The Fifth Edition of Dungeons and Dragons represented a return to form in many ways over the Fourth, and the merits of that from a rules perspective can be debated. What is not debatable, though, is that the closed-off approach to third-party material which Wizards of the Coast used in response to the d20 debacle of the 2000s went too far, and the return of the Open Gaming License for Fifth Edition is a good thing. Coming out of 2018, the largest tabletop RPG Kickstarter in terms of money raised was one of these third-party products, a supplement called Strongholds and Followers. Strongholds and Followers is the brainchild of Matt Colville, a designer with over two decades of experience in both the tabletop and digital realms. Strongholds and Followers is exactly what it says on the tin: rules for creating Strongholds and having Followers in your Fifth Edition D&D game. Colville’s rules are detailed and comprehensive, but the book harbors no illusions that, when implemented, the expansions from Strongholds and Followers will completely alter the power level of your game. There’s also more coming from Colville, a fact which can’t help but make its way into the book’s presentation and design.
In case that is wasn’t obvious from our Reviews, Adventure Logs, and Table Fiction, many of the writers here at Cannibal Halfling gaming are huge fans of the products from Magpie Games, Masks: A New Generation in particular. Seamus previously had the opportunity to interview the developer, Brendan Conway back in 2017, but since then Magpie has released several new supplements that fleshed out the universe, added new playbooks for players, and even offered new storylines to match different genres. With all these changes, we wanted to know more about what went into them, and what fans might see in the future. As luck would have it, Brendon was attending PAX Unplugged to help promote the newest expansion, Masks: Unbound, and he was gracious enough to take some time to speak with me.
A second year of Cannibal Halfling Gaming is coming to a close, which is as baffling as it is amazing. As we wrap things up for the year and prepare for the next one, all the while trying to survive the holidays, let’s see how we’ve done in 2018 and what goals we’ll be trying to strive for in the future!
A tale of horror, with a grave choice at the end. Rooms upon rooms, each one more terrifying than the last. Just last week I got to chat with Marissa Kelly of Magpie Games and bring you into the uncomfortable world of their investigatory horror tabletop roleplaying game, Bluebeard’s Bride. There are a lot of doors to open in that mansion, however, and the tale is not quite over. Bluebeard’s Bride has grown beyond the core book in the year and change since it came out, with multiple supplements intended to enhance and expand upon the game. You’re in luck (or are you), because we’ve got a two-in-one review of both of the supplements currently on the market: the Book of Lore and the Book of Rooms!
Welcome readers! Please forgive this slightly late and exhaustion fueled entry. Upon occasion, I burrow away from the gaming table and out into the world at large, and when I heard that PAX Unplugged would be returning to Philadelphia, I couldn’t help but ensure that I made the trip. Continue reading Con Report: PAX Unplugged
When Fantasy Flight Games lost the Games Workshop RPG licenses, two properties were left in the lurch. Warhammer Fantasy Roleplay (WFRP) was picked up by Cubicle 7, while Warhammer 40k’s RPG properties were grabbed by Ulisses Spiele, best known in the US for their reboot of TORG. Around the same time that the Fourth Edition of WFRP came out, a new game in the 40k universe was also released. Unlike WFRP 4e, Wrath and Glory steps away from the tried and true d100 system to create a game with 2010s sensibilities that still feels planted in the grim darkness of the future.
An alien invasion that’s taken all the adult superheroes out of the picture, leaving the new generation to fend for themselves. A re-written world where heroes are only now beginning to discover their powers, where crime rules the streets with an iron fist. An academy of learning, where prospective heroes learn history, math, and how to punch a supervillain across the gym while trying to navigate a high school social life. A cosmic roadtrip that takes the heroes across worlds, time, and dimensions in pursuit of the notes of a universe-ending song. A warning from the future, a cosmic wanderer, and a child of evil. Such are the new worlds and new heroes to be found in Unbound, the third and latest supplement for teenage superhero roleplaying game Masks: A New Generation from Magpie Games!
RPG design innovation is a slow, deliberate affair. For all the games which push the envelope, there are an equal number that go back over existing designs to tweak and adjust them. Even Fate, which represented a significant push on traditional mechanics when it first appeared 15 years ago, isn’t immune from this phenomena. Strands of Fate appeared on the market between when Spirit of the Century came out in 2006 and when Fate’s role as Evil Hat’s flagship was cemented with Fate Core in 2013. At the time, there wasn’t a generic version of Fate, and Strands of Fate sought to do that by expanding the mechanics and options available in existing Fate games like Spirit of the Century and Starblazer Adventures. When Fate Core did appear, not only were there now two generic versions of Fate, there were two vastly different versions of Fate.
There’s always been a bit of mystique and fascination with fighter pilots from the days of the Red Baron, so it should be no surprise that there has been a fascination with those same tight dogfights IN SPAAAAAAAACE!!! Space fighters have been a big part of the Space Opera for decades, popping up in places as varied as the venerable Mobile Suit Gundam and Macross franchises (as forerunners to the famous mecha), to harder sci-fi novels such as the LAC’s in Honor Harrington, but probably the biggest exposure has come through Star Wars, with starfighter v. starfighter combat being staples of the movies, the well loved X-wing and TIE Fighter franchises, and a long stretch of novels in the Expanded Universe that brought fans fleshed out and loved characters in the form of Wedge Antilles and Corran Horn. And so the concept of these awesome space fights has been brought to us in tabletop form by our good friends over at Evil Hat with their new installment, Tachyon Squadron!
It was time to take the training wheels off. My previous attempts at GMing have, up to this point, been drawn from modules and published campaigns, or had been drawn up using notes provided to me when I stepped in to guest GM. Now, there is nothing wrong with running from a module, and it is required for something like D&D’s Adventurers League. However, with an upcoming gaming marathon on the horizon (As Aaron, Seamus and were running the planned scenarios, it was dubbed CHGCon) I found myself preparing to run a session of Blades in the Dark, something I had been looking to do for a while. The problem, however, was that the first time everyone would be able to sit at the same table would be gametime. There wouldn’t be time to weave together the backstories of characters without making them myself. I would have zero idea of team dynamic, or what kind of gang they would be, and that would prevent them from having access to team benefits. While I could have made characters in advance, I didn’t want to take away from the character creation process for them, especially with a system with fairly streamlined and boilerplate mechanics for character creation.
Continue reading The Noob GM: My First Original Scenario