Played it only twice and loved so much. Will be streaming a game next week and I can’t wait. The rules are simple, the mood is awesome. This and Alice is Missing are true masterpieces and deserve to be played at least once by RPG lovers.
Ran a game of Ten Candles using a scuffed ruleset, since I didn't have the book for it. Started on a stranded yacht, and ended with them dying by pulling a grenade's pin and holding it close as *They* surrounded them. They went out in a blaze of glory saving two other NPC characters they'd met along the way. They only knew one of those characters' names, and still liked them enough to sacrifice themselves so the others had a chance to escape.
That's one of the most magical things about roleplayin, how strong can the relationships get, not only with the people you're playiin, but also with the npc you may never see againg after the game
Played a few games of 10 candles but my favourite session was the first ever one I ran, it involved an eastern European village and vampires, it ended with my players facing down the transformed vampire preist of the town "the reverend" aswell as another player turned into a vampire while hold up in a water wheel house, it came down to a coin flip on whether the photographer could distract the revered with his camera flash, it flipped in their favour and they ended up being able to return the sun to the sky in the nearby temple to the moon goddess, the reverend was busting down the door to the temple and they only knew the sun had returned when the shriek of the melting preist echoed from outside Great game, amazing players
I love Ten Candles so much! I can’t wait to run it over the holiday break. You made the joke about Pathfinder being a bad game 😂 but come on…D&D was RIGHT there!
Even though I'm a very dark GM and player, this sounds like a turn off to me. The exploiter and min-maxer in me, that seeks to overcome the horror-stacked odds against me, would seek to find the loopholes to "win", not in the game victory sense, but in the narrative sense that we are supposed to earnestly strive for survival. But it is inherently a defeatist game given everyone is supposed to die in the end. So on a meta level, in order to have a "fun" time we can't actually strive to survive, we can only pretend to, otherwise it ruins the premise. Its basically a forced narrative with open flavor. If I did that as a GM who said the players must act to have a specific outcome while roleplaying the opposite, in most TRPGs quite a few players would be pissed, as much of the concept of roleplaying games is open potential outcomes. In other words everyone needs to be in on it from a meta-social angle outside of the game. I get that the emotion and tension is the real goal not winning or losing, the awe of the dark room, candle burnings, listening to the heartfelt recordings, and being at death's door. But think about this from a legit serious perspective in real life where people go to church in deep thought, of actually losing hope in deep despair on the level of rape, war, babies dying, psychological trauma, suicide, existential dread, or beyond. To act out in-character sincere religious beliefs of an afterlife of God saving them or fear of horrific suffering in hell, or an edgy atheist saying there is no hope past death and that everyone with hope is delusional, or the tragic characters that are glad to die from what they see as life being hell itself to suffer through, or existing after in some morbid eternity. Think long and hard if you actually want that at the table, and you'll find out that most don't because it would get way too personal, way too dark, way too real. And so, in practice its just a watered down version where the table seeks to not be too triggering, despite the game's surface desire to be maturely themed. I've explored such dark themes in a serious manner and seen time and again that most tables definitely do not want things to be so real with characters. If I played this earnestly with all my heart, I've little doubt it would break the game or irl relationships in drama. It's own premise must be carefully regulated and stunted so that all players are safe on a meta level, and that just kinda undercuts the whole point of letting players or GMs who enjoy the dark themes to actually let loose. Is that not the point of this game over traditional RPGs that hack and slash or adventure for fun? Aside from all that, from a personal angle the core disagreement I have, is that the options of hope should feel real and perhaps be real, not just some generic flattery "we are alive" that feels hollow. Be it through in-game mechanics, or real life meta thinking, like having someone say the truth is that some multiverse warpers or angels will just reincarnate the world with life and light after the universe ends or some crap like that (I'm intentionally breaking it to make a point). It would feel "earned" that way, but I've little doubt that such lines of reason or action would be disallowed or the player suggesting it eyed-off in shame for actually trying to survive in the end. And if they fail, the hopeless ending also feels earned, as their vices overcome them, or that the party didn't earnestly think the hope was real, and so they did indeed forsake it on a meta-level. Both ends would feel satisfying in exploring such dark themes to be enjoyable.
Played it only twice and loved so much. Will be streaming a game next week and I can’t wait.
The rules are simple, the mood is awesome. This and Alice is Missing are true masterpieces and deserve to be played at least once by RPG lovers.
Ran a game of Ten Candles using a scuffed ruleset, since I didn't have the book for it. Started on a stranded yacht, and ended with them dying by pulling a grenade's pin and holding it close as *They* surrounded them. They went out in a blaze of glory saving two other NPC characters they'd met along the way. They only knew one of those characters' names, and still liked them enough to sacrifice themselves so the others had a chance to escape.
