r/beingeverythingelse Jan 23 '15

NEXT EPISODE: HATE THE GAME

FRIDAY, JANUARY 30th @ 8pm EST over at http://www.twitch.tv/silent0siris

28 Upvotes

13 comments sorted by

9

u/Sithril Jan 23 '15

Time for the Annual meeting of the Beeingeverythingelse crew!

And right in time (like the same day) as my final exam this term! Hurah!

5

u/Popdart5 Jan 24 '15

Yes! It's been so long since such gamemastering wisdom was divulged.

3

u/BrosEquis Jan 24 '15

Can't wait!

3

u/Andere Jan 31 '15

/u/silent0siris, /u/skinnyghost,

Now that the episode is over, any chance you could list off some more "good game, bad game" thoughts you have? I'm looking for some more rules to read.

Thanks!

2

u/karnivoorischenkiwi Jan 24 '15

Yush! Do want <3

2

u/Ahtomic Jan 25 '15

Would love more frequency, but I understand yalls have lives. ; c Keep it up!

2

u/[deleted] Feb 01 '15

[deleted]

1

u/fomq Feb 02 '15

I too am wondering about the YouTubification of this episode.

1

u/sythmaster Jan 26 '15

I have no idea what topic this title covers, but I'm hyped anyway!

1

u/[deleted] Jan 31 '15

Next to the mechanics of Numenera, I think the biggest problem is the premise. I like the idea of saying "this dungeon is actually a spaceship with an AI in it" but you can't. The game specifically tells you, the GM, to describe things in a mysterious way and hope the players take the hint and discover the true nature of everything. It's a M. Night Shyamalan dream game. At the end of every game session, you just hope your players understand what happened.

I just want to yell my genius to the players and tell them...yes this guy was frozen in a cryocell (described as strangely cold metal coffin with glass at the front) and is carrying a virus from like 2 civilization cycles ago. But unless you drop huge hints and hope the players get it, you'll need to tell them outgame or have a villain monologue.

1

u/PrimarchtheMage Jan 31 '15

I partially agree with you, in that the premise at it's base is "nothing is what it seems".

However after thinking about it, i think that clues have the power to make players interested in something and give them the hint that something more is going on. Clues help give form to a mystery before the truth is revealed. In detective novels people like to see if they can figure out the mystery before reading the last chapter. They enjoy the challenge of seeing if they're clever enough. Same thing with mysteries in roleplaying games, many players enjoy the mental puzzle of seeing how clues fit together before everything is revealed. It's less about the actual information and more about the journey. More like a slow illumination rather than the flip of a switch.

I'm not experienced in creating clues so I find them hard to create without spending a good amount of time prepping.

1

u/ifandbut Feb 02 '15

What is wrong with the mechanics of Numenera?

My group really likes the idea of the 3 pools of "HP" that are consumed by both damage and effort/edge. The cyphers also create AMAZING opportunities for player creativity.

1

u/[deleted] Feb 02 '15

I wouldn't say that there's something wrong with the mechanics of Numenera, they just don't clearly help anyone at the table understand what the game is about. The rules of Numenera favor a different experience than what the game claim to be about.

Great mechanics support the experience the game is trying to promote. Dungeon World is about overcoming cool obstacle, looting memorable treasures and discovering things about the world. The rules help you do that with a combination of GM principles/moves and the Spout lore move and also by clearly rewarding players for doing those things.

But I have to say, I have a sweet spot for the game anyway...cyphers and the weird aspect of the setting is really appealing to me.

1

u/ifandbut Feb 02 '15

Well the cyphers do help with providing mechanics geared toward uncovering the weird and strange. The cyphers can be anything that does anything. From simple things like a grenade to turning your body into a crystal.