Tag Archives: RPG

Worldbuild to find out what happens

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?”

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Getting Out of the GM Chair

The online gaming group that (in part) gave birth to Cannibal Halfling Gaming works on a rotating roster of gamemasters and campaigns. The typical  arrangement is that two campaigns are being run by two different GMs, trading off our weekly slot so that we can maximize the number of games we play, give GMs a rest between sessions, and get back into thing quickly if we have to scratch a week. Exactly who those two GMs are also changes; in terms of first session to last session most campaigns last about a year, with perhaps 15-20 sessions, and many GMs then step down to let another step up.

This last July, I wrapped up a game of Cyberpunk RED that had lasted three and a half years with 42 sessions.

Depending on how you count things (because Aaron built a DIE-shaped trap door into a Burned Over campaign, cheeky bugger that he is), Cyberpunk RED: The Alleyway ran alongside/outlasted 2-3 other campaigns. Unsurprisingly, I’m no longer in the GM seat for that group. It will likely be a few years before I return to the GMing chair in that group, actually, and that’s okay! However, after a few weeks I realized that, for the first time in maybe a decade… I wasn’t running anything for anyone.

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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.

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System 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?

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Weekend Update: 10/10/2026

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.

RPG Top Sellers for 10/10/2026

DriveThruRPGitch.io
1.Warhammer Fantasy Roleplay Fifth Edition RulebookDungeon Gestalts
2.WH40k Roleplay: Imperium Maledictum, Macharian Adversary GuideTeam Dynamics Seeder
3.Cosmere® RPG | Mistborn® HandbookSTRAHD MUST DIE
4.Mutants and Masterminds 3e: Vigilante’s HandbookA Feast for the Eye
5.Green OaksOh, the Humanity! Vol. 2

Top News Stories

The D&D team at WotC is unionizing: Both the D&D and Studio X teams at Wizards of the Coast have announced that they’re joining United Wizards of the Coast via the Communications Workers of America. They have called for Wizards of the Coast to voluntarily recognize the union by next Tuesday, October 13th. If you want to support the teams and United Wizards of the Coast, sign the petition to WotC by following the link above.

From the Archives

Around this time two years ago, we were partway through our Cowboy Bebop Actual Play, featuring Seamus, Aki, and Geni as a very mismatched groups of bounty hunters. From the archives this week is Cannibal Halfling Now Playing: Trifecta Tango!

Discussion of the Week

We gotta start using “homebrew” right: An interesting discussion about linguistic drift, another word besides ‘railroading’ that seems to be used more broadly than intended. Here, though, I agree that there’s a right answer: Homebrew is homemade, just like in beer.

Have any RPG news leads or scoops? Get in touch! You can reach us at cannibalhalflinggaming@gmail.com, through Mastodon via @CannibalHalflingGaming@dice.camp, and through BlueSky via @cannibalhalfling.bsky.social.

Crowdfunding 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.

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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.

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Out 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.

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