Episode Transcript
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0:05
Hello and welcome to another episode of Dice Explorer.
0:07
Each week we take a tabletop RPG mechanic and smash
0:09
it into the freaking moon. My name is Sam Donald
0:11
Wald and my co-host. This week is Aaron Voight. Yes,
0:13
Aaron is back. Last week we talked about Hart, the
0:16
city beneath, by Rowan Rook and Deckard, and today we
0:18
are returning for a second bite at the apple. If
0:20
you haven't listened to last week's episode, this is very
0:22
much a continuation of that conversation. But in case you
0:24
didn't listen to it, or if you want a refresher,
0:26
here's a reminder of where I'm at with this game.
0:29
Hart is a dungeon crawler, but not just any dungeon
0:31
crawler. It takes us through a vast dream-like dungeon-like dungeon-like
0:33
dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like
0:35
dungeon towards the heart-like dungeon-like dungeon-like
0:37
dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like
0:40
dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like
0:42
dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like dungeon-like
0:45
dungeon-like-like-like-like dungeon-like- Grant's wishes maybe, it's
0:47
a game with some of the most
0:49
creative and spicy, sideways logic fantasy ideas
0:51
in it that I've ever encountered. But
0:53
I have a complicated relationship with heart.
0:55
I love parts of it, like Zenith
0:57
abilities, which Aaron and I talked about
0:59
last week. Just like the game's flavor,
1:01
they are so juicy, so bombastic, and
1:03
so inspiring. But other parts of the
1:06
game don't click for me. And today we're
1:08
here to talk about some of those, through
1:10
the lens of one mechanic in particular. Beats.
1:12
Little narrative bits that a player wants
1:14
to see their character encounter, and if
1:17
they do, rewards them with a new
1:19
ability. I really should love this mechanic,
1:21
and for a while I did. But
1:23
for me, in practice, beats play out
1:26
like a leaky boat. There's little holes
1:28
in the subsystem everywhere, and ultimately, I'd
1:30
probably be better off just swimming on
1:33
my own. As I hope I should last week,
1:35
I think there's a ton to love about
1:37
heart. But I think this game is popular
1:39
enough that it can take a little criticism,
1:41
and I also think there's a lot of
1:43
value in examining what doesn't work in games
1:45
sometimes, especially in games that are so effective
1:47
in some ways, and lacklustre and others. Plus,
1:49
I think my real complaints here might be
1:51
as much about the trad play style at
1:53
large as this particular game. That said, I
1:55
knew when I was sitting down for this
1:57
I wanted to have some more more ardent
1:59
lover. of the game to do it
2:01
with me. And so I'm welcoming back
2:03
Aaron Voight. Aaron is a game designer,
2:06
but he's also one of just a
2:08
few people on YouTube regularly making video
2:10
essays about indie RPGs. He's got a
2:12
wide back catalog with essays on games
2:15
like Stupa and Triangle Agency and tons
2:17
of other games like the kind I
2:19
feature on Dice Explorer. So if you
2:21
like this show, you might just like
2:23
his work too. Before we get into
2:26
it, thanks to everyone who supports Dice
2:28
Explorer on Patreon on Patreon. Aaron
2:32
Voit, welcome back for round two here
2:34
in the arena. The Dice Exploding Arena.
2:36
Thank you for having me. I understand
2:39
this is where we're getting our knives
2:41
out. Yeah, yeah, yeah, yeah, that's a
2:43
good movie. We are here once again
2:45
to talk about heart the city beneath.
2:47
We did a lot of setup and
2:49
talking about how much we love the
2:51
world of this in last week's episode
2:53
and I think we're going to skip
2:55
all of that just kind of assume
2:58
that you are binge listening to these
3:00
and get right back into talking about
3:02
this game mechanically. So we kind of
3:04
explained how beats work last time because
3:06
we had to do so to talk
3:08
about zenith abilities. But let's just... do
3:10
a refresher? What's going on with beats?
3:12
Right, so when you create your character,
3:15
you choose what's called a calling, which
3:17
is basically the reason why your character
3:19
is going into red wet hell, as
3:21
how it would call it, and tied
3:23
to those callings are what they call
3:25
beats. They're basically little narrative checkboxes that
3:27
both help you advance your character and
3:29
take, you know, special moves, but also
3:32
give you a... you know, mission to
3:34
fill out. For example, if we're using
3:36
the enlightenment calling, this is a calling
3:38
that's like, you're a person who is
3:40
driven to solve something impossible. Yeah. Why
3:42
does evil exist in the world? Or
3:44
like, how do I become a mortal
3:46
or something like that, right? Yeah, classic.
