Salvage Union Review

Mecha runs through the history of Cannibal Halfling Gaming; the core contributors would have never met if not for a Gundam play-by-post back in the late aughts. Mecha in RPGs has been popular more broadly as well, though usually best represented by the idiosyncratic and crunchy Robotech and Mekton as well as the more grounded (and also crunchy) Heavy Gear. Salvage Union is the latest in a line of mecha games to aim for the narrative side of the genre, though instead of the high-flying high-drama settings of mecha anime, it’s aiming for a more grounded approach couched in the post-apocalypse.

In Salvage Union your mech pilots are living on the outskirts of a society that has been sequestered in arcologies due to environmental devastation. You make your way through the world by gathering scrap to trade, modify your mechs, and maintain your Union Crawler, a large moving settlement that is your home. Like any good mecha game, Salvage Union is built on interesting decisions: Where to go looking for scrap, what systems to attach your mech, how to manage your energy and heat in mech combat. While the mechanical bones are solid (if light), the supporting setting that explains what happened to the world and what your place is in it are left a bit sketchy for a book with so many specific mech chassis contained within.

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Rules-Lite Superhero RPGs Revisited: Part 6 (Conclusion)

A few months ago I wrote a survey of Superhero RPGs, and more recently I began looking into the best games from that survey in more detail. Here are links to Part 1, Part 2, Part 3, Part 4, and Part 5; since everything I say here supersedes what I said in my original post, I recommend looking at that one after reading this one, if at all [you probably shouldn’t].

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Nostalgia, consumption, and D&D

I am not too proud to admit I’ve watched every episode of Netflix’s That 90’s Show. Unlike the first attempt at a spinoff, That 90’s Show is nakedly and obviously a sequel to That 70’s Show while also fishing in the shallow pool of 90s nostalgia, including groaningly obvious musical numbers and cameos specifically meant to induce memories of going to high school in the 90s. I’m technically a bit too young for the target market, as well as someone who thought themselves too aware of tropes and psychological ploys to get sucked into this kind of TV. And yet, get sucked in I did. It’s a blatant comfort-watch, calling back to the original series, the magical time before social networking, and also the bygone era when multi-camera sitcoms were still the bulk of network TV programming (remember network TV?).

Nostalgia plays aren’t limited to TV, and of course in the TTRPG world we see them all over. There’s arguably two angles to nostalgia within TTRPGs: The RPG as nostalgia tendril, where the game is simply the marketing device used to exploit the audience’s existing love for Star Wars, or Marvel, or My Little Pony. These games can be good or bad, but they’re built around their existing property and serve that property (and its licensors) first. There’s also nostalgia for the TTRPG itself. While a cynic may call the OSR solely a nostalgia play, there’s much more obvious examples at play here; Goodman Games is clearing half a million dollars in crowdfunding for what is effectively a reprint of a module from 1979. They’re making a t-shirt as part of this campaign, so it’s definitely at least a little bit for the money. That said, I don’t think the Caverns of Thracia reprint is entirely indefensible. Goodman is doing a service by taking a great old module and keeping it available, including updating it for new rulesets; it’s still arguable whether that’s worth half a million dollars and t-shirt sales. And that’s the primary issue with nostalgia: Where do we draw the line between archiving and reviewing the past, and wallowing in it?

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Crowdfunding Carnival: July, 2024

Welcome to Crowdfunding Carnival for July! July is the summer doldrums in the RPG world, no doubt about that. With GenCon in early August, a large portion of the design world shifts the timelines of their games so that they have either announcements for GenCon, or something to sell at GenCon. As a result, product announcements, be those releases or crowdfunding, rarely if ever happen in July; the potential benefits of waiting just a few weeks are too much. As a result, this article will not hit the target of ten campaigns; the designers aiming to put forth original RPGs are exactly the ones who would benefit the most by using GenCon as a platform.

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Weekend Update: 6/30/2024

Welcome to the Cannibal Halfling Weekend Update! Start your weekend with a chunk of RPG news from the past week. We have the week’s top sellers, industry news stories, something from the archives, and discussions from elsewhere online. This update has been delayed due to a Fiasco, but we will be back on the Saturday schedule next week!

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System Hack 101

Here at Cannibal Halfling we’ve been system hacking for more than six years: Taking game systems we know and love and making them do something else. In some cases this has been fairly concrete, like adding mecha to Genesys or designing a way to play Fiasco with two tables that switch it up at The Tilt. Other times we’ve gotten abstract, talking about dice or playing cards or what ‘advancement’ is. In every case, though, there’s been a common thread: We’ve looked at an existing piece of game design and, with our experience playing and running games, made it do something else.

This sort of hacking is both easier and harder than clean-sheet game design. We’re working with the assumption that the game we’ve chosen works, and works very well, for a core of what we want our game to be about. That means that as we address the things that it doesn’t do well or doesn’t do at all, we need to preserve the strengths that already incited us to pick the game in the first place. Luckily, hacking is built into the culture of roleplaying and, because of that, is often built into the games we play from go. Apocalypse World had an entire chapter on creating custom moves before anyone knew that there was a demand for it. Fate has structured essentially all of its rules supplements into ‘toolkits’ for helping you make the system do what you want. The OSR is predicated on backwards compatibility with the entire d20 universe. We are a hobby composed of hackers.

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