Tag Archives: RPG

Crowdfunding Carnival: ZineQuest Check-In

Welcome back to Crowdfunding Carnival! ZineQuest is all the way back in full swing this year, and I have definitively lost track of everything going on so far. According to Kickstarter there are 158 ZineQuest projects live as of this writing (live, not total, live), and sorry, but I can’t summarize all of them. I can’t.

What I am going to do is show you fifty zines that I thought looked cool. We’ve got everything here: Llamas, procedural generation, ghost porn, bowling, and of course, pirates. This group also includes all of the zines I’ve personally backed so far from this ZineQuest, so you know there’s some good stuff in here. Like I did at the beginning of the month, I’ve divided the projects into three categories. There are full games, playable on their own, supplements of note, adventures and other materials for specific systems, and system agnostic gems, which should work with either any game or any game of a relevant genre. Without further ado, here are fifty more projects of note from ZineQuest 2023.

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Zine Month 2023 Round Up #1

A map for every adventure and an adventure for every map. The horror of magical academia. Making sacrifices to a river spirit. Last of Us a la Twin Peaks. Tracking down an entity that consumes time itself.  Another February, another month of roleplaying game zines, and I’m back for more Zine Month spotlights! 

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My First Complete Campaign

In January 2023 I crossed off a New Year’s Resolution: I completed a campaign I was running. It seems like a smaller accomplishment, considering that I’ve been gaming off and on for close to 20 years now, and my group is filled with veterans who have run at one point or another. But for me, this is the one time I managed not only to run a game, but had a story arc that was completed and brought to (by most accounts) a satisfying resolution.

There have been failures. Over the years, I have tried to run a variety of things, from Blades in the Dark to Star Wars. I even managed to get a few sessions of Traveller strung together. For a variety of reasons these failed to move past one-shots, never materialized, or just fell apart. This happens. Aaron has written about situations just like it.

So as I look back over the game that did succeed, it’s time to run a post-mortem to know what worked and what didn’t for when I get back in the saddle to run again. You know, after my sanity restores a bit.

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How the Wonk GMs: Intro and Campaign Prep

If there’s one thing I’ve been asked to write about over the years, it’s what my home games actually look like. Not an imagined campaign, not a system hack, just how I run when it’s my friends, my ideas, and my time. Needless to say that’s not something that can be condensed to 2000 words, so instead I’m welcoming you, albeit temporarily, to ‘How the Wonk GMs’.

I’ve recently come off of a literally five year stint of GMing for my primary gaming group, and I have run a lot of different games in that time. Spending all this time in the GM’s chair has reminded me that I’m extremely lucky to have as engaged and curious a gaming group as I do…as well as the fact that breaks are good. While taking this break, though, I’m going to be trying to distill down my methods and madness into something approximating fit for public consumption.

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Crowdfunding Carnival: February, 2023

Welcome back to the Crowdfunding Carnival! Now, it’s Thursday, which is a little unusual. I did this, though, for you, dear readers. You see, yesterday was the first day of ZineQuest, and a veritable torrent of zines hit my inbox around the time this article would have otherwise gone to post. That just won’t do, so I held off to pick through the wreckage for you. So now we have over 40 zines, and it’s been just one day! There are some other games too, and of course our second installment of the Crowdfunding Carnival/Kickstarter Wonk fifth anniversary retrospective. Onward!

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Rolemaster Unified Review

The OSR is a movement of nostalgia. Rather than seeking to actually emulate the way RPGs were played in the 1970s and 80s, the OSR is seeking to bottle the lightning of the first time you found a Player’s Handbook or Basic Set and just played, actual rules be damned. While the OSR as a movement is certainly informed by the cultural phenomenon of having the D&D red box show up in toy stores and in the hands of many kids and teens in the 1980s, the roleplaying hobby itself was already significantly more diverse than any one movement could capture. As an example, around the time that the OSR casts its rose-tinted glasses toward, there was a successful and long-lived game called Rolemaster.

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Most Games Don’t Matter

After graduating into one of the worst recessions the global economy had yet seen, I cut short a fruitless job search to go to grad school. I ended up with a Master’s Degree in Innovation Management, a field which sounds like it was made up by the Business School industry but yet taught me a lot. While invention is the act of creating something new, innovation is the act of deriving value from new things, from inventions. According to the World Economic Forum 1.7 million patents were granted in 2021, which is a huge number. But even setting aside things like filing the same patent in multiple countries, a small fraction of those patents represent anything like tangible value to society at large. While invention can happen with a bit of creativity and some work, innovation is significantly more dependent on exogenous factors, on what happens to the invention after it comes into being. RPG designers are like inventors in that way; many many people are designing, are inventing, but the vast majority of games will never make an impact on the market at large.

While there are certainly forces contributing to a greater stagnation of the RPG hobby (D&D comes to mind), the low ‘hit rate’ for new RPGs when it comes to moving the needle in the greater marketplace is largely structural, and unlikely to change in the long run. On the creator side, making an RPG is relatively easy, requiring significantly less money and specific skill than making video, digital games, or visual art, and often less time than writing long-form fiction. This means that the number of entrants into the market will be relatively high. On the consumer side, RPGs have higher switching costs than virtually any other form of media; a consumer needs to find a minimum of 2-4 friends to play with them, with a play time of two hours on the low side. Beyond that, when the presumed norm of the medium involves campaigns of literally dozens of four-plus hour sessions and understanding at least one densely-written rulebook, the perceived switching costs are significantly worse than the already high actual switching costs. These things combined to make the number of consumers in the market relatively low, and the number of games they will consume lower still.

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