3:49
Why did my wife tie? Uh, so
3:51
if you've taken the enlightenment calling, one
3:53
of your beats might be put the
3:55
acquisition of knowledge above preserving the lives
3:57
of your ally. A major one might
3:59
be take major mind fallout and then
4:01
the zenith is find the secret final
4:03
secret you have so desperately sought and
4:06
use it to solve your impossible task.
4:08
It gives you that structure. It stems
4:10
from your background of being like I
4:12
want to learn something to being like
4:14
I'm going to put people in danger
4:16
because of that and then I'm going
4:18
to figure it out. I'm gonna do
4:20
it yippy. In any given session, you
4:23
as a character pick two beats that
4:25
are your like active beats. These are
4:27
the ones where like if they happen,
4:29
you get to check them and then
4:31
you get to take a minor major
4:33
or zenith ability based on having done
4:35
so. And I think that's just because,
4:37
you know, there's like a full page
4:40
of these things for every calling, like
4:42
30 of them or something, and having
4:44
all of them act. active at once
4:46
would feel really overwhelming I think and
4:48
so you pick two and that's a
4:50
signal to focus on this too right
4:52
like the way it's laid out in
4:54
the book as I remember it anyway
4:56
is it's a very explicit like DM
4:59
your job is to take the beats
5:01
that the players give you and find
5:03
ways to incorporate them into the story
5:05
to do prep around them like if
5:07
you take the beat defend a haven
5:09
from attack then the DM is supposed
5:11
to put the group at a haven
5:13
or like make a haven nearby and
5:16
then have some people attacking it and
5:18
when I started playing this felt like
5:20
it was going to be great because
5:22
as DM you have to prep right
5:24
like you do have to go and
5:26
figure out how you're going to do
5:28
that but also it gives you direction
5:30
for that prep right it becomes very
5:33
clear ideally what the players are pointing
5:35
you towards and my experience was that
5:37
It was really hard to do that
5:39
still that actually when I got eight
5:41
different beats from my four players at
5:43
the end of one session going into
5:45
another, then I felt really anxious when
5:47
I wasn't able to, when like it
5:50
was clear where the story was kind
5:52
of headed in my mind, but I
5:54
felt obligated to sort of like bring
5:56
in five other beats into that story.
5:58
And it felt like it was at
6:00
times disruptive to the story, like took
6:02
it in like some weird sidebar direction
6:04
that like I guess someone was interested
6:07
in. But like the other three people
6:09
and I of the table weren't really
6:11
headed in that direction. And so like
6:13
where were we? And I just, maybe
6:15
this is just because I'm allergic to
6:17
prep, but I found it really difficult
6:19
and anxiety producing to actually try to
6:21
incorporate beats into my prep. I think
6:24
that's fair. You know, the resistance system
6:26
generally does want you to do a
6:28
lot of prep in order to like
6:30
actually get to the point where you
6:32
can make that system work and make
6:34
those fallouts pay off. That said, though,
6:36
I think it really is just like
6:38
you kind of have to be very
6:40
explicit about how that works and be
6:43
like, hey players, this session, we are
6:45
going to try to trip these two
6:47
beats. So you two players, look out
6:49
for them. Sorry, other two players, we
6:51
just got to focus on these. Maybe
6:53
next time it'll be your chance. And
6:55
then, you know, I think it really
6:57
just has to be like, I need
7:00
your help because this is a lot
7:02
to manage. correct that it seems and
7:04
can be overwhelming and it is just
7:06
a matter of like being very clear
7:08
about expectations and how to how to
7:10
set those off. Yeah, well I think
7:12
maybe it's like a players skill thing
7:14
too, right? Like if you're out here
7:17
picking beats that are like wildly afield
7:19
from what the rest of the party
7:21
is interested in doing, then like. On
7:23
the one hand that's sort of your
7:25
entry into the conversation that like maybe
7:27
the direction we're headed is not one
7:29
that I'm interested in and like maybe
7:31
can we pull it in this direction
7:34
and it's nice to have a mechanic
7:36
that kind of flags that but it
7:38
is also sort of like okay cool
7:40
but we are gonna do these other
7:42
things too you know like if you're
7:44
if you're gonna go do that like
7:46
I guess have fun I don't know
7:48
I like the way that it is
7:51
a real nice line of communication like
7:53
a medium of communication beat selection and
7:55
corporation but it felt bad that the
7:57
responsibility for it was so entirely placed
7:59
on the DM then yes I think
8:01
that's completely fair I think that is
8:03
a you know a difficulty of using
8:05
the resistance system and I think the
8:08
only way to get around that is
8:10
communication unfortunately even if it does break
8:12
the you know the narrative spell right
8:14
I think that you just got to
8:16
be like hey help me out here
8:18
yeah it was really interesting like I
8:20
started playing heart right on the tail
8:22
of play testing our traveling home, which
8:25
is a game by Ash Crider, my
8:27
friend, who I then went on to
8:29
play heart with, which is basically like
8:31
a Howl's Moving Castle game. Right? It's
8:33
very like Stupot-like in fire brands like
8:35
in the kinds of mini games that
8:37
it sets up for you to play.
