Tag Archives: Opinion

Tales of the RED: Hope Reborn – Cyberpunk RED Campaign Review

For decades of R. Talsorian Games’ Cyberpunk line (both in realspace since 1992 and in-universe since 2011), The Forlorn Hope’s been a bar where those Night City denizens who refuse to play by the Corporate rulebook go to unwind, connect, and reaffirm their humanity. But today (2024/2045), in the Time of the Red, The Forlorn Hope’s in trouble! Will this classic Night City institution die a whimpering death or survive and thrive, helping the next generation of cyberpunks navigate life on The Edge? Well in game that’s a question only you and your Crew can answer… but in the real, we’re going to be seeing how Tales from the RED: Hope Reborn can answer the same question!

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Level One Wonk Holiday Special: 2024

Happy holidays to gamers here and around the world! It’s that time again where I settle in at the end of the year, make a comforting hot beverage and review what’s gone on in the last twelve months. And, to be completely honest, it’s been a doozy. In the gaming world, 2024 was a year of D&D, the game’s 50th anniversary being a banner event that led to the release of the new 2024 version of the 5e handbooks (I guess we’re not supposed to call them 5.5e, but come on). At the same time, the goliath that is D&D has taken some licks; the self-inflicted wound that was the OGL fiasco led to significant fragmentation in the high fantasy subgenre defined by, well, D&Ds. Daggerheart, Draw Steel, and Tales of the Valiant all brought forth new takes on the 5e formula, and were a double-edged sword in terms of D&D’s monopoly: On one hand, that version of fantasy, the swords and sorcery slash Tolkien mashup that existed nowhere except D&D in 1974 and now exists everywhere, is still the most popular RPG genre in the world. On the other hand, a wide range of 5e players took a look at other games, and if D&D didn’t end up being their first choice for D&D things, they definitely ended up looking at other games for other genres.

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When The Walls Fall Review – Fallen Cities and Falling Dice

The ancient city was originally founded as a place of study; a great library was its first building, and it remained ever its heart. However, the city grew to form the core of an unspeakable ritual, powered by harnessing a long forgotten god. Eventually, its distant neighbors could not tolerate the ideas it was spreading, and they attacked. That was when the walls fell, leaving a ruined city with a defaced statue at its heart… and broken roads, spreading corruption, and fanatics of that forgotten god bleeding out of it into the countryside…

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Solitaire Storytelling: Koriko: A Magical Year part 2

Check out part 1 of this Solitaire Storytelling here.

After more writing and more adventures, I’ve concluded my playthrough of Koriko: A Magical Year. The story I created, of Lapis, a witch-in-training who thinks she’s boring, ends up telling a pretty fascinating coming-of-age story. Lapis discovers how much bigger the world is than her village, how much deeper magic is than what her grandmother taught her, and how weird, wonderful, and sometimes terrible other people can be. All of those experiences and trials are filtered down from 65 pages of handwritten entries into seven letters home. Just like before, what the letters don’t tell is often as important as what they do…as the confession in the last letter so clearly broadcasts.

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A Brief PAX Unplugged 2024 Retrospective

I haven’t been able to attend every PAX Unplugged, but I was there at the start and as the convention circuit has grown back I’ve actually managed to chain a few of them together. In addition to noting as many familiar faces and games as I could manage for a middle-of-the-night article, I wanted to write about some of my own experiences now that the 2024 iteration is over to highlight a few things. Also, Aaron has been doing five-year retrospectives about Crowdfunding Carnival for a while now, so why not do a seven-year con one of my own?

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Crowdfunding Carnival: December, 2024

Welcome to Crowdfunding Carnival for December of 2024! I’ll be honest, one of the best things about this year right now is that it’s almost over. It’s been eventful, perhaps too eventful, here in 2024, but lo and behold we’re back into another holiday season, and that means that there’s a lull in crowdfunding. It’s not a complete lull; there’s still some solid campaigns out there, including a few big ones and even the tail end of a major event. That said, seven campaigns is a low watermark, and that’s even after poking around on the hanger-on crowdfunding sites. Even so, there are some gems here. We have journaling games, games in Scots, and even an entire month of Mothership. So let’s check out what’s in store.

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Solitaire Storytelling: Koriko: A Magical Year Part 1

Koriko: A Magical Year is a solo game written by Jack Harrison. Using dice, tarot cards, and a journal, a player tells the story of a young witch going to the big city for the first time, and all that they learn there. Koriko is decidedly not a single session game; the experience is divided into seven ‘Volumes’ which each take 1-2 hours to complete. The benefit of a longer game is, just like with any other RPG, more time to sit with your character and see them develop.

