Podcast #36: WOOO!
14
May/0711
May/0711
We end our Contenders game and get real punchy. Our main topic tonight is how to play GM-less games and still have a lot of adversity and fun. Our sound had an unavoidable issue at the end of the show, and we apologize for that!
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11:30 am on May 14th, 2007
I like the way this one starts: Screaming like harmonious falcons!
6:00 pm on May 14th, 2007
Hi Durham3,
This was by far my favorite episode of your podcast! I loved how you broke down GM-less games, I hope to hear more such discussions in future shows. I also enjoyed your discussion on Contenders endgame, but wish it would have gone on a little longer.
Thanks,
Yoki
7:50 am on May 15th, 2007
Thanks, Yoki!
5:20 pm on May 15th, 2007
This was not only your best episode, but probably the best game podcast I’ve listened to period.
You were cheerleaders for Contenders the first three sessions. But when you finished the game you sat down and talked frankly about what rocked and what didn’t. You also talked about how you drifted or interpreted the rules to make the game more fun. And most importantly, you gave great constructive criticism on how the game could be even better.
Don’t apologize to the designer or try to sugarcoat things. Speak loudly and often!!
11:42 am on May 16th, 2007
Here’s the thing, I’m still a Contenders cheerleader. I think it works really well out of the box, and is really conducive to excellent gameplay. By concentrating solely on the negative aspects of the game, I would be doing it a disservice.
Further, I’ve met Joe Prince and he’s an incredibly good person. I feel that saying anything on the podcast that I wouldn’t to say to Joe’s face would be more dishonest than any perceived sugarcoating.
Also, Joe could kill all three of us at once without breaking a sweat. Not that he would, but he clearly has the ability.
12:04 pm on May 16th, 2007
Remi, I think it’s totally cool that you guys were cheerleaders for the game because it *is* a great game. When I said don’t sugarcoat I meant don’t feel like you have to back down on the strong things that you said about the game or make excuses for them.
Your constructive criticism is just as valid as your “This game rocks!!” comments. But I know how hard it is to say something that could be perceived as negative and perhaps bring down all the positive things you already said.
If I was the designer of this game (and I have not had the pleasure to meet Joe), I would think that this episode was pure unadulterated GOLD.
8:59 am on May 17th, 2007
Thanks, Chris. I think we three agree that our podcast isn’t the forum for serious criticism, and we’re never going to slag anybody on the air. We keep it positive, but we’ve not been shy about telling designers what worked and what didn’t in more appropriate places, where there can be a conversation.
Also I saw Joe Prince break a guy’s spine at Gen Con.
12:29 pm on May 19th, 2007
He got better.
Thanks for the podcasts guys they were awesome to hear. Shame the last one was a bit of a downer, made even more sinister by the weird sound quality. I see where it’s at – Shane wins so you don’t let him talk on the cast, tsk, tsk tsk!
I’d have commented earlier but was still going to the old rpgtalk site – d’oh!
Lot’s of food for thought on the old Endgame and Pain spiral. I’ve had some ideas and will be posting about them soon over on: http://www.collective-endeavour.com.
I should hunt you all down for suggesting the Endgame wasn’t playtested but you’d only hide behind The Sons of Kryos…
9:11 am on May 22nd, 2007
Joe, it seem slike every group has a radically different experience regarding the escalation of Pain – I’ve heard about games that were all over the map, from measured and slow to completely gonzo. I wonder why that is?
4:34 pm on June 7th, 2007
Thanks for the mention of Engle Matrix Games on the show!
The beginner game certainly is GMless though I’m not certain you quite showed how it works. A player makes an “argument” for what they want to have happen next. They pick another player to be their referee. The referee’s job is to decide what their “to happen” roll is. Adversity is added by other players – who can jump in with counter-arguments.
So the referee may give a little adversity – by giving them a bad chance to succeed – while other players can add more by saying “No that didn’t happen. This is what happened…”
The Hamster Press booth is catty corner across from the Forge booth at Gen Con. I hope you are making it this year. Drop by and say hi.
MatrixGamer
4:44 pm on June 7th, 2007
Oh! I’ve got a updated version of Mongolian Goat Rodeo out for Gen Con – the one you played last year was my first try at it. The new one has better production values.
Chris Engle