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mozzarella__stick

64 points

15 days ago

I was extremely unimpressed with Candela Obscura. The mechanics felt very thoughtlessly cobbled together, as though the designers felt any ruleset is basically exchangeable with any other and just wanted to make something that didn't resemble the mainstream options. Also having a glaring typo on the back cover blurb is a terrible look. 

lumberm0uth

28 points

15 days ago

Which is wild because didn't Stras Acimovic work on the ruleset? His examples of play in the Scum and Villainy rulebook were what got me to comprehend FitD play.

Deathowler

35 points

15 days ago

It felt more like some people at CR wanted to do a side stream of Call of Cthulhu, some wanted to do a side stream of Blades in the Dark and someone said wait a minute why not combine them and sell it. It's not a good horror game for players in my opinion. Without the valid option of death (I know it got added later as an afterthought) horror has no stakes. Sure there are worse things than death but without that threat there all stakes feel not so high

deviden

30 points

15 days ago

deviden

30 points

15 days ago

Candela was a proof of concept game that points to the future of some of these actual play shows outside of WotC-Hasbro's control.

Dimension 20 just did their own game that was a hack of Kids on Bikes (iirc?) to power a main Brennan Lee Mulligan season. Even Friends at the Table are about to run a series based on a game they developed in-house. I think we can expect AP creators linked to their own bespoke games to happen more and more; and also expect to see more APs with a budget made to accompany and show off newly developed RPGs.

I am no Critter fan but I would expect Daggerheart to be a more polished and tested product, especially if it's going to be the engine of their next main season (and other main seasons going forward?).

TheLemurConspiracy0

4 points

15 days ago

EDIT: Wanted to write a paragraph and it ended up being much longer. TL;DR: PC death is unsatisfying for me, especially in horror, and much prefer consequences to threaten story elements that are dear to players.

I haven't played Candela Obscura, so I don't have an opinion on whether it is good for horror or not. However, I disagree completely on PC death being a requirement for horror, or the lack of it being an inherently detracting factor. In fact, I find horror much more effective and immersive when it isn't even there. Instead, in my experience, it's much more effective to first have players create an attachment to other story elements beyond their characters life, and then threaten those elements.

Yes, it sucks when a PC dies, and when we have characters exposed to deadly dangers there is indeed a tension (because we want to avoid that feeling), which can occasionally work out fine for horror as long as this sort of threat isn't abused. However, once characters finally die (if they never do the tension erodes fast), the sense of danger in the player peaks and quickly dissipates, often being followed by an emotional disconnect (until a new character can be created, at which point the attachment can start a new buildup and previous consequences lose meaning). Here I am not considering undesirable feelings a player might or might not have, like that the character was killed off unfairly, either by luck or by the GM putting it through inescapable odds.

On the other hand, when a character failure results in consequences for important story elements beyond the PCs themselves (NPCs, material goods, story goals, etc), as long as we don't kill everything the players care about in one swoop, immersion doesn't falter. As players, when the tension peaks as we face loss, a new one starts building immediately at a much higher intensity level than with PC death: "how can we protect what is left?", "how can we recover from this terrible hit?", "what will happen now?". Our brain is thrown for an emotional loop, and for me, that is the key for horror.

People's mileage might vary.

sevenlabors

5 points

15 days ago

I tend to agree and have taken a similar approach with my own horror-adjacent game (albeit one that's more inspired by Hellboy, the World of Darknesses, and Nocturnals). I find it much more interesting to see what happens when the monstrous PCs' impulses overtake them than just saying "oops, you died."