8:39
But each character is like a pre-gen
8:41
character, like a pre-scribed character, who comes
8:44
with a bunch of beats. They're called
8:46
markers in our traveling home and they'd
8:48
be things like, complain about being taken
8:50
advantage of, warn the wizard that they're
8:52
in danger of losing their humanity, grudgingly
8:54
use your power to make the family
8:56
happy. And I found the... beats the
8:58
markers in that game to be really
9:01
really great. But I think that in
9:03
retrospect, that is because they were things
9:05
that like I could do like I
9:07
had control over like I knew they
9:09
were my responsibility as a player to
9:11
eventually do these things. And then that
9:13
sort of like set up the natural
9:15
interactions with other characters like my arc
9:18
personally. with the wizard like all these
9:20
things are just sort of included in
9:22
these beats that only I have to
9:24
think about and once we came into
9:26
heart and started doing heart beats incidentally
9:28
incredible upon because they're more open-ended because
9:30
they're not my responsibility it got muddy
9:32
or it just got lost somewhere the
9:35
magic of it. I wonder also I
9:37
don't know if in our traveling home
9:39
those beats are tied to any sort
9:41
of narrative or mechanical like advancement? A
9:43
little bit. The way it works there
9:45
is like, as a group, you know,
9:47
we have like 20 markers to hit
9:49
in Act 1 and 20 markers to
9:52
hit in Act 2. And then at
9:54
the end of the game, we get
9:56
the best possible ending if we got
9:58
37 plus markers. And we get like
10:00
a little bit worse ending if we
10:02
had 30 to 37 markers and so
10:04
forth. So it's sort of. turns into
10:06
like how dower of an ending do
10:09
you get right so in that game
10:11
hitting those beats is incentivized to get
10:13
a good ending for your entire table
10:15
yeah whereas in heart it is both
10:17
specifically tied to an individual character's advancement
10:19
and also you know your mechanical advancement
10:21
which is traditionally handed down via XB
10:23
or whatever you call it when you
10:25
hit a certain marker and then you
10:28
level up from the GM and I
10:30
think that might be another point of
10:32
friction where it's like it feels weird
10:34
to be like hey GM I want
10:36
to level up can we please you
10:38
know find that tall building so I
10:40
can kick someone off of it yeah
10:42
yeah totally and that is another point
10:45
of contention that is fair but you
10:47
know You know, thinking about it that
10:49
way, like, my experience of playing our
10:51
traveling home was that zero people actually
10:53
thought about the reward of good ending
10:55
at the end of the game. The
10:57
thing that you thought about was like,
10:59
well, this is the checklist of things
11:02
I'm supposed to do. I'm gonna go
11:04
do them now. And when the heartbeats
11:06
out there are more DM facing, they
11:08
stopped. I mean, I guess I'd be
11:10
curious what the experiences like as a
11:12
player of heart because I've only DM
11:14
did. But my experience was that the
11:16
players were no longer. thinking of those
11:19
beats as their responsibility. They were thinking
11:21
of them as my responsibility. And so
11:23
they're not in the middle of the
11:25
session being like, okay, okay, how can
11:27
I defend a haven from attack? Because
11:29
I can't start that because I'm not
11:31
gonna go attack the haven, right? Or
11:33
like, I had a player, I remember,
11:36
take a beat that's like, take minor
11:38
bloodfall out and kept trying to like
11:40
pick. fights with people and then like
11:42
just never got minor blood fallout and
11:44
was like I tried so hard to
11:46
get this beat checked because I wanted
11:48
an ability based off of it and
11:50
it just like it just didn't work
11:53
out because they just had less control
11:55
over the ability to do it right
11:57
that's true especially the ones that's like
11:59
hit X fallout it's like well I
12:01
just depends on how the dice would
12:03
go yeah and that can be disappointing
12:05
from a player standpoint because you know
12:07
as you said earlier people love to
12:10
die and to take fallout yeah I
12:12
mean like even in spite of that
12:14
I do think it is so useful
12:16
as a mechanical and you know narrative
12:18
scaffolding tool totally like let's aim for
12:20
this so I can actually have a
12:22
narrative arc which is not something that
12:24
everybody thinks about when they're when they're
12:26
making a tabletop RPG character yeah absolutely
12:29
I mean I've been kind of like
12:31
dragging on beads here but I think
12:33
there's a lot of really good here
12:35
even if the execution doesn't totally come
12:37
together for me and I think let's
12:39
talk about the ways in which beats
12:41
just rule for a minute. Like, maybe,
12:43
what's turn this over to you? Like,
12:46
what do you love about beats? And
12:48
what about them, like, really works for
12:50
you, if it does? First, I do
12:52
a little bit of writing. I... wrote
12:54
a novel and then I made a
12:56
resistance system game based in the world
12:58
of that novel to top for the
13:00
ravenous. And I'm very proud of that.
