Marc Kenobi
š¤ SpeakerAppearances Over Time
Podcast Appearances
They are very different. I think Russ has absolutely hit the nail on the head with the sense of RPGs just having this volume of experience and playability that other people have done. I think also with RPGs, you can pull things and you can fix things in a way you can't with a board game. So FAQs are much more common for particular rules in RPGs or banning stuff and things like that.
They are very different. I think Russ has absolutely hit the nail on the head with the sense of RPGs just having this volume of experience and playability that other people have done. I think also with RPGs, you can pull things and you can fix things in a way you can't with a board game. So FAQs are much more common for particular rules in RPGs or banning stuff and things like that.
For me, they scratch very different itches for me. So I don't know. I think thus far, I've been writing RPG stuff for about four years more than I've been successfully designing games. So I'm going to say that the RPG stuff is easier. But yeah, I think my trajectory on board games is... Yeah, I think so. It's, like I say, 35 years versus significantly less than that playing and designing games.
For me, they scratch very different itches for me. So I don't know. I think thus far, I've been writing RPG stuff for about four years more than I've been successfully designing games. So I'm going to say that the RPG stuff is easier. But yeah, I think my trajectory on board games is... Yeah, I think so. It's, like I say, 35 years versus significantly less than that playing and designing games.
Oh, is that? Yeah, but people have done this before. So if you remember the old people who made of Sort On Hoth and X-Wing Fighter. The X-Wing Fighter board game, I want to say North Star something, but I can't remember who it was. But it's a really old game, but it basically used the D6 Star Wars stats.
Oh, is that? Yeah, but people have done this before. So if you remember the old people who made of Sort On Hoth and X-Wing Fighter. The X-Wing Fighter board game, I want to say North Star something, but I can't remember who it was. But it's a really old game, but it basically used the D6 Star Wars stats.
for maneuvering in space and it had a whole rule set for you you could literally step out of your rpg and have a space battle using the system and then step back into your rpg and your stats translated across didn't battle tech do that as well started off as a sort of thing and then they built an rpg to sort of like attach to it sort of certainly felt that way
for maneuvering in space and it had a whole rule set for you you could literally step out of your rpg and have a space battle using the system and then step back into your rpg and your stats translated across didn't battle tech do that as well started off as a sort of thing and then they built an rpg to sort of like attach to it sort of certainly felt that way
For me, I still want a narrative. And the other guiding star that's always there is our players having fun. Because I don't really want to create something where you're not having fun. And so I find that easier in RPGs because I can create around it to make it fun. Whereas board games, you actually have to get to the texture of what you're doing first.
For me, I still want a narrative. And the other guiding star that's always there is our players having fun. Because I don't really want to create something where you're not having fun. And so I find that easier in RPGs because I can create around it to make it fun. Whereas board games, you actually have to get to the texture of what you're doing first.
than how quite to describe it but that has to be fun so are you rolling dice that make no difference or are you rolling the dice and hoping and breathing on every second that it turns until it lands and then you're cheering or groaning like that's where the juice is that's where the fun is um And so, yeah, I'm trying to generate fun. I'm trying to generate story.
than how quite to describe it but that has to be fun so are you rolling dice that make no difference or are you rolling the dice and hoping and breathing on every second that it turns until it lands and then you're cheering or groaning like that's where the juice is that's where the fun is um And so, yeah, I'm trying to generate fun. I'm trying to generate story.
I also want you to be able to come away from the game saying, oh, I did this thing and it didn't quite work. And, oh, that was terrible. Or I did this thing and it went great and I got lucky and it all worked out perfectly. I want you to be able to tell that kind of story about your games as well, not just the narrative that I've injected in. I want you to come away with that.
I also want you to be able to come away from the game saying, oh, I did this thing and it didn't quite work. And, oh, that was terrible. Or I did this thing and it went great and I got lucky and it all worked out perfectly. I want you to be able to tell that kind of story about your games as well, not just the narrative that I've injected in. I want you to come away with that.
And I want that for RPG players as much as I do for my board game players. Again, though, they diverge on the things that we talked about, which are pretty key to what they do. They go in different directions quite quickly once you get out kind of those overarching sort of objectives.
And I want that for RPG players as much as I do for my board game players. Again, though, they diverge on the things that we talked about, which are pretty key to what they do. They go in different directions quite quickly once you get out kind of those overarching sort of objectives.
I like that.
I like that.
I think what's interesting for me in terms of the difference between an RPG and a board game, an RPG literally gives you the space to do anything.
I think what's interesting for me in terms of the difference between an RPG and a board game, an RPG literally gives you the space to do anything.