Category Archives: Editorial

Reviews, opinions, and whatever else strikes our fancy!

Adventures in Rokugan Review

This review is delayed, far from the “hot off the press” take that I had intended back some time ago. Instead this has been an article I have stewed on for some time. In 2020 there came an announcement that Edge Studios would be taking over RPG properties that had been held by Fantasy Flight, which includes two that I have written about extensively in the past: Star Wars and Legend of the Five Rings. Since the acquisition, the publishing has mainly been constrained to reprints of books in use and published already developed supplements that had been in the pipeline before the acquisition. It was a bit of a surprise to me that the first new material from this new studio was to take the setting of Rokugan and put it into the mechanics of 5th Edition Dungeons and Dragons.

My reaction to reading it at first was, to put it politely, visceral.

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Embers of the Imperium Review

Genesys was released in late 2017, and supported with four major supplements from 2018 through 2020. At that point, the generic RPG went dark. The Covid pandemic was certainly part of this, but it was first a symptom of the broader issues for the RPG business at Fantasy Flight Games (FFG). In the mid 2010s, Fantasy Flight was (excuse me) flying high; as both the licensor of Star Wars and several enormously popular RPGs based on Games Workshop properties, Fantasy Flight was one of the biggest players in the RPG space, but that turned around quickly and badly. When FFG lost the Games Workshop license in 2017 they had nothing left in the portfolio outside of Star Wars; their biggest other game, Anima: Beyond Fantasy had been discontinued the year before. The company wasn’t ready to give up on RPGs, though. They had bought the rights to Legend of the Five Rings two years before, and whether in an effort to maximize their investment or simply because of the sunk cost fallacy, they also invested in a new game based on the ruleset they used for Star Wars. Genesys came out first, while Legend of the Five Rings was ultimately released over three years after FFG bought the property.

Embers of the Imperium comes into the picture after several upheavals, only one of which was a pandemic. In late 2019 FFG divested themselves of their RPG business, shuttling it over to another division of their parent company, Asmodee. Edge Studios, a Spanish company which originally published The End of the World, was the new brand for Asmodee’s RPG line. How did it work? Hard to say. The company does have two 5e-based games now (Midnight: Legacy of Darkness and Adventures in Rokugan), so they might be making money. That said, they did not give up on Genesys. After being announced in April of 2021, Embers of the Imperium has finally been released.

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Candela Obscura Quickstart Review

This review doesn’t really matter.

This review doesn’t matter because there are four types of people who will click on this review when they see it, and none of them are looking for more information in order to form an opinion. You will have critters who’ve already decided they love Candela Obscura and want to see if I do too, and then critters who’ve already decided they hate Candela Obscura, think switching rulesets was pointless…and want to see if I do too. On the indie/OSR side, you have those who can’t stand Critical Role, and want to see if I’m going to bag on it, ranting as long as I did when I reviewed Root. You also have those who are just thankful that the largest Actual Play in the game is using something other than D&D, and have already decided it’s better. Ultimately, I don’t think my conclusion is going to satisfy any of these camps.

It’s fine.

Now, given my own biases from both years of experience in RPGs as well as other media (not to mention writing to a specific audience for a living), I find it hard to believe that anyone was expecting a conclusion other than ‘it’s fine’ for the first ground-up new game from Darrington Press. Just like nobody should have expected Tal’Dorei to be a Planescape or Spelljammer or other setting that really pushes on the conventions of the D&D genre, nobody should really have expected that a new game from Critical Role Productions would do anything other than nestle neatly into the range of genres already popularized in roleplaying, specifically nestling in next to another bestseller, Call of Cthulhu.

I’m starting the review in this way because, ultimately, the specifics of Candela Obscura aren’t nearly as interesting as the reactions they’ve elicited. On Twitter, the first reactions I saw were mostly from indie designers who seemed primed to hate it. Apparently everyone became an IP lawyer since the OGL kerfluffle, because there were people outright claiming that the game had plagiarized Blades in the Dark and was violating the terms of the Creative Commons license (in case it isn’t clear, this is untrue). On Reddit, I read a lot of confusion about the system, though it’s hard to tell from comments if this is just from newness and lack of context, or if it is actually confusing in play. And, of course, the first big review expressed disappointment at how much of a retread the whole thing is.

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Basic Roleplaying Review

Back in the 1970s, a new role-playing game built a foundation that would stand for years to come, a foundation of accessibility, hackability, and ease of use. Am I talking about D&D? Absolutely not! I’m talking about RuneQuest, a game which, in 1978, not only became a quick second place finisher to D&D in the fantasy genre but also established many RPG conventions we still see today. In 1980, the RuneQuest second edition box included a little 16-page booklet titled Basic Role-Playing, and from there it was off to the races. Basic Role-Playing (later Basic Roleplaying, also called BRP) would form the basis of every game released by RuneQuest’s publisher, Chaosium. As that esteemed publication history includes none other than Call of Cthulhu, BRP is likely the bestselling house system in the history of role-playing games.