13:03
So that's where my love of the
13:05
beat system comes from is that like
13:07
writing tradition, right? Not to dredge up
13:09
a conversation that was had last year
13:11
on the internet, but like when Quinn's
13:13
Quest was talking about Slug Blaster, he
13:15
made the comment that like, our refugees
13:17
have difficulty telling stories and like actual
13:20
plays are successful because they have people
13:22
that are working towards building those character
13:24
arcsks out. you're just kind of chilling
13:26
with your friends, it's a little bit
13:28
more difficult to do that. You know,
13:30
not everybody like has that sense that
13:32
you are building over an arc, you
13:34
have to, you know, like establish your
13:37
character, establish what they want, have them
13:39
face adversity in finding what they want,
13:41
and then have a change where they're
13:43
a different person at the end, right?
13:45
You know, in that traditional three act
13:47
structure way. And that's. That's not to
13:49
say that there's anything wrong with that
13:51
style of play or that it is
13:54
even, that that three-act structure, you know,
13:56
character being changed over the course of
13:58
the story, is the norm or should
14:00
be the norm. Microscope is a great
14:02
game and isn't doing that, right? There
14:04
are plenty of games that are clearly
14:06
aspiring to do that and don't necessarily
14:08
do a good job of supporting players
14:10
in doing so. Right, exactly. And that's
14:13
why I think it is so nice
14:15
to have that path laid out, right?
14:17
Even segmenting it into minor major and,
14:19
you know, zenith beats does give you
14:21
a three-act structure, right? You have, here's
14:23
a little bit of adversity that kind
14:25
of adds to your character in the
14:27
minor beat. Let's have a major bit
14:30
of adversity that's like, okay, you're taking
14:32
a big step, you know, it's not
14:34
just like, oh, be kind of shady
14:36
to your blow up a building or
14:38
whatever in order to get closer to
14:40
the heart, right? And then finally culminating
14:42
in that narrative climax with your zenith
14:44
to be like, hey, now I've reached
14:47
the apex of my character's arc. You
14:49
know, this also works really well because
14:51
it is again a horror game in
14:53
that way, and it is like aiming
14:55
towards like a kind of like big
14:57
red reveal at the end. But like
14:59
I do love that this game is
15:01
trying to get players to think about
15:04
that and be like, okay, yeah, if
15:06
I take the forced calling is a
15:08
really interesting one because it's like, oh,
15:10
I don't actually want to be here.
15:12
This sucks. And like that kind of
15:14
says like, oh, your your whole arc
15:16
is like, you are being controlled by
15:18
a group of people that are like
15:21
making you go into the heart. And
15:23
at the end, it's like, okay, you
15:25
either you either. make it so they
15:27
can never control you again or you
15:29
get back at them. And that, like
15:31
if you start from there, it is
15:33
really useful to be like, okay, let's
15:35
work our way back and get to
15:38
where that character arc is. You know,
15:40
when I am writing a novel, whenever
15:42
I plot out a character arc, it
15:44
is very useful for me to write
15:46
out where I think the arc is
15:48
going to go, write the book, and
15:50
then be like, okay, I kind of
15:52
got there or actually, or actually, I
15:54
have a really cool ending image, that
15:57
ending, but by telling the players who
15:59
are reading heart, hey, this is where
16:01
you are ending, they can already start
16:03
aiming towards that and start taking beats
16:05
to lead to that path, which I
16:07
think is a really useful technology. Yeah,
16:09
I mean, I write the same way.
