I’ve previously discussed my misgivings about worldbuilding, at least my misgivings about how the (separate) hobby of worldbuilding interacts with setting design for an RPG. Of course, if you are one of those lightly deranged folks who insists on writing a setting from the ground up, you know that you cannot ignore all the brass tacks of worldbuilding, even if said worldbuilding is nowhere near sufficient for making a gameable setting. For what it’s worth I’ve spent most of my GMing time over the past several years engaging with existing settings or games which encourage shared setting creation; the eldritch swamps in which my Apocalypse World game took place are just as attributable to my players as they are to me. Now, though, I’m writing a setting for a somewhat more traditional game, to be run in GURPS. I’m trying to balance two elements in setting creation: First, I am writing something specific, with different assumptions and conflicts than other settings I could bring to bear. Second, even in a traditional setting I don’t want to give up that sort of engagement with my players, who bring in not only interesting ideas but also clear opinions about what they want to interact with in the setting. So, without a system like Apocalypse World that cements that player input, how should we be prepping a setting to ensure that the game will involve “worldbuilding to find out what happens?”
Continue reading Worldbuild to find out what happensTag Archives: Opinion
Premise Matters
A roleplaying game is an event where players take on agreed-upon roles within an agreed-upon premise to accomplish an agreed-upon objective. Those roles make it roleplaying (somewhat tautological, I know), and both the objective and the premise make it a game. That objective and that premise are defined in combination by the players of the game and the ruleset they have chosen, and that objective and that premise are more foundational to assessing a roleplaying game than either the players or the ruleset.
Continue reading Premise MattersSystem Hack: Dreadship playtest report
We’ve gone and done it! Just like I threatened, last weekend I had a chance to test run Dreadship at our group’s gaming weekend. The game was certainly fun; I ran Gradient Descent in one-shot mode, with the players as artifact hunters trying to get a big score and retire. As far as Dreadship is concerned, though, the playtest revealed a few things about the game’s workings. Thanks to both my own evaluation and feedback from my players, I know what I’d do differently in the future.
This is one of the first playtests that I’ve run, so I also learned a lot about the process. Most importantly, seeing the process in action is likely to make it easier for me to test new rules and games in the future. So with that all said, how did mashing up Mothership with a Jenga tower actually work?
Continue reading System Hack: Dreadship playtest reportCrowdfunding Carnival: October, 2026
Welcome to Crowdfunding Carnival for October! I have to admit, autumn snuck up on me and I’m not quite in spooky season mode yet. That’s ok, because we have a wide range of games that designers are trying to bring to life, no necromancy required! Want to be a dinosaur? Roadtrip to Oregon? Have the gods try to ruin your life? We’ve got you covered. And if you are already in the Halloween mood, there are a few horror games snuck in there as well.
Continue reading Crowdfunding Carnival: October, 2026Weekend Update: 9/26/2026
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.
Losing the tracks on railroading
An interesting thing I’ve noticed in the last few years is that another RPG term has been experiencing linguistic drift. I talked about this a little in the context of the term ‘heartbreaker’ a while back, and now the term that we’re seeing shift is ‘railroading’. At first I was thinking about this in terms of linguistic precision (and as such risking becoming an old man yelling at a metaphorical cloud), but the more I thought about it the more interesting I realized the implications were of the drift. When a term becomes broader, it means more is falling under that term’s umbrella; that’s perhaps obvious. But when the term is derisive, like railroading is, the cultural onus to push more game behaviors (or more specifically GMing behaviors) under the umbrella says something about how the culture is evolving.
Continue reading Losing the tracks on railroadingOut of the shelf and onto the table
The thing that separates the TTRPG hobby from most others is commitment. The oft-stated platonic ideal of TTRPG gameplay, the long-running campaign, requires you and three to five other people to carve out time on at least a monthly (and preferably more frequent) basis for possibly years in order to play through a game of typical length. Although one-shots certainly exist, as well as con games where you need only bring yourself, fact is that if we talk about how mainstream RPGs are designed, the campaign is how they’re meant to be used. While every hobby improves with time and experience, your bicycle doesn’t care how often you ride it, your skis don’t care how many times you make it to a mountain each winter. Traditional RPGs, typified by D&D but including the vast majority of games published from a sales basis, have entire chapters of rules which are only applicable if you’re playing the game over an extended period of time.
Continue reading Out of the shelf and onto the tableSystem Hack: Dreadship
There’s an old axiom, ‘necessity is the mother of invention’. Even in creative pursuits this still sometimes comes to pass, where the only way to press forward on multiple ideas is to combine them into a single much wilder idea. Such was my solution to a constraint presented by my gaming group’s annual “Beach Weekend”, our excursion to Delaware to play RPGs and drink beer for three days straight that’s been going on (mostly) uninterrupted since 2012. We are blessed with numerous members who want to GM, especially when it comes to the event that consistently produces some of our most memorable one-shot games. This year there were six interested GMs, meaning that our typical slots (one slot each day and night for each of the three gaming days) were going to one person apiece. I would get a single slot this year, whereas in previous years I could usually finagle two (and sometimes got as many as four, which may have been too many). This is not a problem, except that I always have more ideas for games than I have time to run them. As we were planning, I was trying to choose between games. Do I run a game with a neat module I’ve been wanting to try, like Mothership? Or do I go for a high-concept one-shot that we really wouldn’t be able to play online, like the Jenga-tower horror game Dread? And then, of course, I thought to myself “wait a minute…”
Continue reading System Hack: DreadshipCrowdfunding Carnival: September, 2026
Welcome to Crowdfunding Carnival for September! Even though I didn’t get the summer off, I can sympathize with not wanting to go back to school as we head towards Labor Day here in the states. Turns out a lot of game designers weren’t ready to say goodbye to summer either, because the post-GenCon wave is still crashing! Even more major campaigns are kicking off, including at least one which will force me to update my Million Dollar crowdfunding dataset. Outside of the majors, though, we have more indies coming out of the woodwork and continuing to build momentum across the con season. First, though, let’s take a look at those majors. Who’s the newest member of the million dollar club?
Continue reading Crowdfunding Carnival: September, 2026Death of the Author – Fighting for Agency
Every life is a story, but as it turns out you’re not in control of yours. Your victories, your failures, your friends, your foes, every aspect of your life is being written by someone else. You are written by someone else, and you don’t have one iota of agency when it comes to your own fate.
To hell with that. Let’s see if you can bring about the Death of the Author.