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Paul Czege on the wild energy of the itch.io ttrpg scene, or, "My Life With Itch"
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<blockquote data-quote="Celebrim" data-source="post: 7829800" data-attributes="member: 4937"><p>Ten Candles falls in that class of games that people whose opinions I have some respect for rave about, but for which I feel I have no capacity whatsoever to run it successfully unless I first see and experience it ran well. I have no idea how even to approach it, as it strikes me as a format best suited to 20 minutes of a show like The Outer Limits or The Twilight Zone. How you get 3 hours of fun RP out of a game with a fixed story arc and a single topic of exploration I'm not sure. I am sure my existing pool of players couldn't make it work.</p><p></p><p>Similarly, I heard a lot of good things about Dread, but never felt I could run it, and my one attempt to run a Dread based game (Dread House, with my kids) very much proved that. However, reading the Alexandrian's review:</p><p></p><p>[URL unfurl="true"]https://thealexandrian.net/wordpress/9647/roleplaying-games/dread-pacing-problems[/URL]</p><p></p><p>Makes me think that however cool the high concept is, it's math just doesn't work - which is one of the several problems I encountered trying to use Jenga as a framework for a story telling game. (And Dread House even has something of a solution to the 'elimination problem'.)</p><p></p><p>Or in other words, 'Ten Candles' falls into the class of games I want to at some point sign up to play at a convention with someone running the game that knows how.</p><p></p><p>If someone in central Ohio wants to run Dread, My Life with Master, Ten Candles, etc. and thinks they really know how, I'd definitely do that. </p><p></p><p>On a related thought, I was enamored by the Mouse Guard RPG from the moment I saw it, but ultimately have arrived at a similar conclusion - no matter how cool the concept is, the math just does not work. The rules set poorly supports the game it wants to be, is highly inflexible, and doesn't play nearly as well as it reads. Maybe again the problem is that I just don't know how to run it, but there are objective flaws in the math that I don't think style can overcome, and that's not even getting into the fact that having a game exist mostly in the meta runs contrary in my experience to the aesthetic of character exploration. It has you always externalizing what is best experienced as an internal experience. It's like the difference between experiencing a story and experiencing being on a creative team charged with creating a story.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7829800, member: 4937"] Ten Candles falls in that class of games that people whose opinions I have some respect for rave about, but for which I feel I have no capacity whatsoever to run it successfully unless I first see and experience it ran well. I have no idea how even to approach it, as it strikes me as a format best suited to 20 minutes of a show like The Outer Limits or The Twilight Zone. How you get 3 hours of fun RP out of a game with a fixed story arc and a single topic of exploration I'm not sure. I am sure my existing pool of players couldn't make it work. Similarly, I heard a lot of good things about Dread, but never felt I could run it, and my one attempt to run a Dread based game (Dread House, with my kids) very much proved that. However, reading the Alexandrian's review: [URL unfurl="true"]https://thealexandrian.net/wordpress/9647/roleplaying-games/dread-pacing-problems[/URL] Makes me think that however cool the high concept is, it's math just doesn't work - which is one of the several problems I encountered trying to use Jenga as a framework for a story telling game. (And Dread House even has something of a solution to the 'elimination problem'.) Or in other words, 'Ten Candles' falls into the class of games I want to at some point sign up to play at a convention with someone running the game that knows how. If someone in central Ohio wants to run Dread, My Life with Master, Ten Candles, etc. and thinks they really know how, I'd definitely do that. On a related thought, I was enamored by the Mouse Guard RPG from the moment I saw it, but ultimately have arrived at a similar conclusion - no matter how cool the concept is, the math just does not work. The rules set poorly supports the game it wants to be, is highly inflexible, and doesn't play nearly as well as it reads. Maybe again the problem is that I just don't know how to run it, but there are objective flaws in the math that I don't think style can overcome, and that's not even getting into the fact that having a game exist mostly in the meta runs contrary in my experience to the aesthetic of character exploration. It has you always externalizing what is best experienced as an internal experience. It's like the difference between experiencing a story and experiencing being on a creative team charged with creating a story. [/QUOTE]
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