16:11
I find it really hard to write
16:14
a screenplay without knowing what that climactic
16:16
scene is going to look like, like
16:18
what that final moment is going to
16:20
be. I mean, even if the actual
16:22
execution of beats is not working for
16:24
me, like the overall structure of them,
16:26
I think does exactly what you're talking
16:28
about and like makes the game better
16:31
by virtue of its existence because people
16:33
are thinking about it, right? Like who
16:35
cares about the actual minutia of the
16:37
mechanic? The fact that like, we know
16:39
that you are the forest, you are
16:41
down here thinking about not wanting to
16:43
be here and getting back at your
16:45
captors, like... It's so, so good to
16:48
have set that up in advance and
16:50
to know where that's ending so that
16:52
you can steer into it. And so
16:54
that other people can support you in
16:56
that too, right? And the DM can
16:58
support you in that, and your fellow
17:00
players can support you in that. Right,
17:02
right. And I do think it does
17:05
require communication both with your game master
17:07
and the people at the table to
17:09
be like, hey, here's roughly where my
17:11
character arc is going to end up
17:13
broadly. I am a fan of doing
17:15
that kind of meta conversation at your
17:17
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Kissmi if you can, launching on Kickstarter this
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summer. This
18:02
is a sort of an adjacent idea
18:05
to beets, but some of the beats
18:07
are just kind of boring right like
18:09
take minor bloodfall out to me It's
18:11
not a particularly interesting beat like it
18:13
doesn't really say a lot about your
18:15
character It's just sort of like get
18:18
hurt and like that's still like encouraging
18:20
you to get in trouble and I
18:22
think that that's perfectly good, but I
18:24
also think that it's just Good to
18:26
have really simple generic things like that
18:28
as possibilities on a list like this
18:30
so that when people are like I
18:33
don't know I don't want to think
18:35
about it right now or I'm tired
18:37
they can just like or like I
18:39
don't understand how this game works and
18:41
like I know what that means at
18:43
least that they can just like check
18:46
those and take them I think that
18:48
there is a lot of value in
18:50
like simplicity like that right in the
18:52
same way that like the fighter is
18:54
just not a complicated class in D&D
18:56
for the most part it's good that
18:58
that's there so that if someone is
19:01
like I don't understand how any of
19:03
this shit works I just want to
19:05
do something simple I just want to
19:07
be a guy who hits people with
19:09
a sword whatever well it's good to
19:11
play like I think they including that
19:14
kind of thing in your game is
19:16
really good Yeah, I mean, sometimes it
19:18
is just nice to be like, here's
19:20
the two contrasts, right? You have getting
19:22
a fight and take, you know, minor
19:24
blood fallout. It's like, all right, sure,
19:26
that's not hard to engineer. And then
19:29
there's more, like, exciting ones that are
19:31
specific, like, have a cocktail fighting move
19:33
or legendary beast named after you. And
19:35
it's like, okay, I think the presence
19:37
of those more boring beats does help
19:39
draw a parallel to be, hey, this
19:41
game is as weird as you want
19:44
to be. Yeah, totally. Have you dimmed
19:46
a lot of resistance stuff? Yeah, I
19:48
have probably done at this point, like
19:50
maybe eight-ish resistance games. Oh, wow. Yeah.
19:52
So what is your experience in contrast
19:54
to mine of like being a DM,
19:57
taking in beats, and then working with
19:59
them? Yeah, I mean, like, I don't
20:01
disagree that it is, it can be
20:03
overwhelming. I mostly run. one shots of
20:05
heart specifically. So it is way harder
20:07
to do beats in a one shot.
20:09
I think it is absolutely more geared
20:12
towards a campaign. Totally. But yeah, I
20:14
do think it is it is useful
20:16
right as a point of prep. Like
20:18
I I'm going to be running a
20:20
one shot of heart tomorrow and the
20:22
thing that I asked was like, hey,
20:25
can you send me the beats that
20:27
your characters are art to? Yeah. Because
20:29
it's like, okay, here are some flags
20:31
that I can start building my prep
20:33
around. That's really useful. and then like
20:35
I think when I run it again
20:37
I'll you know because of this conversation
20:40
I'll be like hey can y'all just
20:42
like say if at a certain point
20:44
you feel like we can direct the
20:46
story towards this you know say it
20:48
out loud because yeah like I do
20:50
think it is hard and there is
20:53
a play culture expectation that the GM
20:55
is going to make everything happen and
20:57
I you know I think that beats
20:59
are useful in helping to communicate that
21:01
need both to the GM and to
21:03
the players and you know I think
21:05
it just is a matter of like
21:08
like having to be open and honest,
21:10
like, hey, I can't, I can't think
21:12
of all these right now. And hopefully
21:14
over the course of, you know, multiple
21:16
sessions, you can kind of hit the
21:18
beat that you want to. Yeah. So
21:20
let's all hold in your head. So
21:23
I wrote this blog post last year
21:25
about principles. and moves and agendas in
21:27
PBTA games, where like Apocalypse World has
21:29
all these agendas and principles that I
21:31
think are like really good advice and
21:33
like goals to keep in mind as
21:36
you're playing, and also there's like 11
21:38
of them, and I just can't keep
21:40
all of those in my head when
21:42
I'm playing the game. Like at this
21:44
point in my life, I've internalized most
21:46
of them, but I'm doing them kind
21:48
of reflexively, and like that's one thing.
