Tag Archives: TTRPG

Crowdfunding Carnival: November, 2026

Welcome to Crowdfunding Carnival for November! It’s a big one here; apparently holiday shopping has gotten everyone riled up, because there are campaigns everywhere! My first pass caught a dozen and a half, and even more have started even in the last 48 hours. As always, if there’s a game I didn’t cover that you think is deserving of notice, sound off in the comments.

For now, though, let’s get into it. A bunch of the majors are campaigning this month; even beyond the campaigns below we also have Pinnacle and Magpie with new supplements for existing games Savage Rifts and Avatar Legends. Needless to say there’s a lot, so let’s get into the big ones first, including Paizo’s Backerkit debut and the first official translation of a Japanese legend.

Continue reading Crowdfunding Carnival: November, 2026 →

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.

Continue reading Getting Out of the GM Chair →

From ashcans to zeroth editions: The new face of TTRPG revision

Players from every generation have taken it as a given that RPGs get updated. There are always new ideas to be implemented and tweaks to make, and basically every high profile attempt to make a ‘final’ edition of a popular game ended in failure (or, at least, another edition). Even if you can’t change a manual’s text, there are errata. Even if the base game stays largely the same, new supplements mix up how everything works and plays together. This is, at least in terms of how we engage with games, inevitable.

What’s not inevitable is how games will change, what that actually looks like. I had an opportunity to play in a short Fabula Ultima game a ways back, and while I liked the game (quite a bit, actually!), one thing was seared in my mind from the experience. After almost every session, one of the players would trawl through the game designer’s Discord and bring us rules updates. These weren’t errata, they were notably redesigned spells and class abilities which the designer was rebalancing in response to feedback on the game. Even though the published version of the game hadn’t changed, we had rules modifications delivered fresh…so long as someone in the group was on the Discord and at least nominally engaging with the fannish side of the game’s community. It is a very different way of adjusting rules, and it is but one aspect of a sea change in how designers approach adjusting, fixing, and yes, finalizing their games.

Continue reading From ashcans to zeroth editions: The new face of TTRPG revision →

Critical Role for All of Us: Finding Practical Tools in the Monolith

Well, it happened: I got hooked into arguably the most gaming table in the community. And…it’s kind of hard to write about.

Let’s be honest: at this point, Critical Role has long since left behind the status of “home game” and is more a monolithic cultural force. We here at Cannibal Halfling Gaming have a let’s-call-it complicated relationship to both D&D (and Hasbro). I won’t speak for anyone else, but I enjoy D&D but have never actually seen anyone play it “out of the box” with no alterations. Every iteration of it I have seen has changed the rules to some extent, and there are systems that do the parts that I enjoy a better way. But I really can’t ignore the cultural significance that it holds and Critical Role timed itself well, riding the then newly-released 5th edition and captured the zeitgeist. And yet, for all that I couldn’t ignore the memes and an animated series being released I never actually sat down to watch it. There was just so much both with lore and a sheer crushing number of hours that made sitting down to catch up on a campaign seemed an insurmountable wall. 

And then, the team decided to do something completely different: they reset the lore, brought in a new GM, fleshed out the cast to double its original size and adopted a West Marches inspired campaign design. And credit to them for making that choice. I can imagine the temptation to stick with the winning formula until the golden goose was dead (although they did stick with D&D instead of, say, Daggerheart, but that’s another topic altogether). 

Continue reading Critical Role for All of Us: Finding Practical Tools in the Monolith →

System Hack: Mashups

Hobby games is a pretty broad field, with both upstarts like TTRPGs and trading card games as well as board and miniatures games which go back decades further. The whole field is brimming with designers taking their ideas about set, setting, and mechanics and committing them to cardboard and plastic, creating new and weird accessories or just sticking with humble dice and meeples. When you combine the recent renaissance in hobby board games (driven, like TTRPGs, by Kickstarter and the internet) with a few decades of family board games that everyone seems to have kicking around, there’s a lot of potential just sitting there.

TTRPGs are just as able to use weird, custom accessories as any board game, and in some cases all it takes is one designer with a weird idea to make something new. Where I think is the most fertile ground is the RPG mashup: taking accessories you may already have in your game cabinet and making new games with them. The hobby has figured out this works great with Jenga, and as you’ll read about in a moment, someone is trying it with the classic family (dis)favorite Monopoly. As far as other games, the sky’s the limit…but there is an extra layer of challenge involved with taking an existing game and both changing the experience while preserving the original bones.

