Marc Kenobi
š¤ SpeakerAppearances Over Time
Podcast 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.
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.
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.
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.
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.
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?
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?
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.
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.
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.
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.