21:51
But when I was starting to GM,
21:53
I felt just like... completely overwhelmed by
21:55
trying to do all of those things
21:57
at once. And I wrote about how
21:59
like Apocalypse World also has all these
22:01
like good pieces of advice in the
22:04
book that aren't categorized into principles and
22:06
agendas. And I didn't feel overwhelmed by
22:08
those. I would just remember them sometimes
22:10
and I wouldn't others, but they're not
22:12
like on. the MC sheet when you're
22:14
looking at it, sort of stare you
22:16
in the face being like, remember, you
22:19
have to do these things. So I
22:21
was writing about like, you just have
22:23
fewer principles. And I got pushed back
22:25
by people saying like, well, I just
22:27
like ignore them, you know, like if
22:29
I don't know what to do, I
22:32
look down, I skim those and like
22:34
if one tells me what to do
22:36
and inspires me, then that's great. And
22:38
I go back to it. And I
22:40
think that there's really this split between
22:42
this split between this split between people
22:44
between people between people who. are looking
22:47
to the rules as a safety net.
22:49
Like when they don't know what to
22:51
say next, they look to their sheet
22:53
and they're like, ah, that gives me
22:55
an idea and then they say the
22:57
next thing. And then there are people
23:00
like me who are thinking of that
23:02
sheet as like, you must do these
23:04
things. Like this is your obligation to
23:06
do all of this all the time.
23:08
And I know that's not often like
23:10
how it's written, but that's just like
23:12
how it feels to me. And I
23:15
feel like there might be a split.
23:17
on beats there also of like sure.
23:19
Are these an obligation or are these
23:21
something that you can just kind of
23:23
look to when you need to? figure
23:25
out what to say next. Yeah, the
23:27
problem with tabletop games is that they
23:30
can't make you follow the rules. Yeah.
23:32
There's no nobody is going to come
23:34
out and scold you for not getting,
23:36
you know, your principles exactly right. I
23:38
feel like they're gonna, like, I feel
23:40
like I want to trust the designer,
23:43
you know, I want to trust that
23:45
the designer put those there for a
23:47
reason. Vincent Baker is opening his notes
23:49
app right now, writing a call out
23:51
post. Yeah, I mean, like, no, because,
23:53
like, I think it's true, right? Especially
23:55
if, as, you know, a game designer,
23:58
you're like, I wrote the game in
24:00
a specific way, I do want it
24:02
to be played in a specific way,
24:04
and when you see other people doing
24:06
that, you assume, like, hey, I want
24:08
this game to be played in a
24:11
certain way, because, like, it does produce
24:13
a certain result when it is played.
24:15
Yeah. you kind of have to take
24:17
what works, right? Like at the end
24:19
of the day, none of us have
24:21
enough time to play games. And like
24:23
I think. we just kind of have
24:26
to wing it and maybe that is
24:28
the thing with beats is like, they
24:30
are useful up and to a point.
24:32
I think they are great for planning
24:34
and in execution, you kind of have
24:36
to be a little bit more flexible
24:39
with them. But I completely understand the
24:41
impulse to be like, this is the
24:43
way the game was designed. I have
24:45
to do it. I think I've like
24:47
come out of like board games and
24:49
stuff where like sometimes, you know, you
24:51
get a rule wrong and suddenly the
24:54
entire economy of settlers like a guitar
24:56
That's because you got something wrong, not
24:58
because it was designed poorly. And like,
25:00
maybe it was designed poorly because they
25:02
didn't communicate well enough. Or maybe you
25:04
just fucked up. And like, I think
25:06
that it's sometimes tricky to thread the
25:09
needle on that to me of like,
25:11
when is it the case that I
25:13
should just be doing my own fucking
25:15
thing and like it's all going to
25:17
be fine? And when is it the
25:19
case that the designer put that there
25:22
for a reason and the game's going
25:24
to fall apart if I don't remember
25:26
it? Right, right. Board games is a
25:28
really great example because like yeah, in
25:30
board games it is much more likely
25:32
that if you misread something you ruined
25:34
the game. And that's kind of what
25:37
I like about tabletop games is that
25:39
it's like, ah, it won't mess it
25:41
up quite that bad. There are still
25:43
some rules that if you completely ignore,
25:45
it's like, oh, this doesn't work anymore.
