System Split Redux: Legend of the Five Rings (AEG and FFG/EDGE)

A while ago I had a bit of a hot take off the press. At the time I had played the Beginners Box for Legend of the Five Rings 5th edition produced by Fantasy Flight Gaming and then, in purely coincidental timing, played in a campaign of 4th edition that had been written by AEG. Excited, and with childhood memories rekindled, I ran to write up the differences I have seen between the two. So, why do I mention it?

It’s been a few years since that article was written, and the world proceeded to break time with the years of 2020 and 2021. With a slew of personal life changes, and with a need for incredible caution for social gatherings, my choice in games became dictated by what I could find online. Over the last two years, I’ve had a healthy diet of games run in 4th edition and finally had the chance to build characters and play in a campaign using the full 5th edition rules. As I reflected, I began to wonder: had I done a disservice by rushing to put something out? Sometimes we become too excited at a new prospect, and become so eager to champion it that we don’t get the full picture. There is also another element in play now as well: time. Back when I did my first crack at a System Split, FFG were the new kids on the block, with their hands on a shiny new property and some interesting ideas on how to freshen things up. Now, not only have they released the full rules and published several expansion books for Legend of the Five Rings and reorganized. EDGE Studio has now taken over the IP, and while books continue to be published, and the system itself remains mostly intact, I feel like it’s worth circling back and taking a deeper, more nuanced dive into the differences between the two systems.  Overall, with some time and space, I have come to believe that FFG created their version with a firm eye on past editions, but there are noticeable differences that might sway both gamerunners and players in one direction or the other.

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Zine Month Round Up #3

Sending messages to someone you’ll never see again across growing interstellar distances. A giant whirlpool crawling with pirates. A bar crawl on the borderlands. Trying to make sure your people don’t fall off the map. A rescue mission into an environmentally hostile forest chock full of horrible mutants and dragon cultists. A veritable library of zines. Zine Month ’22 continues onward at a typically breakneck pace, although maybe that’s just the time dilation we’re all going through… nevermind! You’ve had two rounds of ZiMo content already, so how about a third?

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Pacing Problems

How fast do you burn through a storyline? If you’re like me, sometimes that core conflict is approaching a climax halfway through what you thought was your campaign. Or, if you’re like me at a different point in time, you find your players have cracked the advancement mechanics on the cool new system you wanted to try and now the power curve is shooting upwards, taking the storyline in places you weren’t ready for it to go. Whether it’s from game mechanics or your own writing, it’s easy for a GM to find themselves with a pacing problem.

There are a few issues with figuring out how to pace a role-playing campaign that don’t appear in other media. The first one is simply that other media have it way easier. It might be challenging to write a novel or direct a movie, but that author or director has complete control over how fast or slow events progress. When you’re GMing a game, with players staring back at you and wondering what’s going to happen next, that control is illusory. The second is that many of the tricks we’re taught in interactive media, like video games, either don’t translate or translate poorly back to the tabletop. Once again, a lot of that has to do with the fact that there’s more than one person playing and setting the clock.

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Zine Month Round Up #2

Diving into a sea of dreams to pluck secrets from memories. Goblins going grocery shopping and making a mess of it. Horrible abominations made by scientists who say ‘who’s playing?’ when accused of playing god. A mirror-themed adventure that would have Link and Samus feeling right at home. Death metal Viking cats. Zine Month continues. and so does our coverage! Given the contents of this particular round up and a bit more time to ruminate on things, I’ve got some Thoughts about Zine Month itself and its relationship to Kickstarter… but we can talk about those later! You’re here for the zines, so let’s see what we’ve got!

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Crowdfunding Carnival: The Kickoff

Step right up, step right up! We’re changing the focus of Kickstarter Wonk and needed an equally dorky name! That’s right, Crowdfunding Carnival is the new, improved, and expanded version of Kickstarter Wonk, looking further across the crowdfunding world to bring you the latest and greatest in homegrown and original TTRPGs. For this kickoff article, though, I wanted to talk a little bit more about the TTRPG crowdfunding landscape and why it looks the way it looks.

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Zine Month Round Up #1

A John Carpenter-flavored horror adventure that moves from the Antarctic to a 90s mall. Climbing a holy mountain to beg for mercy from the gods. Dark age peasants stumbling upon sci-fi tunnels, and the change that discovery brings. Dark metal fantasy with most of the metal used to build giant robots. A slumber party pillow fight where letting yourself be vulnerable is more important than winning. It’s Zine Month 2022, so let’s start seeing what tabletop roleplaying zines are making their crowdfunding run!

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Cannibal Halfling Radio Episode 17: Looking For Players

Aaron, Geni, and Seamus take on the task of getting new players into the hobby – recruitment methods, mechanical choices, potential pitfalls, and what actually makes someone stick around in the first place.

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