Tag Archives: Critique

What can we say about RPGs?

This is my eighth year of writing for Cannibal Halfling Gaming. On one hand, everything I’ve done here has blown up beyond my wildest expectations; the quantity, quality, and audience of my writing are all better than I could have imagined back in 2016 when I asked Seamus to join his project. At the same time, though, the journey often comes with the feeling that we still aren’t doing anything of the scale or ambition to be worthwhile. Some of this is just imposter syndrome, to be clear. Some of it, though, is borne from frustrations that come with being a content creator for a niche hobby and insisting on using the written word to do it.

As Seamus spoke about recently in The Trouble With Reviewing RPGs, there are limits to what we can do on our budget of approximately nothing; we both have full-time jobs and writing for a site like this must be fun and/or fulfilling even before it is useful if we’re to continue doing it. At the same time, there are things we have to say, and having no budget also means we aren’t beholden to anyone. Things are changing, though; we’re changing. When I wrote that very first article about PbtA I was 29 years old; I’m 36 now. That is a huge step away from the core audience of tabletop RPGs, and as our entire millennial generation now sits above the first standard deviation of age for a gamer we need to think long and hard about our continued relevance (or inevitable descent into grognardism).

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DIE the RPG: In-Depth Review

You’re dragged into a treacherous fantasy world made from your own fears, doubts and desires. There’s only one way to escape – but with limitless adventure within your grasp, would you even want to? You might very well have heard our first experience with DIE the RPG, based on the comic of the same name, when we featured it on Cannibal Halfling Radio: Now Playing! Jay, Evelyn, Fitz, and Max came back together to play one more roleplaying game and found themselves in the Fields of the Lost, facing down their own troubles. Well, last weekend I grabbed the d20 of the Master myself and ran a marathon session, ten hours long, and it was just as much of an emotional rollercoaster. With the book in hand and experience on both sides of the screen, let’s dive in for a proper review!

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Star Trek Adventures In-Depth Review

Gamemaster’s Log, Stardate 57252.7. It has been several months since the launch of the New Orleans-class starship U.S.S. Verrazzano, NCC-07302, from the Foggy Peak system. Since that time, I have seen her crew serve with distinction in accordance with the finest traditions of Starfleet. I have also seen them called before a board of Admirals to review their actions and directive violations, and while impressive the fact that no fewer than three starbases have had to be commissioned to deal with the discoveries from their missions is beginning to put a notable dent in the power requirements for the local sector’s industrial replicators. As the Verrazzano is currently away, responding to a distress call from a Vulcan Expeditionary Group, I have decided that this is a fine opportunity to review their so-called ‘Star Trek Adventures’ in-depth, to better understand how they have and will continue to boldly go where no one, not even the rest of Starfleet, has gone before.

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Genesys In-Depth

Back in November of 2017, Fantasy Flight Games released Genesys. Both Seamus and I wanted a fair shake at reviewing it, and in the process we learned why not to do two-part reviews. Still, a lot of people read it and we continued being excited for the generic version of the Star Wars RPG that many of us at Cannibal Halfing had spent a fair amount of time playing. Now, nearly three years later, it’s a perfect time to revisit the system. Asmodee, Fantasy Flight’s parent company, has reorganized their RPG development resources. In the near future new Asmodee-owned RPGs will be released from the new Edge Studio imprint, and based on a panel at GenCon 2020 this will include new Genesys material (the IP referenced there was Twilight Imperium). For now, though, the Asmodee RPG pipeline is on pause, at least until the last couple Legend of the Five Rings supplements enter distribution. On my personal end, I have finally both played and GMed games in Genesys, which means it’s a good time to give Genesys the In-Depth treatment.

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Burning Wheel In-Depth

Some RPGs are demanding. While you can’t homebrew D&D into anything, it is still flexible and doesn’t demand that you play it a specific way. Some games do. There is no end of teeth-gnashing about this; for some reason people take more issue with RPGs having set procedures than, say, board games. But, as the entire indie RPG community knows very well, making a game for a specific purpose and experience often nets you a better version of that experience than trying to simulate it with a ruleset designed with breadth in mind. I’ve been having some revelatory experiences with such a targeted game recently; I will say though that when I say “targeted game” and “specific experience”, most are imagining a zine, something small, not a 600 page hardback with red and gold filigree. Yeah, I’m talking about Burning Wheel.

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Eclipse Phase In-Depth: Mid-Game Critique

Reading a game and playing a game are two different experiences, which both teach you different things about the game text, how the rules work, and indeed whether the game is something you enjoy. When it comes to traditionally-styled RPGs, the big hardcovers with lots of art and glossy pages, the reading experience is placed often on equal footing with the play experience. Sometimes the reading experience ends up being better. Eclipse Phase is not quite like that. While Eclipse Phase is a game that draws readers in with a great setting, evocative art, and a fair dose of in-line fiction, the mechanics definitely hold their own, though the game has benefited greatly from revision.

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