Tag Archives: Opinion

Turning the Page on Digital Distribution

The last ten to fifteen years of the RPG hobby have played host to a veritable explosion of content, from highly original new games to revivals of decades-old games and everything in between. A significant building block of this renaissance was digital publication. Instead of shelling out thousands of dollars for a print run and then having to find a distributor, a designer could create their game in PDF form and put it up for sale on a marketplace like DriveThruRPG, all for no upfront cost beyond whatever time it took them to design the game in the first place. This has made roleplaying games cheaper, more diverse, and more accessible than ever before.

The trouble with digital versions of RPGs does not lie in their economics; the real issue is that RPG PDFs are treated as ‘digital versions’, as facsimiles of a game whose platonic ideal is a bound paper book. I won’t mince words: Selling identically laid out books and PDFs is and will always be a usability failure. The way we use books and the way we use our digital reading devices, be those laptops, tablets, or e-readers, are completely different, and trying to use the same document these two ways usually leads to a suboptimal experience in both.

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The Ink That Bleeds Review – An Immersive Dive Into Immersive Journaling

“My friend Adam feel that bleed, and games that aim for it, are ‘comparatively cheap, short-term pleasures… a bit like jump scares.’ My experience is so the opposite.

I think immersive, bleedy journaling games are act of purging ourselves of narratives that aren’t in our interests and enlivening ourselves for the temporal world.

I’m totally going to show you how.”

So writes Paul Czege in The Ink That Bleeds – How To Play Immersive Journaling  Games, and I’m going to show you some of what’s inside and what it made me think.

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Cowboy Bebop RPG Review

Adaptations are dangerous business, and that’s true no matter what medium you’re working in. Licensed RPG adaptations fall all over the map; for every The One Ring you get rules for Power Rangers contracting tetanus, and for every Star Wars there’s a Fallout. Reimagining old properties stays risky even if you’re staying in the same medium; the live-action reboot of Cowboy Bebop was a cautionary tale, albeit not quite as badly panned as live-action Death Note or live-action Ghost in the Shell. But what happens if you take Cowboy Bebop, the celebrated anime, and make it into an RPG? Well, in this case, something kind of magical.

The Cowboy Bebop Roleplaying Game was developed by designers from Italian company Fumble GDR and published by (also Italian) Mana Project Studio. While Mana Project is mostly known for publishing 5e settings, Fumble has a fairly impressive list of original games, including Not the End, a heroic game using an original ruleset called HexSys. A variant of HexSys powers Cowboy Bebop and, while it employs elements from games you likely know, it is completely original. The result is a game that feels like jazz; there is structure, rules, and even system mastery, but the mechanics create a loose, free environment to tell stories. And, because this is Cowboy Bebop, the stories center around bounty hunters, the bounties they’re chasing, and the memories from their past that haunt them.

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Crowdfunding Carnival: July, 2023

Welcome to Crowdfunding Carnival for July! When the majors are away, the indies shall play, and that’s exactly what’s happening right now. The Free Leagues and Kobolds of the world are toiling over their GenCon booths, but we still have some fabulous campaigns going on just under the con circuit radar. For those collectors out there fear not, there’s one big league campaign going on and it includes five alternate covers for the main book. And if you want to take a look back, this month’s retrospective includes a great underdog story and a less-great story of a five year old campaign that was fulfilled only a couple of months ago. For all that and more, read on; your wallet will not thank you.

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The Trouble with Licensed RPGs

The RPG hobby is in the midst of a significant supply-demand mismatch. With high switching costs and higher still depth of play, most hobbyists stick with one or a couple games and tend to funnel their dollars towards known quantities with existing fanbases and deeper supplement libraries. Meanwhile, there is the appearance that designing a game takes only incrementally more effort than simply running an existing one, something reinforced by the over 130,000 products on DriveThruRPG (most of them selling fewer than 50 copies). Designers struggle to differentiate in this environment, which makes the strategy of hitching your proverbial wagon to an existing property as popular as it ever has been.