Continue reading System Hack: Mashups →

Crowdfunding Carnival: April, 2026

Welcome to the Crowdfunding Carnival for April! It’s spring now, which means I’m spending more time outside riding my bike and less time writing. That’s why this post is going up on a Thursday! Okay, that’s…not entirely true (it’s also not entirely false). The post is going up on a Thursday also because I didn’t want to post on April Fool’s Day. Also also, some really cool stuff went live on Wednesday, and if I posted too early I wouldn’t get to talk about it. In addition to all of the campaigns below, Orbital Blues Month started on April 1st on Backerkit, and there are a bunch of neat campaigns supporting that particular game of sad space cowboys. It’s all underpinned by Outlaws and Corporations, a new Orbital Blues first-party supplement.

With that, let’s get into it. The major campaigns section is a bit negative this month; as it turns out money corrupts, and that’s how we get proprietary apps and wholly unnecessary D&D 5e money-grabs. Luckily, Pelgrane Press and The Gauntlet also come to the rescue with two big and worthy campaigns.

Continue reading Crowdfunding Carnival: April, 2026 →

PAX East 2026: A Tabletop Roundup

I returned, once again, to the halls of PAX East this weekend! When I wasn’t just wandering around, reading RPG books, or running sessions at Games on Demand (two sessions each of A Stern Chase Is A Long Chase and Fabula Ultima this time) I was sitting down to try games out. In case you’re attending PAX East 2026 Sunday Edition, I’ve provided the booth numbers you can find these games at to peruse them, but by and large I expect this will be something for folks to follow up on afterwards – so please peruse the many fine and elegantly crafted links to these fine and elegantly crafted games!

Continue reading PAX East 2026: A Tabletop Roundup →

System Hack: Colony Sim Cortex Lists part 2

Welcome back to our System Hack! We’ve moved into the detail part of this hack, actually nailing down what everything in the game is and how it works. Now that we’ve nailed down what the skills are, it’s time to talk about Resources and Items, how they’re made, and what they do. Later on this leads us to part 3, where we lock down the tech tree and more specific base stations. After that’s all situated, it might be time to prototype this thing as a game.

RimWorld does give a guide in terms of what level of simplification we should go for. Resources like ‘compacted steel’ and ‘compacted machinery’ sidestep massive parts of the metal and machining supply chain, and also end up neatly creating resource constraints at different stages of the RimWorld gameplay loop. We’re not necessarily restricted by the same intent with our designs; this game is still an RPG at its heart and things like trading and finding more resources aren’t necessarily constrained to a single map and random events. With no (or at least much less) dead-ending, it’s okay to make the resources palette a bit broader and a bit more interesting.

Continue reading System Hack: Colony Sim Cortex Lists part 2 →

Three Tiers of RPG Purchasing

There’s a wide world of games out there, and from a gamer’s perspective it’s an embarrassment of riches. More games than you could ever play or even read, and altogether too many things to do and places to start. How gamers navigate the hobby is important for game designers, who are all jockeying for the dollars that gamers spend.

Everyone goes about their gaming purchases in different ways, much as they go about buying groceries, appliances, or furniture. In gaming, a hobbyist is likely to make many gaming purchases over time, and how they segment these purchases depends on what they’re trying to do. The assessment of how buyers behave with regards to their purchases is called customer segmentation, and it’s a key element of market research and strategy consulting. When you understand how your customers act, it’s easier to plan for their behavior and make more effective product and marketing decisions.

Continue reading Three Tiers of RPG Purchasing →

Weekend Update: 3/14/2026

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.

DriveThruRPG Top Sellers for 3/14/2026

  1. Cyberpunk RED: Interface RED Volume 5
  2. Traveller: The Core Expeditions
  3. Outgunned Superheroes
  4. Public Access
  5. Traveller: Vehicle Handbook Update 2026

From the Archives

About this week seven years ago, we started taking a look at stories very closely, a thread that would wind its way across many articles and musings from then to now. From the archives this week is Level One Wonk: Narrative, a discussion of prescriptive and emergent narrative and likely the first time we reference simulation video games like RimWorld and Dwarf Fortress.

Discussion of the Week

Apologia for plain paragraphs: Sam Sorensen wrote a blogpost comparing heavily broken up, bulleted game text with minimally formatted prose, and based on the quote replies (linked above) it perhaps did not go the way that was intended. Reading through the post there’s two intermingled arguments: That RPG designers do bullets and secondary formatting poorly (likely true, requires bringing receipts) and that minimally formatted prose is better than highly structured bullets (non-falsifiable, controversial). As usual, the real answer is almost certainly to use both, and to learn the underlying layout skills that allow you to make both prose and lists as usable as possible.

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.