Crowdfunding Carnival: ZineQuest 2024

It’s February, and that means it’s still ZineQuest! We saw a large number of zines in the first round of Crowdfunding Carnival at the beginning of the month, but there are more, oh so many more. I’ve brought together a whole second round of zines to make sure that everyone who wasn’t live in the first week of the month still has a chance to be highlighted.

In addition to the zines, I’m continuing with our Crowdfunding Carnival five year retrospective, which was just a bit too much in the first week with all the zines to go through. I’ve disappointed myself by not starting ZineQuest coverage in its first year, but there were still a number of campaigns and a fair amount to say about them.

But first, the zines. I’ve, in theory, strived to be more selective among the zine wilds; there are over 200 zine projects live now and I can’t possibly cover them all. So for today I’ve brought 40 more zines to the front. These have all caught my attention and, in a few cases, I’ve thrown some money at them. Like before we have three categories, dividing the zines into standalone games, supplements, and zines which are entirely system-agnostic.

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Zine Month 2024 Round-Up

Lock your credit cards, hide your wallet, tell your banks to close early, because it’s February and that means a veritable deluge of new tabletop roleplaying game zines taking their shot at getting created with some crowdfunded help. Down the hall Aaron can be heard trying to keep his head above water with the first wave of ZineQuest projects on Kickstarter (there’s an alarming number of gargling sounds), but as has been tradition I’m taking a look beyond the white-green halls of the original ZQ to see what other excellent projects can be found in the wider Zine Month 2024.

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System Hack: GURPS Disadvantages

Welcome back to System Hack! For our second installment of hacking GURPS, we’re going to take a look at the banes of the system’s existence; they’re listed in a separate chapter from the boons. That’s right, we’re looking at disadvantages. GURPS character creation has each player build their character from a set number of character points, which are used to buy attributes, skills, and advantages. There’s also the ability to get points back by reducing attribute values or taking disadvantages. In the case of GURPS, where the quantity and scope of disadvantages is so broad, it takes an eagle eyed GM to make sure that each disadvantage is ‘worth’ the point cost (for advantages players tend to do that themselves, isn’t that weird?). This is generally done by enforcing the disadvantage at the table, making disadvantages in play a lesson in negative reinforcement. To make things even more complicated, some disadvantages aren’t really disadvantages at all. Things like dark secrets and enemies swing the spotlight directly at a character, producing a positive value to the player that isn’t reflected by the negative point value.

While limiting the number and point value of disadvantages in your GURPS game is always prudent, there are other methods out there to make them work without giving any players unfair advantages or feeling like you’re punishing them every time they need to make a self-control roll. After talking a bit about one of the inherent flaws of advantage/disadvantage type systems, I’m going to discuss little hacks to improve the utilization of two common disadvantage mechanics in GURPS: frequency of appearance and self-control rolls.

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Crowdfunding Carnival: February, 2024

Welcome to Crowdfunding Carnival for February! Uh oh…it’s February already? You know what that means…ZineQuest! This month I (mostly) put the big games aside and look at all the different zine campaigns that are coming up thanks to Kickstarter’s ZineQuest event. ZineQuest is now in its fifth year, and after some hiccups over the last two pertaining to both blockchains and scheduling, everything appears to be full speed ahead. Of course, this is a Kickstarter-specific event, and there is also a companion event, Zine Month. We’ll have coverage of some of those campaigns later on, but as these campaigns are all on Kickstarter, they’re all ZineQuest campaigns.

And as far as the great Zine agglomeration goes, Kickstarter is the place to be. Last I checked there over over 150 campaigns with the Zine Quest tag applied, and I’ve been able to pull out just about half of those as interesting little nuggets worth your attention. As that number is almost certainly going to increase, we’re going to have a second go-around of Crowdfunding Carnival in a couple weeks (that’s also where the five-year retrospective is going to go, in a slightly different form because it’ll be talking about ZineQuest from five years ago). For now though, check out a whole bunch of zines, as well as a couple more traditional big campaigns that happen to be running in February.

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System Split: Not Shadowrun

Shadowrun hit a home run back in 1989 with its fusion of cyberpunk and fantasy, adding classic D&D races and magic to a near future corporate dystopia. Since then it’s gathered a significant fan base and seen multiple video game adaptations dating all the way back to the Sega Genesis. One thing that was never a clean hit, though, was the rules. While the first two editions of Shadowrun had quirks that were on par with most 80s RPGs, the game got truly overwrought in its third edition and spent fourth and fifth trying to clean things up (without really succeeding). The sixth and current edition, Sixth World, attempted to peel back the rules bloat but did so while both alienating most existing Shadowrun fans and still failing to fix the editing.

Now, I like Shadowrun. I have a soft spot for cyberpunk as many readers already know, and have had some good fun in the campaigns I ran across its fourth and fifth editions. That said, from a mechanical perspective, Shadowrun isn’t a shining star. The attempts to layer multiple magic systems alongside perennial headaches like hacking and vehicle rules make the game tricky for the players and utter masochism for the GM, and as much as the sixth edition did introduce some needed streamlining it still ultimately suffers from the same problems.

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Dragonbane Review

Fantasy is the most popular genre of role-playing game. Even if you don’t count the sheer volume of Dungeons and Dragons players, there are more titles that slot into the fantasy genre than any other. When reading and playing games, one could be excused for beginning to think that many of these fantasy titles are little different from each other; thanks to the early days of Dungeons and Dragons, many of the genre’s tropes are filtered through RPGs in frankly wild ways and that does mean we see a lot of the same basic structures in our fantasy games. Doesn’t seem to bother anyone at Free League Publishing, though. Apparently to them, the ideal number of fantasy games a single company should put out is a half dozen.

Needless to say, Free League’s reasoning for each fantasy game they release is different, and they also reap the benefit of a more stratified European gaming audience where the appetite for different, specific experiences is greater. In many cases, it’s also not hard to see that the genre has a lot of room for variety. Mork Borg and Forbidden Lands have very little to do with each other. That does make it a little interesting, though, when Free League acquires the IP for the grand-daddy of Swedish RPGs. As of 2021 they did make such an acquisition, and the result is out now in the form of Dragonbane.

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