Category Archives: Editorial

Reviews, opinions, and whatever else strikes our fancy!

Extra! Five years of Weekend Update

In 2021 after a year of pandemic and quarantine, Seamus and I developed a novel way to mitigate the site’s burnout-induced publication schedule contraction: Weekend Update. Launched in April of that year, Weekend Update was a way to ensure something went up on the site every week, regardless of how little either of us wanted to write. It was also a way and a reason to check up on the basic pulse of the hobby regularly, making sure we knew what was getting released and what people were talking about. Even if no one read these posts it would be a useful tool for us, but as it turns out, we’re not the only ones who benefit from taking the pulse of the hobby on a weekly basis. While they definitely have a shelf life, the Weekend Updates still manage to capture a good chunk of readers, with the occasional news story popping off just like the normal articles do.

Putting together Weekend Updates has given me a fairly particular perspective on what is newsworthy in the RPG hobby versus what is just noise. This is an important consideration for any news outlet, but in small hobbies you’re dealing with a much smaller volume of happenings compared to even a modest local newspaper or TV channel. When you compare what we then choose to report on versus other consistent news outlets (and I’ll get to that particular chestnut later), we tend to report many fewer things because there’s a big part of hobby news that we, well, don’t consider news. After all is said and done, we don’t even have news stories in every Weekend Update, and our choice to be more selective has helped me understand why there isn’t (and likely won’t be) a truly dedicated news outlet in our small hobby space.

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Critical Role for All of Us: Finding Practical Tools in the Monolith

Well, it happened: I got hooked into arguably the most gaming table in the community. And…it’s kind of hard to write about.

Let’s be honest: at this point, Critical Role has long since left behind the status of “home game” and is more a monolithic cultural force. We here at Cannibal Halfling Gaming have a let’s-call-it complicated relationship to both D&D (and Hasbro). I won’t speak for anyone else, but I enjoy D&D but have never actually seen anyone play it “out of the box” with no alterations. Every iteration of it I have seen has changed the rules to some extent, and there are systems that do the parts that I enjoy a better way. But I really can’t ignore the cultural significance that it holds and Critical Role timed itself well, riding the then newly-released 5th edition and captured the zeitgeist. And yet, for all that I couldn’t ignore the memes and an animated series being released I never actually sat down to watch it. There was just so much both with lore and a sheer crushing number of hours that made sitting down to catch up on a campaign seemed an insurmountable wall. 

And then, the team decided to do something completely different: they reset the lore, brought in a new GM, fleshed out the cast to double its original size and adopted a West Marches inspired campaign design. And credit to them for making that choice. I can imagine the temptation to stick with the winning formula until the golden goose was dead (although they did stick with D&D instead of, say, Daggerheart, but that’s another topic altogether). 

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Satisficing and RPG Design

Economics is the study of resource allocation and management; behavioral economics is the study of how theoretical economics meets practical, human reality. The split between theory and practice is an entire subfield of economics, and arguably other disciplines benefit from the same thing. The broader study of the alignment of human decision making is called decision science, and it takes the P-Q charts of economics and amplifies them with psychology and game theory.

Tabletop roleplaying games are no strangers to decision science, both within and outside the context of playing the game itself. This week I was inspired to look back at one of the most influential recent schools of RPG theory thanks to the Taskerland review of Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012 by William J. White. The review starts with a reread of Ron Edwards’ essay System Does Matter in the context of the book, and restates the thesis of the essay more clearly than most commentators do nowadays: While good games come from good GMs and good players, better games come when those two are aligned with the right game mechanics and systems. This dovetails with notions of GNS and accusations of gameplay ‘incoherence’, but the issue, as the Taskerland review points out, is less with Edwards’ description than his prescription: Aim to play more narrowly aligned games with players who share your priorities.

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Legend of the Five Rings: Imperials Histories Volume I & II

We tend to look at new things here at Cannibal Halfling Gaming. Our mission of putting games and gamers together often takes the form of introducing something that might be unknown in front of someone who may be interested. But what about sharing new things to love about something you already love, something that provides ideas for play that had not been considered before? I didn’t know it when I first encountered it but these two volumes, Imperial Histories I & II, had been powerful influences on games I played and still remember fondly.

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Curseborne: Onyx Path’s next dark world

Instead of coming up with some TTRPG pablum for an introduction, I’m going to cut right to the chase: At first I thought it was really weird that Onyx Path Publishing released Curseborne. If you don’t look too closely, the game appears to ape World of Darkness, an entire fork of which Onyx Path is the licensee. The five lineages are clearly aligned to Vampire (Hungry), Werewolf (Primal), Mage (Sorcerer), Demon (Outcasts), and Wraith (Dead). And even if the game is in fact different, why did Onyx Path decide to make their own supernatural horror game now?

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Nine Years of Cannibal Halflings

Well, we’re leaving our enneadic era behind and heading into our tenth year. If you take OD&D as the starting point of the ‘modern TTRPG’ (although I’d recommend taking a deeper dive), that means we’ve been doing this for… ~17% of the medium’s lifespan? Which also means CHG has been active for longer than some editions of D&D?

Oh gods.

Well, let’s see what we did, and then look ahead to the final solar rotation of a decade of CHG.

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The Endie Awards 2025 – Aaron Edition

This post is brought to you thanks to Lady Tabletop, who prompted folks to write about their own gaming experiences of the year and give out their own fun awards. Like Seamus I thought this was a neat idea, and was also glad (and relieved) that ‘The Endies’ weren’t trying to be yet another award given out because someone disagrees with the ENnies. Thinking back on the year and giving your own awards is more useful (and more fun!), anyway.

I had a much more constrained gaming year than Seamus in part because I had a very busy year; in the middle of this year my partner and I moved, which involved buying a condo, selling two condos, moving one person once and another person (and a cat) twice. In a way I’m surprised I got as much gaming in as I did, and also surprised I was able to write anything from May to August. Still, the difference in absolute number hides the point that Seamus made to me that, due to the number of campaigns I’m in and how often I run, I probably ran and played more sessions by absolute count than Seamus did.

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The Endie Awards 2025 – Seamus Edition

This post is brought to you thanks to Lady Tabletop, who prompted folks to write about their own gaming experiences of the year and give out their own fun awards. I like the idea a lot, and as it turns out I actually have a lot of games to mention and talk about and give accolades to. I still plan to write up my usual X Years of Cannibal Halflings on the 31st to look back on the year, but this seems like a fun idea that focuses more on the games than the writing about them. So, let’s see what I played, what I thought about them, and who won what!

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My first corporate convention

When it comes to nerd hobbies, the convention scene is bifurcated. There are local, volunteer-driven cons that put a lot of effort into building content from enthusiasts around the area. There are also the massive, national affairs that bring attention and revenue to their parents. Gaming cons moved quickly into the latter category, even if the initial efforts were modest; both GenCon and Origins came to prominence after their alignment with TSR and GAMA, respectively. And now there’s a massive leader in the corporate con sphere: Penny Arcade Expo, or PAX.

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