Thanks to RuneQuest and Call of Cthulhu, BRP forms the cornerstone of how gamers expect d100 systems to work. In short, your attributes and skills give you percentile values which are equal to the probability of rolling under them on a d100 roll. Look at your sheet, you know how likely you are to succeed at a baseline roll. In addition to BRP itself, this mode of d100 mechanics saw widespread adoption in games as varied as Warhammer Fantasy Roleplay and Eclipse Phase. Now, Chaosium is staking the future of BRP on its utility as a platform. The new edition of Basic Roleplaying is here, and it’s being marketed to game designers as much if not more than game masters.

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A Chat With Jerry Holkins At PAX East ’23

I sit down with Jerry Holkins of Penny Arcade, aka CEO Omin Dran of Acquisitions Incorporated, to talk about the primordial actual play experience , its history and changes, its official D&D book, and the ongoing Kickstarter for its second video series!

Thanks to Jerry for taking the time to talk with me! Musical notes yoinked from Sneaky Adventure by Kevin MacLeod
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Cyberpunk RED: Black Chrome Review

We don’t review a lot of supplements here at Cannibal Halfling Gaming. From a pragmatic standpoint, there’s a lot less that a review can tell you about a supplement that will affect your purchasing decision than with a full game. For today’s subject, Black Chrome for Cyberpunk Red, that’s certainly true. We all knew Black Chrome would be the ‘stuff’ supplement, and even if there hadn’t been some grumbling about the ‘stuff’ or lack thereof in the core rules the ‘stuff’ supplement in a Cyberpunk game is almost always a must-buy, if only due to the association of the cyberpunk genre with gear porn. On the other hand, in some cases there’s a bit more to say about supplements. Cyberpunk Red is slowly working up to being a full-on RPG ecosystem just like Cyberpunk 2020 was; the earlier game had supplements from gear catalogs to corporate profiles to location gazetteers to big plot books like the Firestorm series. One consequence of this, perhaps an unintended one, is that Cyberpunk 2020 played quite differently when all the supplements were in play than when it was just the core book. While that’s neither unique to Cyberpunk nor particularly unexpected, it had a significant role in the reception of Cyberpunk Red, where the game in its early single book state was being judged against a Cyberpunk 2020 which already had literally dozens of supplements released. It stands to reason, then, that Black Chrome would be the first full-sized rules supplement for Cyberpunk Red. Black Chrome is an homage to the supplements which changed Cyberpunk 2020 the most and the fastest, the Chromebooks.

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My First Complete Campaign

In January 2023 I crossed off a New Year’s Resolution: I completed a campaign I was running. It seems like a smaller accomplishment, considering that I’ve been gaming off and on for close to 20 years now, and my group is filled with veterans who have run at one point or another. But for me, this is the one time I managed not only to run a game, but had a story arc that was completed and brought to (by most accounts) a satisfying resolution.

There have been failures. Over the years, I have tried to run a variety of things, from Blades in the Dark to Star Wars. I even managed to get a few sessions of Traveller strung together. For a variety of reasons these failed to move past one-shots, never materialized, or just fell apart. This happens. Aaron has written about situations just like it.

So as I look back over the game that did succeed, it’s time to run a post-mortem to know what worked and what didn’t for when I get back in the saddle to run again. You know, after my sanity restores a bit.

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Rolemaster Unified Review

The OSR is a movement of nostalgia. Rather than seeking to actually emulate the way RPGs were played in the 1970s and 80s, the OSR is seeking to bottle the lightning of the first time you found a Player’s Handbook or Basic Set and just played, actual rules be damned. While the OSR as a movement is certainly informed by the cultural phenomenon of having the D&D red box show up in toy stores and in the hands of many kids and teens in the 1980s, the roleplaying hobby itself was already significantly more diverse than any one movement could capture. As an example, around the time that the OSR casts its rose-tinted glasses toward, there was a successful and long-lived game called Rolemaster.

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Most Games Don’t Matter

After graduating into one of the worst recessions the global economy had yet seen, I cut short a fruitless job search to go to grad school. I ended up with a Master’s Degree in Innovation Management, a field which sounds like it was made up by the Business School industry but yet taught me a lot. While invention is the act of creating something new, innovation is the act of deriving value from new things, from inventions. According to the World Economic Forum 1.7 million patents were granted in 2021, which is a huge number. But even setting aside things like filing the same patent in multiple countries, a small fraction of those patents represent anything like tangible value to society at large. While invention can happen with a bit of creativity and some work, innovation is significantly more dependent on exogenous factors, on what happens to the invention after it comes into being. RPG designers are like inventors in that way; many many people are designing, are inventing, but the vast majority of games will never make an impact on the market at large.

While there are certainly forces contributing to a greater stagnation of the RPG hobby (D&D comes to mind), the low ‘hit rate’ for new RPGs when it comes to moving the needle in the greater marketplace is largely structural, and unlikely to change in the long run. On the creator side, making an RPG is relatively easy, requiring significantly less money and specific skill than making video, digital games, or visual art, and often less time than writing long-form fiction. This means that the number of entrants into the market will be relatively high. On the consumer side, RPGs have higher switching costs than virtually any other form of media; a consumer needs to find a minimum of 2-4 friends to play with them, with a play time of two hours on the low side. Beyond that, when the presumed norm of the medium involves campaigns of literally dozens of four-plus hour sessions and understanding at least one densely-written rulebook, the perceived switching costs are significantly worse than the already high actual switching costs. These things combined to make the number of consumers in the market relatively low, and the number of games they will consume lower still.

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