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
And that feels, you know, if you actually want to play a group of rogues or get into that kind of roguey lifestyle in the RPG, that feels a little light. And there's nothing wrong with it. But for me, I was like, okay, well, here's the DC, you miss it by five, then your lockpick breaks, or this is what the traps on those might look like. And so you get them as packages.
So yeah, I think I'm broadly narratively led.
specifically for RPGs, and then I try and create the story with the support that it needs. But it will start from a random concept.
So to explain what I meant by that, I don't mean I'm trying to sort of... narrow people down into a story, but I like my, even when I just write some new monsters, they have a story with them. They come with some background, some story. So again, the Chimera, I kind of know who creates them and why and how that works.
And it's not that you can't just sweep all that away and play with the rules I've created. That's absolutely fine. But for me, the vermicilitude of having that, of making it feel real, that there's some depth, is where I live.
Well, so in terms of anything RPG-ish, I'm not interested in winning or losing. That's not my objective. My objective is just purely everyone be involved, tell a story, have good fun. So with a board game, I'm always automatically limited in that I've got to figure out, are you playing against the game? Are you playing against each other? Are you playing in teams? And what is the end goal?
What does that look like?
I still want my games to tell stories. It's a thing I love. So in with Split the Horde, I mean, when I start talking about it, I'm talking about a dragon that you've just killed and you can see that kind of coming out in sort of my narrative.
Yeah. So there's not a lot of iteration in the RPG space. So from a board game, you want to run lots and lots and lots of iterations. So as you're developing, you're getting feedback constantly from people who've played in a way that I don't feel like I can from a TTRPG perspective. So there's a lot more sort of repetition to burr the edges and sort of file stuff down.
But the competitive is a huge side of it. And then balance is a lot more important, for me at least, within a board game. So for a TTRPG, I can get you moments in the spotlight, even if you've got the worst set of stats. I can make your character shine as a GM to give you moments where you feel awesome. I can't really do that if your character is just underpowered.
It's a much more important thing to get that balancing right so that you have an even chance when you sit at the table.
It's even bad in cooperative games. In cooperative board games, one player just being markedly more powerful than others is still problematic because... Your expectation coming in... Also, TTPRGs have this open timeline, so if you didn't do great today, you can do great tomorrow or the next week or whenever you can find time to play again.
You can always sort of make up for the fact that your character had a quiet session. A board game is you play and you're done, and...
especially if it's unearned some massive luck swings are really damaging to board games because you do feel like well I never had a chance he got that card or they got that whatever and therefore they won there are a lot of games I've played where you feel like a certain character oh you've got that character sure you've got 10 points on everyone to begin yeah yeah yeah
You get as close as you can is the honest answer. Like mathematically figuring out all the variables, we've got a hundred odd cards. So there are more potential combinations than there are atoms in the universe. You can't possibly maths out exactly how balanced you make this, but what you do is you try and make no individual card too powerful.
So everything has uses in certain circumstances or in certain places, or, which I try to do in Split the Horde, every card has two uses. It has its use as its card, but it also has an ability that you can use. So there's always a lot of flex in what you could choose to do and how that will play out for you.
So I'm not claiming it's completely balanced, and I think it's difficult, if not kind of impossible. Even things like chess, going first is an advantage.
So some of that, I guess, chance around the edges kind of balances out what he went first and therefore, because things can swing the other way. Yeah.
you know slow up because and you know and things like that so i was gonna say i've been rpg dming for 35 plus years and it it's always a learning curve but but new gms come to you and say oh wow you handled that really well it's like i did this time but this is the 14th time i've seen it like you didn't see the first time when i crashed and burned and the game disappeared you know you've seen enough iterations that you have a sense of wait this is too dangerous to do or this is going to cause problems
But yeah, it's a much longer learning journey.
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