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Adventures in Rokugan Review

This review is delayed, far from the “hot off the press” take that I had intended back some time ago. Instead this has been an article I have stewed on for some time. In 2020 there came an announcement that Edge Studios would be taking over RPG properties that had been held by Fantasy Flight, which includes two that I have written about extensively in the past: Star Wars and Legend of the Five Rings. Since the acquisition, the publishing has mainly been constrained to reprints of books in use and published already developed supplements that had been in the pipeline before the acquisition. It was a bit of a surprise to me that the first new material from this new studio was to take the setting of Rokugan and put it into the mechanics of 5th Edition Dungeons and Dragons.

My reaction to reading it at first was, to put it politely, visceral.

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To Change Review – Transformative Tarot

Stories of transformation are both very old and very common. From Tiresias and Circe to The Emperor’s New Groove and Turning Red, people have been changing gender, species, state of matter, and all sorts of other things up and down the stories we tell through the ages. Heck, on a personal note one of the first stories I was ever told was about the Children of Lir. To Change seeks to put that kind of story in the spotlight through the medium of a roleplaying game, using short sessions and Tarot cards to explore dramatic transformations and the consequences of becoming something new. 

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Embers of the Imperium Review

Genesys was released in late 2017, and supported with four major supplements from 2018 through 2020. At that point, the generic RPG went dark. The Covid pandemic was certainly part of this, but it was first a symptom of the broader issues for the RPG business at Fantasy Flight Games (FFG). In the mid 2010s, Fantasy Flight was (excuse me) flying high; as both the licensor of Star Wars and several enormously popular RPGs based on Games Workshop properties, Fantasy Flight was one of the biggest players in the RPG space, but that turned around quickly and badly. When FFG lost the Games Workshop license in 2017 they had nothing left in the portfolio outside of Star Wars; their biggest other game, Anima: Beyond Fantasy had been discontinued the year before. The company wasn’t ready to give up on RPGs, though. They had bought the rights to Legend of the Five Rings two years before, and whether in an effort to maximize their investment or simply because of the sunk cost fallacy, they also invested in a new game based on the ruleset they used for Star Wars. Genesys came out first, while Legend of the Five Rings was ultimately released over three years after FFG bought the property.

Embers of the Imperium comes into the picture after several upheavals, only one of which was a pandemic. In late 2019 FFG divested themselves of their RPG business, shuttling it over to another division of their parent company, Asmodee. Edge Studios, a Spanish company which originally published The End of the World, was the new brand for Asmodee’s RPG line. How did it work? Hard to say. The company does have two 5e-based games now (Midnight: Legacy of Darkness and Adventures in Rokugan), so they might be making money. That said, they did not give up on Genesys. After being announced in April of 2021, Embers of the Imperium has finally been released.

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Solitaire Storytelling: I Have No Railgun And I Must Scream

Hey, so, if you’re reading this, first of all I’d like to know how you got your hands on my diary. Second of all, if it’s because I’m, you know, dead, then thanks for taking the time to read what I’ve written. It’s kind of a comforting thought. Anyway, my name is Hope! I’m seventeen years old, they/them. I like farming sims and books. And I’m writing this because magical extraplanar alien mecha have invaded, and I need some way to vent!

See, it’s not enough that giant bird robots are stomping around trying to kill all of us. My older sister Hazel happens to be one of the Pilots fighting them, using mecha of our own. She gets a railgun. I have to make do with a diary, I guess.

I miss her a lot.

So yeah, I’m going to be scrapbooking headlines right out of the news and recording my own experiences as the world tries to get itself ended by the Nondwellers – that’s what we call the alien mecha. Oh, and hey, if I am dead and you’re going to post or publish this yourself for a quick buck or something, could you at least title it the way I would? I already have it picked out.

“I Have No Railgun And I Must Scream.”

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