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, and discussions from elsewhere online.
Continue reading Weekend Update: 6/11/2022Tag Archives: Opinion
The Trouble With Marketing
Game design doesn’t sell games. Sorry. No, what sells games is the promise that that game offers, articulated by its designer. If the promise is good, it doesn’t matter that the game is bad; that’s what got the Fallout RPG into the ICv2 top 5. But whether the game you designed is a work of art or a slapdash ashcan, sorry, you’re still going to need to market it.
The Trouble with Marketing is either that no one knows how or no one wants to. I tend to believe the second of those two items; plenty of game designers don’t really know how to write but they manage to hire someone for that in most cases. No, marketing, in addition to being its own skill which is challenging to learn, really turns people off. It reminds you you’re selling something, it makes the whole process feel less like art.
Continue reading The Trouble With MarketingCrowdfunding Carnival: June, 2022
Welcome to the Crowdfunding Carnival for the month of June in this two thousand and twenty secondth year! Not to worry, Aaron is fine – just lost on a bike somewhere in the continental US, definitely not my fault. While he’s away I’ve snuck in and nicked his top hat and baton and gone looking for some tabletop roleplaying game crowdfunding attractions that are worth your time and possibly your money. There are chaotic cafes, regency scandals, vibrant seas, divine tales, monster-collecting kids, meta games, and exigent exalts along with a few observations from my unusual perspective up on this stage. So, without further ado, on with the show!
Good Strong Hands Review
I have to admit, fantasy games come to the plate with two strikes for me. The ubiquity of Dungeons and Dragons, coupled with the large number of single-game players, means that fantasy games generally need to work twice as hard to do something interesting within the existing constraints of the genre. When I first read Good Strong Hands, I saw a game that leaned hard into a very broad, often repeated conceit: A great evil is corrupting the land and you, the heroes, must stop it. Couple this with light, fairly basic mechanics, and I didn’t really know if I was going to find anything interesting in this game.
Luckily, I was wrong. While Good Strong Hands is a rules-light game, and while it absolutely leans on a simplified view of good and evil, it takes this basic struggle and makes it the centerpiece of the game. The mechanics of the Void, Shadow and Corruption, force players to make tough decisions and place the voice of evil with the GM to play with as they wish. The game does want to see its players triumph, but the risk of falling to the Void is very real and a party will likely see at least one character lost to evil in a campaign.
Continue reading Good Strong Hands ReviewThe Trouble With Drama Mechanics
Role-playing games are all about characters, otherwise they wouldn’t be role-playing games. And what really gets someone invested in a fictional character, whether they’re playing the character or watching or reading the character, is the character’s personal journey. We love to see it in books and movies and we love to see it in RPGs, but in RPGs we typically aren’t given additional rules to support these sorts of stories. This is in part because these stories haven’t been the focus of most RPGs, well, ever, but it’s also in part due to the belief of designers that characters’ inner lives should be governed by the people who play them, not by rules.
The issue with this is that mechanics are what provide richness for games. We want PbtA games to have a palette of different moves, and we want each playbook to feel different. We want a military simulation to differentiate between all its guns and vehicles. So why would we not want rules that help us look at and play out character drama? When I looked at Hillfolk a few weeks back, one thing I thought it did very well was stake out three necessary drivers of dramatic conflict: character desire, character internal conflict (the ‘dramatic poles’), and character external conflict (‘fraught relationships’). What was missing was the next step, which was to provide structure and guidance to build and play with those drivers.
Continue reading The Trouble With Drama MechanicsCrowdfunding Carnival: May, 2022
Welcome back to the Carnival! Here at the beginning of May it’s a momentous time to be looking at crowdfunding. Well, that’s partially true. If you’re interested in the high profile campaigns earning hundreds of thousands or even millions of dollars, it’s a momentous time to be looking at crowdfunding. If you’re another indie fellow trying to get by, it’s another month. If you’re looking for those indies who have broken into the big leagues, though, there’s a great example of that going on right now. We’ve got co-marketing, we’ve got little old ladies solving murders, we’ve got Tarot cards, and, of course, we’ve got Free League. Let’s take a look.
Continue reading Crowdfunding Carnival: May, 2022Cold Fires, Jedi Shadows, and Creativity: Why You Should Listen To Force Majeure
“Unforeseeable circumstances that prevent someone from fulfilling a contract.” That’s one of the legal definitions of force majeure, and I can think of a few examples. Getting discovered by a dark figure known as Tenth Brother might prevent you from fulfilling a work contract, or the ‘contract’ that is your prison sentence. An “irresistible compulsion or greater force” is another definition, and an offer you can’t refuse to retrieve an artifact from a strange wasteland certainly fits the bill. However, that second definition is also a pretty good description of the reasons Why You Should Listen to the podcast known as Force Majeure. You know how it goes: a long time ago, in a galaxy far, far away…
Continue reading Cold Fires, Jedi Shadows, and Creativity: Why You Should Listen To Force Majeure
Solitaire Storytelling: Sacred Forge
Everyone who is part of the story touches Destiny in some way. Even if they are not the heroes. Even if they are not even named in the pages. I am a master bladesmith, the keeper of the Sacred Forge. My blades are renowned for their strength, sharpness, and harmony.
A holy sword does not come from nowhere. It does not materialize from starlight and a wish. It is built through effort, honed through attention, and consecrated by a powerful heart. They will not name me in the story. But my blade will never be forgotten.
Hillfolk Review
The early 2010s produced the indie darlings of today. While game design moves fast, systems like Fate and Powered by the Apocalypse still form the bedrock of what most gamers consider ‘indie’, even though they are relatively conservative extensions of traditional games like Dungeons and Dragons. There were other games that pushed further, though. In 2012, Robin D. Laws and Pelgrane Press campaigned a game called Hillfolk on Kickstarter. The Hillfolk campaign emphasized its Iron Age setting, even including a neat bit of interactivity in the campaign where backers could choose to back either the ‘Lion Clan’ or the ‘Wolf Clan’. The mechanics, though, were significantly more important and more interesting than the setting, as well as the most divisive feature of the game.
Continue reading Hillfolk ReviewOn Being an RPG Collector
Like many commentators in the tabletop RPG world, we at Cannibal Halfling Gaming focus on the act of playing games. Making characters, running games, campaigns, one-shots, trad games, indie games, solo games, you name it. To the degree that the TTRPG hobby has a body of critique, it’s one that focuses on how games are played and we’re happy to be part of that. Playing games isn’t the only thing that drives the hobby, though, and in certain segments of the hobby it doesn’t have the largest financial impact. When it comes to the consumption of gaming materials, there are players, there are readers, and there are collectors.
Playing, reading, and collecting games are different activities which demand different things out of the games which are consumed. These activities aren’t mutually exclusive; in fact, I’d say the vast majority of gamers participate in all three to some degree. That said, the one which defines how many gamers buy RPGs is collecting, and as a result collecting RPGs is an activity that has an enormous impact on how the hobby evolves, how games are sold, and what games end up looking like.
Continue reading On Being an RPG Collector