Marc Kenobi

speaker
82 appearances 1 recordings 1 series first heard Sep 2024 last heard Sep 2024

Marc Kenobi’s voice in public audio — every appearance, attributed to the second.

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Appearances

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Yeah.
1984.
Yes.
So since, well, I've worked with Jess since Coffee and Dice Times. Yeah. We closed down that.
Yep. Absolutely loved that. It was a great experience. Good fun. Closed that down in 2019. And then I started writing for EN Publishing at that point on EN Cider. You guys were kind enough to let me try out my freelancing wings. And yeah, I've been writing for EN Cider pretty much since. There seems to be something for me most months.
Mike seems to have an enjoyment of what I write and, you know, really like seeing that come up on the Insider and people saying how much they like those articles. And then when the Gatepass Gazette started, I also started writing for that. Obviously split the horde. I also did like a year with you guys as admin support.
And I'm in next month's, or whenever it's coming out, end of the year, Monstrous Menagerie. I've got a few monsters I wrote up in there.
Yeah, there's one called... No, there's really not. There's really not.
Yes.
What Split the Horde is? So it's a really nice card game. It's designed to play in about 20 minutes. You take on the role of adventurers who've just finished killing the ancient dragon. So all of that hard work's out of the way. All you've got to do now is chop up the treasure, which is always more difficult than it seems like it should be.
From my experience as a GM, there's always a lot of discussion about who should get what and why.
Yeah. But yeah, I've seen that scenario play out so many times in games that I've run, and it's just felt like a really fun concept for a game. So... Yeah, I mean, when I heard about the pitch requests, I got some really clear guidance from you guys about what you were looking for. So I was able to shape the game I was working on to that. And it all just lined up really, really nicely.
The game sees you bringing... It's kind of funny because in the game, the treasure kind of gets meaningless sometimes. Like the actual gold, how much money you're getting is kind of just swept away, which again is very realistic from an RPG point of view, from my experience. Nobody's really interested in, it's like, well, how much can we carry?
Like that's the only thing that gold is really concerned about and everything else is about what other shiny items we're going to get. So the game kind of reflects that in that every card is a coin until it's not. And then it's something interesting. So during the game, you grab three treasures off the top of the pile.
You decide how much somebody should have to give you if they want to take that treasure. Everyone then gets a chance to buy one treasure from everybody else. And then you get to keep whatever's left. And that pretty much is the game. I was doing this the other day. I was trying to get my one sentence or two sentences for explaining how the game plays. And that is... pretty much here.
At the end, you're going to check if you hit the objectives.
Yeah.
So if I'm doing something for publication, so when I run games, well, in both cases, I'm really story-led. So I start with a germ of an idea of a thing. So it could be, oh, what if you made chimeras but with other animals? And that might be my starting point. And then I try and build that into a narrative. What a narrative. Who's doing this? Why are they doing this? What's got loose?
That kind of question. And then that starts to lead me into sort of where these creatures are in a story. And that tends to be, I tend to be narrative driven. When I'm doing that at home, it's a lot, you know, for a home game or for a game that I'm in the midst of running, that's all very seat of my pants, kind of coming up with the story in the moment, reacting to the players.
When I'm doing it for something for publication, I'm trying to make sure I cover all the bases. And when I get into really rulesy stuff, it's because... I feel like there's a gap in the rules for a specific thing. So on a couple of occasions, I've written rules for locks because the lock picking skill is there's a lock, you roll the DC, you win, or you don't.
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