25:47
But like... Yeah, I mean, I guess
25:50
that is the downside of my approach,
25:52
which is, you know, mostly reading, which
25:54
is like, sometimes you do just have
25:56
to try things at the table and
25:58
see how it works. And I think
26:00
that is, you know, a downside of
26:02
me having only played mostly one-shots with
26:05
Harris. Like, I haven't really seen how
26:07
the beat system fully, you know, expands.
26:09
at the time when I was playing
26:11
heart and I was looking for myself
26:13
talking about heart at the moment to
26:15
see how I felt then and I
26:18
found these messages that were like clearly
26:20
in the middle of a campaign where
26:22
I was like the beat system rules
26:24
and like like I don't know like
26:26
I didn't I didn't recognize myself you
26:28
don't like it In retrospect, I'm coming
26:30
with this whole narrative. Yeah, who is
26:33
this man? I've come with this whole
26:35
narrative of like why it didn't work
26:37
for me and I think that that's
26:39
true But also like clearly I was
26:41
getting something out of it at the
26:43
time and like I was getting all
26:45
this stuff that we've been talking about
26:48
it at the time That's the thing
26:50
about this whole fucking game for me
26:52
and this mechanic in particular is like
26:54
there is so much good all the
26:56
sign posting stuff we've been talking about
26:58
is so good. And there's rough stuff
27:01
in there. And it's not like it's
27:03
I don't think it's like a good
27:05
mechanic or a bad mechanic. I think
27:07
it's like a little bit of a
27:09
messy mechanic for when it collides with
27:11
my particular instincts as a person. And
27:13
that's, I don't know, that's interesting. Yeah.
27:16
I mean, you're certainly not alone. I've
27:18
definitely seen people on the internet be
27:20
like, I can't run resistance system games
27:22
because they demand so much of it.
27:24
you have to know yourself and know
27:26
your players and I mean that that
27:29
is also you know the other side
27:31
of the conversation about reading versus playing
27:33
when you're talking about games is like
27:35
there are so many different players styles
27:37
and choices that you make that like
27:39
it is hard to tell until you
27:41
work with your table specifically to see
27:44
what will work for them so I
27:46
think that there are absolutely groups of
27:48
people who are more into the idea
27:50
of character arcs who will be like
27:52
okay yeah let's all nail this down
27:54
and there are other groups will be
27:57
like ah I'm mostly here for getting
27:59
turned into a bloodsucking plant or whatever
28:01
yeah yeah I'm thinking about after I
28:03
was done playing heart I want the
28:05
belonging outside belonging, like setting elements version
28:07
of this game. And when I was
28:09
talking about our traveling home earlier, I
28:12
think maybe the thing I was intuitively
28:14
picking up on there is the like
28:16
GMless nature would make it so that
28:18
you as a player can just make
28:20
that haven come under attack so that
28:22
you can go defend it, right? And
28:25
maybe we don't necessarily want me to
28:27
just... be like, okay, and now the
28:29
Haven's under attack and I describe all
28:31
these cool things and then my person
28:33
goes in there and like saves them.
28:35
Like maybe that's not the best way
28:37
for like a GMless game to work.
28:40
But like, I do think that I
28:42
really feel like a version of this
28:44
system where like. You the player have
28:46
the authority as we were kind of
28:48
talking about in the Zenith abilities episode,
28:50
right? Like if you have the narrative
28:52
authority to come in and introduce the
28:55
beat and make the beat happen yourself
28:57
Then I would feel so much better
28:59
about these I would feel like I
29:01
love I love the idea of taking
29:03
this system and putting it more in
29:05
the hands of players So the gym
29:08
doesn't have to work so fucking hard.
29:10
Yeah, I mean, I think that's a
29:12
really interesting thought experiment to be like,
29:14
yeah, I take a weak move to
29:16
be like my throat bursts open and
29:18
a million little capillary serpents come out
29:20
of it. Yeah. Yeah, I do think
29:23
that one, it gets away from the
29:25
problem of having to do a lot
29:27
of prep and planning and scaffolding out.
29:29
And it also gets back to that
29:31
like conversation we just had, which was
29:33
like, you know, being willing to inflict
29:36
pain upon yourself eagerly. Yeah. I don't
29:38
know. I just... I'm really stuck on
29:40
the idea of just like a little
29:42
haven in the middle of the heart
29:44
doing the belonging outside belonging like you
29:46
know queer haven that that's just like
29:48
trying to survive I think that is
29:51
a really fun just transplant that system
29:53
into the setting of heart inspire that's
29:55
really fun. Well and I've been thinking
29:57
about it as like no you're still
29:59
an adventuring party we're still going deeper
30:01
and deeper into the heart like we
30:04
each have a character but we're also
30:06
sort of each contributing our dreams to
30:08
what happens, like nightmares to what happens.