Given the length of Koriko, I am about halfway done with the story of Lapis, a young witch from the village of Brod who communes with nature spirits and is looking for new experiences. So far Lapis has made new friends, discovered new skills, had a few dramatic failures, and might even be finding some romantic entanglements. Every season she writes a letter home to her grandmother and mentor, Yarrow, which I will include here. Needless to say, like any sixteen year old there are a lot of things she’s not telling her parents.

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Network effects make you play D&D

As children of the social media age, we’ve heard the term ‘network effects’ before. Network effects are the observation that, for certain goods and services, their utility (benefit to the user) increases the more people are using them. The classic example is a social network like Facebook: The more of your friends are on a social network, the more useful it is to you. Services with strong network effects are also built with strong switching costs; a network effect is only defendable if there’s a disincentive to join multiple networks at once, and if leaving one network for another is difficult. This is why extracting your data from a service like Facebook is a pain, and why these services try to prevent you from exporting your contact list at all costs. Make the service more useful by getting more people on it, but then make it hard to leave so these people stay.

What does this have to do with RPGs? There are few direct network effects or switching costs involved with the act of playing a game: You find a group of your friends who are willing to play (and maybe learn) the game, then you play it. If you want to play something else, you put it down. For better or worse, though, roleplaying games are a hobby which involves multiple points of interaction and modes of social signaling. And while the hobby may not have switching costs, it does have barriers to entry. These are both real barriers, like finding a group of people you play well with, scheduling multiple game sessions, and spending a fair amount of time prepping campaigns and characters, as well as imaginary ones, like the amount of effort it takes to learn the next new system, and the risk of playing the ‘wrong game’. It’s important to acknowledge perceived barriers to entry because that’s where network effects within the hobby begin to affect your behavior; specifically, indirect network effects are quietly encouraging you to play D&D.

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Crowdfunding Carnival: November, 2024

Welcome to the Crowdfunding Carnival for November! We’re heading into the end of the year, and for multiple reasons it’s a great time to put the real world to the side and check out some games! November was a pretty big month; nearly 20 campaigns passed my deck and needed to be narrowed down to make this article. So though I say it every month, it’s certainly true this month: While every campaign I cover here is solid and interesting, many of the ones I didn’t have space for are too. We’ve also seen another big month for Backerkit, with a bumper crop of intriguing games making the upstart crowdfunding platform an equally (if not perhaps more) intriguing place to look for new games as Kickstarter.

We’re ready to start, though! We’re going to cover a few major campaigns by some of the big guys, though we really only have one (maybe two) standalone games to talk about. Then, we have a good number of indies. Cross-collabs, solo games and tarot mechanics await you below.

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Zombie World Review

Apocalypse World won accolades due to its design, but Powered by the Apocalypse won sales thanks to its handling of genre. The minute that someone took a stylized post-apocalyptic soap opera and ran D&D with it, everyone wanted to see what they could do with the framework. Horror is no different; PbtA has proven adept as a basis for monster hunting, urban fantasy, and Victorian Penny Dreadful, among others. Naturally, someone turned to zombies.

Zombie World is a Magpie Games production, primarily designed by Brendan Conway (of Masks fame). Given coverage of their current licensed games, one could easily surmise I have a chip on my shoulder regarding Magpie’s output. Luckily, Zombie World is a great example to show that this is not the case; the game is both intensely innovative and intense to play. There are some problems with the game but the biggest one affects how well the game has sold, not the quality of the play experience. What is that problem? The game is card-based, and for all of the (positive) impacts it has on the play and packaging, it has made the game difficult to translate into a digital counterpart, affecting sales and availability.

As a card-based game, Zombie World threads the needle of using tried and true PbtA mechanics while making the best use of its unique form factor. In my opinion this is accomplished well; the game reads and plays fast and the 32 page rulebook included really is all you need. To really test how this all worked, I picked up a copy of Zombie World and took it to my online gaming group’s in-person gaming weekend for a one-shot. While the players were going harder than normal given the vibe of the weekend, I was still surprised at how quickly and easily Zombie World devolved into Walking Dead-like drama; our game involved backstabbings, double-dealing factions, and, of course, overrunning both the harbor and city hall of a large city with zombies.

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