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.
Tag Archives: GMing
Confessions of a “realistic” GM
I feel there is a certain arc that you see among tabletop gamers, especially those who get their start with D&D. D&D is, like anyone’s first RPG, the gateway to a new world, a new mode of expression and imagination. While lots of people enjoy games, some end up enraptured, vibrating at the thought of what they can do and create. So they become a DM and start writing, start doing as much as they can with the game. And they start hitting walls. Some of the walls are from the game; the sort of ‘game logic’ of D&D only tells a limited palette of stories no matter how much the marketing says otherwise. So they try another game. And another game. In most cases, game logic still prevails. Some of the walls, though, are from the other players. Even if the DM wanted to try another game, the players wouldn’t necessarily go along with it. And from the perspective of the person who was most excited by the game, it certainly looks like the other players aren’t taking it seriously enough. The stakes that our aspiring writer sees in their worlds, the other players…don’t. So how do they fix this? How do they make everything feel serious to everyone at the table? How do they make the players feel the way they feel?
This story is a familiar one, and I know that because it’s my story. I was the one who was vibrating out of my chair with excitement at the idea of creating worlds in D&D, and my disenchantment with how D&D actualized those stories led me to Cyberpunk. And when it seemed like the intrigue of the stories wasn’t resonating with my players, I tried to make the game more serious, more internally consistent, more “realistic”. And years later, when I found a literal generation of heartbreakers and retroclones dedicated to making D&D more lethal, making wizards less powerful, and generally making the game more difficult, I finally realized two things. One, there is a nearly universal desire for grounding and meaning among those who tell stories, whether they do so with TTRPGs or something else. And two, for those of us working in the TTRPG medium, making the game ‘grittier’ is usually the answer to a different question than the one actually being asked.
Continue reading Confessions of a “realistic” GMSystem 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.
Continue reading System Hack 101System 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.
Continue reading System Hack: GURPS DisadvantagesWeekend Update: 12/30/23
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, discussions from elsewhere online, and something From the Archives.
DriveThruRPG Top Sellers for 12/30/2023
- Scion Second Edition: Once and Future
- Candela Obscura Core Rulebook
- Traveller: Wrath of the Ancients
- D&D: Chains of Asmodeus
- Old Pavis (II): The Good, the Bad & the Rowdy (RuneQuest)
Top News Stories
Here in the last hours of 2023, the newsroom is quiet. From all of us at Cannibal Halfling, have a happy new year! Stay safe, play some games, we’ll be back next week.
From the Archives
The Mistborn Adventure Game from Crafty Games is coming to an end – the digital versions will no longer be available to purchase after tomorrow, December 31st, so they’re all at a pretty steep discount. Relevance to the CHG Archives? The review of the core game was the first article posted here at the same time as on the Mad Adventurers Society, as opposed to being ported over from the MAS Archive for preservation.
Discussion of the Week
Ending a 15 year Game Group: Keeping up any social group is tough; how many of your friends from high school have you called recently? Arguably a gaming group is even tougher, what with constantly trying to balance everyone’s schedules and play preferences for the months or years it takes to run a good campaign. While this discussion has some good subthreads about maintaining groups and getting back on the horse, as another member of a long running group I’m here to empathize with the OP, and pour one out for their group.
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The Game or the GM?
One of the most controversial questions in the tabletop RPG hobby is ‘What makes a good game’. Entire philosophies of play are built around the idea that you don’t need much in the way of mechanics, and entire other philosophies of play are built around the idea that those mechanics are essential to creating the desired experience in a session. The reality, of course, is messier than either of these. We’ve all heard that “Every game is good with a good GM”, but that doesn’t actually mean that every game system that makes its way to a group’s table is, well, good.
In order to fairly review a game you need to understand what the game brings to the table, yes, but you need to understand the same for your GM. Good GMs can run good games with bad systems by working around or even ignoring aspects of a game system, as well as supplementing the system with experience or house rules from other systems and campaigns. Similarly, bad GMs can create bad experiences with good games by interpreting rules too rigidly or loosely, failing to do the right amount of prep for the system, or using the mechanics for situations in which they weren’t intended to apply. While no game can fix a bad GM who is truly set in their ways, good games can, though good writing, help inexperienced GMs avoid the pitfalls I’ve mentioned.
