The political kingmaker is the fairest of them all, with a designer suit, a killer intellect, and a smile that will make men follow her anywhere. She is a master of the boardroom and has a knack for deal making, even when the terms seem a bit, well, strange. If you agree to them in jest, you may be surprised when you are compelled to follow through. The bartender is a short man, barely noticeable behind the counter. He’s quick with a smile, and a drink, and is always willing to hear a gripe or a complaint, and offer a quick word of comfort to the concerned bar patron. What is odd is the number of filled shot glasses he keeps over the lintel as a marker. The private eye has streaks of grey throughout his raven black hair. His eyes are quick and dart to the sides wildly. His smile, while charming, seems to have a few too many teeth. He’s been following up on a number of abusive husband cases lately. It’s a bit odd how so many have seemed to disappear, but no body, no crime. It might seem as if all of these characters have nothing in common, were it not for their enemy: the beings who took them away to a far off land, and who may come to take them again. And for that, these Changelings will join together to stay alive.
Memories are a powerful thing. They define much of who and what we are, and even when the edges become hazy some things, some impressions, remain crystal clear in our psyches. I can’t remember how long ago it was (though math tells me that we are pushing 20 years now), but I can remember who I was with and what we were doing (trying the dangerous addiction that is Magic: The Gathering) when I was first introduced to my Friendly Local Game Store. Looking back, it was dingy and in a sketchy part of the neighborhood, but I would wind up spending so much time there over the years that I can’t help but look back at it with fondness.
It was on one of those trips that I was saw something that caught my eye: a card game that I hadn’t seen before, but whose art reminded me of some of the new cartoons I was seeing at the time. I wound up buying a pack and trying out the game and, I had no idea what I had stumbled into. I played for a while, found some of the tie-in novels, and largely forgot about it as a part of my adolescence that I would likely never see again. Suddenly, in the last six months, Legend of the Five Rings (commonly referred to as L5R) came back into my life. I not only found that there a Tabletop RPG version of the franchise, I found myself playing in two different editions: the 4th edition, originally published by the original creators Alderac Entertainment Group, and the new version created by Fantasy Flight Gaming. I found myself marveling at how different they were, and yet, how strong of a fanbase I found for each. After having played a bit of both, it seemed worthwhile to look at some of the pivot points at which the game changes.
A few years ago, on a truly crappy day, I had the saving grace of being introduced to an independent short film by the name of Kung Fury. For those unfamiliar, it was a wonderful bit of over the top, profane 80’s cheese: a Kung Fu Master/detective who is a lone wolf is forced to team up with his new partner Triceracop as they take on sinister transforming arcade machines/killer robots, Laser Raptors, and a Time Traveling Adolf Hitler…who wants to own the title of “Kung Fuhrer”. All complete with poor VCR tracking to boot.
(It’s a lot like this)
I say all this because I have found a new tabletop game to support any GM who looked at all this and went, “I would love to run something in here”: Shadow of the Century, written by Brian Engard, Stephen Blackmoore, and Morgan Ellis and published by Evil Hat Productions.
In case that is wasn’t obvious from our Reviews, Adventure Logs, and Table Fiction, many of the writers here at Cannibal Halfling gaming are huge fans of the products from Magpie Games, Masks: A New Generation in particular. Seamus previously had the opportunity to interview the developer, Brendan Conway back in 2017, but since then Magpie has released several new supplements that fleshed out the universe, added new playbooks for players, and even offered new storylines to match different genres. With all these changes, we wanted to know more about what went into them, and what fans might see in the future. As luck would have it, Brendon was attending PAX Unplugged to help promote the newest expansion, Masks: Unbound, and he was gracious enough to take some time to speak with me.
Welcome readers! Please forgive this slightly late and exhaustion fueled entry. Upon occasion, I burrow away from the gaming table and out into the world at large, and when I heard that PAX Unplugged would be returning to Philadelphia, I couldn’t help but ensure that I made the trip. Continue reading Con Report: PAX Unplugged
Greetings! For those of you who have been checking out our High Impact Heroics Adventure Log, you recently were treated to the backstory of Gil Phillips, the Beacon. Continuing the trend of, “How did we get here?”, our prologue revealed that the team broke some rules during their first teamup and got the attention of The Lawman. So, here is a little window into how that began, through the eyes of Morgan Teller, the Delinquent.
There’s always been a bit of mystique and fascination with fighter pilots from the days of the Red Baron, so it should be no surprise that there has been a fascination with those same tight dogfights IN SPAAAAAAAACE!!! Space fighters have been a big part of the Space Opera for decades, popping up in places as varied as the venerable Mobile Suit Gundam and Macross franchises (as forerunners to the famous mecha), to harder sci-fi novels such as the LAC’s in Honor Harrington, but probably the biggest exposure has come through Star Wars, with starfighter v. starfighter combat being staples of the movies, the well loved X-wing and TIE Fighter franchises, and a long stretch of novels in the Expanded Universe that brought fans fleshed out and loved characters in the form of Wedge Antilles and Corran Horn. And so the concept of these awesome space fights has been brought to us in tabletop form by our good friends over at Evil Hat with their new installment, Tachyon Squadron!
Now, safely back onboard the Albatross after the adventure with the Chimax, the crew was able to interrogate Krrsh. It didn’t take too much prompting to get him to spill the whole story: he had been the Captain of one of the ships that attacked Clarke, onboard an S-class Scout ship. He wasn’t part of the job on Toprol, so he had decided to stray off to make a bit of side money. On his trip he had stumbled across a merchant vessel, one that he thought would have been an easy kill. As it turned out, he was mistaken in his assumption: the trader held a set of concealed guns, and when Krrsh had ordered the ship to cut thrust and prepare for boarding, the merchant ship and opened up a broadside at almost point blank range. Krrsh had managed to get the ship out of the firefight and held it together long enough to make a jump to the next rendezvous point. However, the other two captains, Ferrik Redthane and Miria Silverhand were none to happy at his misadventure, which had rendered the Scout ship useless for pirating and as a punishment had marooned him on the ancient station as a warning to the others.
It was time to take the training wheels off. My previous attempts at GMing have, up to this point, been drawn from modules and published campaigns, or had been drawn up using notes provided to me when I stepped in to guest GM. Now, there is nothing wrong with running from a module, and it is required for something like D&D’s Adventurers League. However, with an upcoming gaming marathon on the horizon (As Aaron, Seamus and were running the planned scenarios, it was dubbed CHGCon) I found myself preparing to run a session of Blades in the Dark, something I had been looking to do for a while. The problem, however, was that the first time everyone would be able to sit at the same table would be gametime. There wouldn’t be time to weave together the backstories of characters without making them myself. I would have zero idea of team dynamic, or what kind of gang they would be, and that would prevent them from having access to team benefits. While I could have made characters in advance, I didn’t want to take away from the character creation process for them, especially with a system with fairly streamlined and boilerplate mechanics for character creation.
Continue reading The Noob GM: My First Original Scenario
A captain, still scarred by the loss of her fighter squadron in battle with the First Order. A diplomat with a surprising talent for getting under a person’s skin so much that they do the right thing out of spite. An obsessive mechanic, signing on to the cause for access to high grade military tech. A former bounty hunter,a remorseless killer, who looks to protect those who saved his life and taught him about The Force. A burgeoning Force Sensitive, who is torn between the legend of the Jedi and her own criminal bent. In a galaxy far far away, a long time ago, but still a few decades after the events of the original movies, the Republic has fallen (again) and it’s time to make up interquel stories as we await Episode 9!