30:10
And that sort of collective unconsciousness that
30:12
heart I think is a lot about,
30:14
like the in fiction heart is sort
30:16
of a collective unconsciousness. And I think
30:19
that there would be something really. to
30:21
making this game G.M. less that taps
30:23
into that thematically too. Yeah, I mean,
30:25
I don't have anything interesting to say.
30:27
I just think that's a really good
30:29
idea. That's really smart. I would get
30:31
around a lot of our criticisms, I
30:34
think. Yeah, Rowan Rooker-decker hired me to
30:36
make Second Edition of Heart challenge. Okay,
30:38
so I feel like that's a nice
30:40
transition into like concluding thoughts about heart.
30:42
Like, if you have last words on
30:44
heart as a game. What are they?
30:47
I mean, maybe it's just because I'm
30:49
a filthy, wretched Youtuber, but like at
30:51
the end of the day, I think
30:53
what makes heart work is its setting.
30:55
I think that obviously there's some interesting
30:57
bits of lore in there that I
30:59
think are very tasty. But like, it
31:02
is such a strongly and vividly written
31:04
setting that I think it is instantly
31:06
getting people excited about it. And then
31:08
when you tie your entire, you know,
31:10
playbook system into that setting, then it
31:12
kind of integrates you into a way
31:15
that gets you excited, right? Obviously, there's
31:17
a deep apierist, but you know, Fermatian
31:19
night, the incarnate, the blood witches, right?
31:21
There's all sorts of weird classes that
31:23
aren't just, as we said, they are
31:25
kind of fighters, yes. they are kind
31:27
of like, Wizards, but they're also deeply
31:30
bought into their own shit. And I
31:32
really love designers that are unafraid to
31:34
be like, yeah, this is what my
31:36
world's like, and I, you are required
31:38
to have a functional understanding of the
31:40
lore in order to play this game.
31:43
You know, maybe that's not useful at
31:45
the table, but I do want us
31:47
to be more snobs about the worlds
31:49
that we design. this came and it
31:51
is what makes it strong. It's what
31:53
makes Zenith abilities so wonderful, not just
31:55
the scope and scale of them, but
31:58
the specificity is so cool. And beats
32:00
too, like the best parts of beats
32:02
are the specificity. Like here is the
32:04
specific question choice that your character arc
32:06
is. going to be about. Here is
32:08
the specific scene that we want to
32:10
see next. And it's not just the
32:13
fact that the details of this setting
32:15
are so, so fucking good. It's the
32:17
fact that there are details in the
32:19
fucking first place. Right. Even if it
32:21
was just D&D-styled druid fighter wizard classes
32:23
in here, if you added character arc
32:26
questions, if you added specific scenes and
32:28
things that might go from there, I
32:30
mean, even in D&D, the idea of
32:32
a spell called flaming hands where you
32:34
have, like, the detail of your thumbs
32:36
have to come together at the beginning
32:38
of to make this particular gesture, that
32:41
specificity is the kind of thing that
32:43
makes even D&D sing, and it's turned
32:45
up... a thousand percent in heart. Aaron,
32:47
thanks for doing two episodes of Dice
32:49
Explorer with me here. This has been
32:51
fabulous. Thanks so much. I'm glad to
32:54
have gotten my treaties on Heart and
32:56
into the world. Listen, I'm happy to
32:58
defend the honor of Heart and I'm
33:00
glad to have talked to you. Dice
33:02
Explorer has just been a huge influence
33:04
on my video, so thanks so much
33:06
for what you've done. Oh, of course.
33:09
You too, Van. Thanks
33:14
again to Aaron for being here.
33:16
You can find his video essays
33:18
on YouTube at A-A-A-V-O-I-G-T. You can
33:20
support his work on Patreon and
33:22
he's on Blue Sky at AA
33:24
Point. As always, you can find
33:26
me on Blue Sky at Dice
33:28
Explorer or on the Dice Explorer.
33:30
You can find my games at
33:32
S.donewell.ich.io. And you can support the
33:34
show on Patreon for just five
33:36
bucks a month. Our logo was
33:38
designed by Sporgari. Our theme song
33:40
is Sunset Bridge by purely gray
33:43
and our ad music is Lily
33:45
Pad's Bumble Boy, Travis Tessper. And
33:47
thanks to you for listening. I'll.
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