Continue reading The Game or the GM?How the Wonk GMs: Running a Session
You’ve prepped, plotted, and planned. You have character sheets from the players, printouts from the rulebook, and everyone found a spot on the calendar that works. Now, your players are sitting around the table, dice in hand, and are looking expectantly towards your end of the table. What do you do?
I wouldn’t go so far to say that running your game is easier than prepping for it, but it is a completely different set of skills. Many of those skills, like using the game’s rules and putting yourself in the headspace of a character, apply equally to all players, whether they’re the GM or not. Others, like taking notes and tracking what’s going on in the setting, look the same whether they’re happening during the session or in prep time before. There is one skill, though, that is both admired and dreaded in equal measure: improv.
Continue reading How the Wonk GMs: Running a SessionHow the Wonk GMs: Session Prep
Welcome back to How the Wonk GMs! Last time we had a bit of an introduction, framing the GMing experience by talking about campaigns and how one sets up for a campaign. Today, the discussion will be more specific, talking about how one gets ready to run a session. Later, I’m going to go into what I actually do in the GM’s chair, and what running a session looks like.
The one comment I got on the last post in this series was that it was vague, and I concede that. Here’s the thing, though: After you frame up what kind of campaign you want to run, what conceits and systems would be fun for you, you want to keep it vague. An RPG campaign is not a novel, and when you’re setting everything up prior to play you want to leave as many doors open as possible. It is now, when you’re looking to set up an actual session that your players are going to show up to, that you can start closing the doors and settling on what you actually want the game to look like.
I call this session prep, but in the real world with schedule breakdowns, cliffhangers, and everything taking just a bit longer than you’d expect, this might be more of an ‘adventure prep’ given that some of these ‘sessions’ will last two or three. For the most part, then, we’re going to be talking in units of plot rather than units of time. For each of these units of plot, you’re going to be figuring out a problem statement, a problem space, and then a problem resolution. When you’re prepping, though, you start with the problem resolution from last time, use that to write your new problem statement, and then use the new problem statement and your existing prep to define a problem space.
Continue reading How the Wonk GMs: Session PrepMy First Complete Campaign
In January 2023 I crossed off a New Year’s Resolution: I completed a campaign I was running. It seems like a smaller accomplishment, considering that I’ve been gaming off and on for close to 20 years now, and my group is filled with veterans who have run at one point or another. But for me, this is the one time I managed not only to run a game, but had a story arc that was completed and brought to (by most accounts) a satisfying resolution.
There have been failures. Over the years, I have tried to run a variety of things, from Blades in the Dark to Star Wars. I even managed to get a few sessions of Traveller strung together. For a variety of reasons these failed to move past one-shots, never materialized, or just fell apart. This happens. Aaron has written about situations just like it.
So as I look back over the game that did succeed, it’s time to run a post-mortem to know what worked and what didn’t for when I get back in the saddle to run again. You know, after my sanity restores a bit.
Continue reading My First Complete CampaignHow the Wonk GMs: Intro and Campaign Prep
If there’s one thing I’ve been asked to write about over the years, it’s what my home games actually look like. Not an imagined campaign, not a system hack, just how I run when it’s my friends, my ideas, and my time. Needless to say that’s not something that can be condensed to 2000 words, so instead I’m welcoming you, albeit temporarily, to ‘How the Wonk GMs’.
I’ve recently come off of a literally five year stint of GMing for my primary gaming group, and I have run a lot of different games in that time. Spending all this time in the GM’s chair has reminded me that I’m extremely lucky to have as engaged and curious a gaming group as I do…as well as the fact that breaks are good. While taking this break, though, I’m going to be trying to distill down my methods and madness into something approximating fit for public consumption.
Continue reading How the Wonk GMs: Intro and Campaign Prep