You had heard the whispers for a long time: someone up high was on the take, and people who stepped out of line had a habit of vanishing. The town had been a hive of villainy long enough, what was a couple more people on the take…but things got stranger. There was a buzz on the street and strange rumors: people vanishing and returning a bit off, politicians showing up dead and eaten from the inside out. But it was none of your business until she walked in…she had legs for days, just not in the way you thought…and her idea of biting your head off turned a bit too literal for your taste. Before, you might have chalked it up to a bad client, but now…now you’re in too deep and if you’re not careful, you’ll be left as just a shell, a reminder of your former self, an . . . Exuviae.
Has your monster killing gotten into a rut? Oh sure, it was exciting the first time that the vampire raided the school dance, or when an accident with a magical artifact would summon a new type of creature each week to terrorize the town (though, strangely enough, it would always seem to stop between May and early-September). But when it’s happened week after week after week, the monsters themselves might get a little…stale. Maybe it’s time to stop the pure slayage, and chase some mysteries. After all, not every problem can be solved by hitting hard until dead: there are strange events possibly caused by innocent or well-intentioned mundane actions, or perhaps you are getting the first glimpse of a conspiracy, one that would take nine months or so to wrap up. It’s just the thing to brighten up events around the school library, FBI headquarters, or MIT lab.
In general, among the writers here at Cannibal Halfling Games, we are attracted to the things that we write about for a variety of reasons. Sometimes, it’s because it is something at the cutting edge of mechanical development. Sometimes, it’s excitement at projects to come. Other times, it’s remembering a forgotten project that could use a bit more love. And, once in a while, we see something that makes us snort with laughter and say “Oh, I have to see that!” It was the final of these that had me take a look at the recent supplement for the Star Wars RPG from Fantasy Flight Games, Allies and Adversaries.
A few days ago we here at CHG were surprised to discover that we had been awarded a free copy of a Changeling: The Lost sourcebook from the Storytellers Vault by the name of Venice Unmasked, written by Christopher Handley. So, keeping in mind what I had learned from the new edition (or perhaps, completely forgetting it and getting swept up by a True Fae), I decided to take a look. But perhaps, I am getting ahead of myself: what is the Storytellers Vault? I had never heard of it before.
The political kingmaker is the fairest of them all, with a designer suit, a killer intellect, and a smile that will make men follow her anywhere. She is a master of the boardroom and has a knack for deal making, even when the terms seem a bit, well, strange. If you agree to them in jest, you may be surprised when you are compelled to follow through. The bartender is a short man, barely noticeable behind the counter. He’s quick with a smile, and a drink, and is always willing to hear a gripe or a complaint, and offer a quick word of comfort to the concerned bar patron. What is odd is the number of filled shot glasses he keeps over the lintel as a marker. The private eye has streaks of grey throughout his raven black hair. His eyes are quick and dart to the sides wildly. His smile, while charming, seems to have a few too many teeth. He’s been following up on a number of abusive husband cases lately. It’s a bit odd how so many have seemed to disappear, but no body, no crime. It might seem as if all of these characters have nothing in common, were it not for their enemy: the beings who took them away to a far off land, and who may come to take them again. And for that, these Changelings will join together to stay alive.
Is your character really just you with a stat block? I bet you could get more out of your game if you let go of You and embrace your Character. Here are some techniques you can employ to help you bring your character to life at the table. It will take some effort, but you may find your escapism brought to another level once you get into it. While there are some practical tips in here, this is real mental and emotional work, more a deep cut than a skim.
Memories are a powerful thing. They define much of who and what we are, and even when the edges become hazy some things, some impressions, remain crystal clear in our psyches. I can’t remember how long ago it was (though math tells me that we are pushing 20 years now), but I can remember who I was with and what we were doing (trying the dangerous addiction that is Magic: The Gathering) when I was first introduced to my Friendly Local Game Store. Looking back, it was dingy and in a sketchy part of the neighborhood, but I would wind up spending so much time there over the years that I can’t help but look back at it with fondness.
It was on one of those trips that I was saw something that caught my eye: a card game that I hadn’t seen before, but whose art reminded me of some of the new cartoons I was seeing at the time. I wound up buying a pack and trying out the game and, I had no idea what I had stumbled into. I played for a while, found some of the tie-in novels, and largely forgot about it as a part of my adolescence that I would likely never see again. Suddenly, in the last six months, Legend of the Five Rings (commonly referred to as L5R) came back into my life. I not only found that there a Tabletop RPG version of the franchise, I found myself playing in two different editions: the 4th edition, originally published by the original creators Alderac Entertainment Group, and the new version created by Fantasy Flight Gaming. I found myself marveling at how different they were, and yet, how strong of a fanbase I found for each. After having played a bit of both, it seemed worthwhile to look at some of the pivot points at which the game changes.
It was like staring into a row of funhouse mirrors out of a nightmare. Every tank Sally ‘Spitfire’ O’Brien looked in held a body with her face. According to the readouts at the base of the tanks several were deceased, each corpse looking . . . warped, somehow, by the experiments they’d been subjected to, but an equal number had life signs in the green. CryptoHertz, Sabot, Calamitas, and White Coat (Showtime had vanished by now) all kept one eye on Spitfire while they spread out and looked at the tanks themselves, trying to understand. Plague Hack’s words – no, lies – and the video he had shown her – had to have been a fake – burned in Sally’s mind as she found herself standing in front one of the dead tanks. With a blood curdling scream she raised her fist and smashed it into the tank.
In case that is wasn’t obvious from our Reviews, Adventure Logs, and Table Fiction, many of the writers here at Cannibal Halfling gaming are huge fans of the products from Magpie Games, Masks: A New Generation in particular. Seamus previously had the opportunity to interview the developer, Brendan Conway back in 2017, but since then Magpie has released several new supplements that fleshed out the universe, added new playbooks for players, and even offered new storylines to match different genres. With all these changes, we wanted to know more about what went into them, and what fans might see in the future. As luck would have it, Brendon was attending PAX Unplugged to help promote the newest expansion, Masks: Unbound, and he was gracious enough to take some time to speak with me.
A second year of Cannibal Halfling Gaming is coming to a close, which is as baffling as it is amazing. As we wrap things up for the year and prepare for the next one, all the while trying to survive the holidays, let’s see how we’ve done in 2018 and what goals we’ll be trying to strive for in the future!