Tag Archives: Opinion

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.

Continue reading Solitaire Storytelling: Koriko: A Magical Year Part 1

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.

Continue reading Network effects make you play D&D

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.

Continue reading Crowdfunding Carnival: November, 2024

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.

Continue reading Zombie World Review

The Digital Divide

There was in fact a great split between roleplaying games at a table and those on a computer, but it happened years ago. The first digital version of D&D came about in 1975, merely a year after the game was released; it was called Dungeon and was originally developed for the PDP-10 mainframe. Although Dungeon was an unlicensed emulation of the D&D ruleset, the primary thing that prevented it from taking off in university computer labs was its exceptionally steep memory requirement…36 kilobytes. Needless to say, the reality of the RPG video game has changed.

Dungeon, and its successors like DND (Dungeons of the Necromancer’s Domain, but we all know the intent of the acronym) helped to kick off the RPG video game in the mid 1970s, but by the 1990s it was a completely different world. While TSR was failing and getting acquired by Wizards of the Coast, games like Baldur’s Gate and The Elder Scrolls: Daggerfall were both imminently successful and also almost nothing like their tabletop forbears. Video games were already doing things that no tabletop GM could have dreamed of, while also casting aside the elements of RPGs that computers weren’t really capable of doing at the time. Baldur’s Gate has faster and flashier combat than any game table you can imagine, but no matter how many times you play it, the basic story will be the same each time.

Let’s gather back here in 2024. Video games, aided by unimaginable computing hardware and multi-million dollar budgets, have become something that the average nerd in the 1990s (let alone the 1970s) could only have dreamed of. At the same time, though, tabletop games have continued to capture imaginations and, over the last ten years have also exploded in popularity. The RPG has also headed back to the digital realm, just like it did in 1975. This time, though, there’s recognition. The massive, high fidelity world of video games exists, and it’s big business. Tabletop RPGs, though, are wandering back to the digital realm with virtual tabletops, digital assistants, and soon, AI game masters. With the continued re-integration of software into the hobby, it seems like a prudent time to ask: Where is the line? And, perhaps more importantly, how is this time different than it was in 1975?

Continue reading The Digital Divide

Discworld: Adventures in Ankh-Morpork Quickstart Review

A world, and a mirror of worlds. Atop four giant elephants atop a giant turtle rests Sir Terry Pratchett’s Discworld – where the most dangerous barbarian is an old barbarian, where fleeing your destiny is the surest way to run into it, where a million-to-one chance always works out, where a single humble hero will always win while outnumbered, and where you have to practice believing in the little lies (stories) in order to make the big ones become true (justice, mercy, etc.. It’s been the subject of Roundworld-made roleplaying games before, but sometimes stories like to repeat themselves with a new twist, and this time there’s something of a primer. This is the Discworld Quickstart Guide from Modiphius Entertainment!

Continue reading Discworld: Adventures in Ankh-Morpork Quickstart Review

On Escapism

I think I’m getting tired of cyberpunk.

I’ve been deep into the cyberpunk genre since at least high school, reading, watching, and playing everything I could find. It was science fiction that actually resonated with me; computers and body modification and AI all seemed much more pressing, more real than space travel and distant planets, let alone magic and wizards and vampires. When I played Cyberpunk 2020, something I started doing at about 16 years old, I embraced the dystopia of the setting and leaned into the idea that a better way to play the game was a grittier, grimier way to play the game. Even as I lightened up a bit about black market modifiers and blunt trauma damage, the game was an inherently grim one. One of my gaming friends in college reflected on a Cyberpunk game we played where his character was killed at the hands of another PC, the second of a series of exchanges that killed half the party in the span of two sessions. It was actually a great ending for how much intrigue had built up between the characters, but it could still be summed up in three words:

“The future sucks.”

Those are the watchwords of not just Cyberpunk 2020, but arguably the entire genre. Neuromancer is not a book about a hero who changes the world, it’s about a character who, through acting in his own self-interest, releases one of the biggest existential threats the world has yet seen and then nothing happens. William Gibson, Neal Stephenson, George Alec Effinger and other preeminent cyberpunk authors were at their best when writing characters who accepted the worlds around them even as the readers were drawn in to how alien yet upsettingly familiar they were. Good cyberpunk made you think because, like all good science fiction, it was the issues of the present cast upon a vision of the future. The problem is that those visions of the future are here, and yeah, the future sucks.

Continue reading On Escapism

Guide for the Perplexed: Scandinavian Game Stores

As some of you may have noticed, I took two weeks off at the end of September. During that time I was traveling, walking and taking trains in Scandinavia with my parents, my brother, and my partner Emily. We started in Stockholm, then visited Göteborg and Malmö before crossing the Øresund to go to Copenhagen. We also took a day trip to Uppsala in there; my parents were impressed at my initiative in planning to visit the city, but in all honesty 85% of my reasoning was that Vaesen is set there. Nevertheless. We visited some incredible cities, ate some incredible food, saw fantastic bicycle infrastructure, and spent two weeks doing something very different.

Not entirely different, though. Sweden is the home of Free League and Denmark is the origin country of LARP camp, so of course I couldn’t take a trip like this one without visiting some gaming stores. What I experienced was quite a bit different than the norm in the US…and to be honest, better in a lot of ways. Given that I had just gone over the landscape of RPG retail maybe a month before, this seemed like a perfect opportunity to bring the Guide for the Perplexed series to Scandinavia for a little bonus.

Continue reading Guide for the Perplexed: Scandinavian Game Stores

Crowdfunding Carnival: October, 2024

Welcome to Crowdfunding Carnival! We’re firmly out of con season and we’re out from under the shadow of Wizards of the Coast trying to release a book. More broadly it seems that the rush to be the next d20 has also abated, which has meant more and more interesting campaigns this month! This was a very full crop with new campaigns shooting in almost by the hour as I was trying to write this thing. That also means there are a few solid campaigns out there I wasn’t able to get to; I’m both sorry I’m not able to cover everything but also glad I didn’t have much dross to read through to get up to ten campaigns this month. We’ll start with a dizzying four different major campaigns, representing The Gauntlet, Renegade Game Studios, Onyx Path, and a Youtube channel.

Continue reading Crowdfunding Carnival: October, 2024

We Need to Have Another Talk About AI

For a lot of people I think talking about the negatives of AI is pretty exhausting and trite. In online bubbles that are primarily dominated by artists, you could be fooled into believing that only massive corporations are behind AI, and that basically anyone who isn’t a heartless CEO or an embarrassed millionaire of some kind is firmly against it.

But that’s not the reality. The big news from last month is that Wizards of the Coast wants to use AI more frequently moving forward. It’s an expected move from a giant evil corporation; nothing new to see here. What will definitely receive less attention is that a new rule banning all AI content in /r/OSR has received a not insignificant amount of backlash. This is much more significant to me, because the OSR community prides itself on having a DIY ethic. So it’s about time we had yet another intervention about AI.

Continue reading We Need to Have Another Talk About AI