That's one of the most magical things about roleplayin, how strong can the relationships get, not only with the people you're playiin, but also with the npc you may never see againg after the game
Yes the The Botch Pit Is back baby!
Played a few games of 10 candles but my favourite session was the first ever one I ran, it involved an eastern European village and vampires, it ended with my players facing down the transformed vampire preist of the town "the reverend" aswell as another player turned into a vampire while hold up in a water wheel house, it came down to a coin flip on whether the photographer could distract the revered with his camera flash, it flipped in their favour and they ended up being able to return the sun to the sky in the nearby temple to the moon goddess, the reverend was busting down the door to the temple and they only knew the sun had returned when the shriek of the melting preist echoed from outside
Great game, amazing players
I’m so happy to see you post again!
YES! One of my best rpg purchases and am so happy to see it getting some attention!
Yay! It's great to see you guys back!
Glad for this insightful video! Thanks for making and sharing with us!
Return of the king
Love the background music, adds such great suspense, enjoyed listening..definitely sounds like a really fun game to play!
every detail, all the information, very good videos, thank you for sharing, from Paraguay I`m very very thankfull
I love Ten Candles so much! I can’t wait to run it over the holiday break.
You made the joke about Pathfinder being a bad game 😂 but come on…D&D was RIGHT there!
It's no secret that I loathe pathfinder 😅
@@juramcclain666 booooo. Jk totally fine to have preferences!
Casting couch
Finally a new video
Ye but how do you know when to extinguish a candle?
When the players fail a roll. The scene ends and you narrate what happens as you extinguish a candle.
I love the pathfinder roast at the end of it. I feel like its a system designed for rules lawyers and power gamers.
Did Chanse get Moonlight'd or La La Land'd?
Even though I'm a very dark GM and player, this sounds like a turn off to me. The exploiter and min-maxer in me, that seeks to overcome the horror-stacked odds against me, would seek to find the loopholes to "win", not in the game victory sense, but in the narrative sense that we are supposed to earnestly strive for survival.
But it is inherently a defeatist game given everyone is supposed to die in the end. So on a meta level, in order to have a "fun" time we can't actually strive to survive, we can only pretend to, otherwise it ruins the premise. Its basically a forced narrative with open flavor. If I did that as a GM who said the players must act to have a specific outcome while roleplaying the opposite, in most TRPGs quite a few players would be pissed, as much of the concept of roleplaying games is open potential outcomes. In other words everyone needs to be in on it from a meta-social angle outside of the game.
I get that the emotion and tension is the real goal not winning or losing, the awe of the dark room, candle burnings, listening to the heartfelt recordings, and being at death's door. But think about this from a legit serious perspective in real life where people go to church in deep thought, of actually losing hope in deep despair on the level of rape, war, babies dying, psychological trauma, suicide, existential dread, or beyond. To act out in-character sincere religious beliefs of an afterlife of God saving them or fear of horrific suffering in hell, or an edgy atheist saying there is no hope past death and that everyone with hope is delusional, or the tragic characters that are glad to die from what they see as life being hell itself to suffer through, or existing after in some morbid eternity. Think long and hard if you actually want that at the table, and you'll find out that most don't because it would get way too personal, way too dark, way too real. And so, in practice its just a watered down version where the table seeks to not be too triggering, despite the game's surface desire to be maturely themed.
I've explored such dark themes in a serious manner and seen time and again that most tables definitely do not want things to be so real with characters. If I played this earnestly with all my heart, I've little doubt it would break the game or irl relationships in drama. It's own premise must be carefully regulated and stunted so that all players are safe on a meta level, and that just kinda undercuts the whole point of letting players or GMs who enjoy the dark themes to actually let loose. Is that not the point of this game over traditional RPGs that hack and slash or adventure for fun?
Aside from all that, from a personal angle the core disagreement I have, is that the options of hope should feel real and perhaps be real, not just some generic flattery "we are alive" that feels hollow. Be it through in-game mechanics, or real life meta thinking, like having someone say the truth is that some multiverse warpers or angels will just reincarnate the world with life and light after the universe ends or some crap like that (I'm intentionally breaking it to make a point). It would feel "earned" that way, but I've little doubt that such lines of reason or action would be disallowed or the player suggesting it eyed-off in shame for actually trying to survive in the end. And if they fail, the hopeless ending also feels earned, as their vices overcome them, or that the party didn't earnestly think the hope was real, and so they did indeed forsake it on a meta-level. Both ends would feel satisfying in exploring such dark themes to be enjoyable.