? It was worth it. Like many other backers, I was already familiar with the Cortex system and its potential; in my case it was from Marvel Heroic Roleplaying. What Cortex Prime does is take that system and turn it into an immensely powerful toolbox, laying all the switches and dials bare in a way that GMs can actually use.

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Agon Review

Fantasy RPGs borrow heavily from myth. The superstructure of character advancement in D&D has always intended to emulate character growth from humble beginnings to nearly godlike heroism. Where D&D takes this broad structure and uses it for its own unique version of fantasy, Agon goes back to the source. Agon is an RPG of mythic heroes, seeking to emulate epic poems of Ancient Greek heroes and their exploits. Where a game like D&D guides the action and the narrative in broad strokes, Agon uses a more structured set of procedures to play through the trials faced by the characters. Designers John Harper and Sean Nittner seek to provide a specific structure by which players address challenges, see the consequences, and grow in relation to their world. The result is something evocative and easy to play, but which may frustrate players used to the more open-ended approach of D&D and other older, more traditional RPGs.

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Rolling for Gender: Why I’m Angry At A D&D 1st Edition Magic Item

A long, long time ago, a man named Gary Gygax created D&D 1st edition. And while there were MANY problematic aspects of it that continue to proliferate and cling onto D&D and Wizards of the Coast at large, I am here today to talk about a particular part of the 1st Edition that always stuck with me since I became aware of its existence. 

The Girdle of Femininity/Masculinity is a curse item. As what was seen by many trans players back in this time as the closest thing to acknowledgement of them in the “World’s Greatest Roleplaying Game” , the sheer fact alone that it is classified as a curse item should show you what the game back in those days thought of people like me.

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No Man’s Sky and Sandbox RPGs

On September 23rd, Hello Games released the Origins update to No Man’s Sky, the latest in roughly a dozen major content updates to the game since it was originally released about four years ago. These content updates have turned No Man’s Sky from an overhyped mess into possibly one of the most celebrated sandbox exploration games available in the digital space. No Man’s Sky is not worth talking about on this tabletop-focused site because of its crossover potential, but rather because of how both its design and post-hoc development have laid it bare in a system sense. No Man’s Sky has three interesting things going for it as a subject: First we saw it fail, then we saw it succeed, and it happens to do both of those things to a mode of gameplay commonly attempted in the tabletop space: the sandbox game.

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Exploring Eberron Review

Raat shi anaa. The story begins. Rising from the Last War brought Keith Baker’s dungeon punk setting of Eberron back to 5th Edition in hardcover form, but it was the earlier Wayfinder’s Guide to Eberron that first brought a world of pulp, noir, and wide magic to the latest version of Dungeons and Dragons – and it also opened up the door for anyone to create Eberron content on the DM’s Guild. When I talked with Baker at PAX Unplugged 2019, the curious implications of that came up. Since it made it to the final three of the Setting Search in 2002 Wizards of the Coast has owned Eberron; while Baker was often brought back to work on supplements and novels, the final creative control didn’t belong to him. He could talk about ‘his’ Eberron, and thankfully did so quite often and at length, building a great rapport with the community, but plenty of material he came up with would never see the pages of a hardcover book. The Wayfinder’s Guide changed that, and now we have Exploring Eberron, Rising’s “perfect companion” straight from the man himself. So let’s go through chapter by chapter and section by section to see how an already big world had even more in its uncharted depths!

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Genesys In-Depth

Back in November of 2017, Fantasy Flight Games released Genesys. Both Seamus and I wanted a fair shake at reviewing it, and in the process we learned why not to do two-part reviews. Still, a lot of people read it and we continued being excited for the generic version of the Star Wars RPG that many of us at Cannibal Halfing had spent a fair amount of time playing. Now, nearly three years later, it’s a perfect time to revisit the system. Asmodee, Fantasy Flight’s parent company, has reorganized their RPG development resources. In the near future new Asmodee-owned RPGs will be released from the new Edge Studio imprint, and based on a panel at GenCon 2020 this will include new Genesys material (the IP referenced there was Twilight Imperium). For now, though, the Asmodee RPG pipeline is on pause, at least until the last couple Legend of the Five Rings supplements enter distribution. On my personal end, I have finally both played and GMed games in Genesys, which means it’s a good time to give Genesys the In-Depth treatment.

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