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0:05
Hello, and welcome to another episode of
0:07
Dice Explorer. Each week we take a
0:09
tabletop RPG mechanic and rocket it straight
0:11
into the fucking sun. My name is
0:13
Sam Donawald and my co-host today is
0:16
Aaron Voit. Today we're taking a little
0:18
break from Larp's. Pretty close to the end
0:20
of the Larp series here. I got
0:22
a few episodes to kind of wrap
0:24
things up, but... I'm tired of it.
0:26
Let's do something else. Let's talk about
0:29
some classic fucking games. Today we're doing
0:31
Heart the City Beneath by Rowan, Brooke,
0:33
and Deckard. Heart is the spiritual successor
0:35
to Spire a game about revolutionary dry
0:38
elves in a high-elf city. But instead
0:40
of doing terrorism on colonizers, Heart takes
0:42
us below this wretched city to a
0:45
vast dungeon-like space beneath, ruled by dream
0:47
logic, the heart. It's a dungeon crawler,
0:49
but a really weird one, with some
0:51
of the most creative and spicy, sideways
0:53
logic fantasy ideas in it that I've
0:55
ever encountered. But I have a complicated
0:57
relationship with this game. I love parts
0:59
of it, while others really do not
1:01
work for me. But I think it's
1:03
really valuable to talk about what doesn't
1:05
work in games, especially games where so
1:07
much of it is firing so strongly.
1:09
And heart is super popular, so I
1:12
think it can take the criticism. And
1:14
I actually feel so strongly about both
1:16
the good and the bad of this
1:18
game that I wanted to spend two
1:20
episodes on it. One today, on what I
1:22
think makes heart so special. We're doing that
1:24
through the lens of Zenith abilities, basically gigantic
1:26
epic ultimate abilities that do something incredibly fucking
1:28
cool, and then probably kill your character. And
1:30
then next week, it's more heart and more
1:32
of what I struggle with. But we'll get
1:34
to that when we get to it. To
1:37
do all this, and to be a little
1:39
more critical, I knew I wanted to have
1:41
someone on with me who's much more ardent
1:43
lover and defender of the game. And I'd
1:45
also been looking for an excuse to have
1:47
Aaron Voite on the show. Aaron is game
1:49
designer, but he's also one of just a
1:51
few people on YouTube regularly making video essays
1:54
about indie RPGs. He's got a wide back
1:56
catalog with essays on games like Stup Hot,
1:58
Triangle Agency, and tons of other. games like
2:00
the kind I feature here on Dice
2:02
Explorer. So if you like this show,
2:04
you may like his work too. Before
2:06
we get into it, thanks to everyone
2:09
who supports Dice Explorer on Patreon. And
2:11
with that, here is Aaron Voit with
2:13
Zenith abilities from heart, The City Beneath.
2:15
Aaron Voit, thanks for being on Dice
2:17
Explorer, finally. Yeah, thank you so much
2:20
for having me, Sam. Hart, the city
2:22
beneath, that's what we're here to talk
2:24
about today, by Rowan Rook and Deckard,
2:26
it's Grant Howett and Christopher Taylor, art
2:28
by Felix Mial, which we will, maybe
2:31
we can take a second to talk
2:33
about how fucking good the art is.
2:35
This game is just unbelievable. But do
2:37
you want to like give the initial
2:39
pitch for Hart, what's the deal here,
2:42
where did it come from? Well, it
2:44
came from Spire. So, Spire is a
2:46
game about revolutionary drows, fighting fighting and
2:48
oppressive, high elf like. system in their
2:50
big tower city. And that was published,
2:52
I want to say in 2018, by
2:54
R.D. And then Heart Has Its Origins
2:56
Inspire because they have like a little
2:58
section in the original book of Spire
3:00
where they're like, hey, so the center
3:03
of the city is called the Heart
3:05
and it's weird and messed up and
3:07
we don't know what's going on in
3:09
there, but it's making the city wrong.
3:11
And then after Spire was very successful,
3:13
How It and Taylor like, what if
3:15
we took that out? of the big
3:18
tower city and put it underground and
3:20
then made it like its own game
3:22
and turned into a dungeon crawling thing.
3:25
So that's where Hart comes from. And
3:27
I think they did a pretty good
3:29
job of it. Yeah, I think
3:31
it is a really interesting
3:33
take on what's cool about dungeneering,
3:36
like, dunget games, because it
3:38
is much, much closer to
3:40
like annihilation the movie or
3:42
the book than to... Dungeons
3:44
and Dragons in my view.
3:46
It's super weird. It's super
3:49
character-based and like location-based environment-based.
3:51
It doesn't care like what room
3:53
you are in versus the next
3:55
room so much as it cares
3:57
about the fact that you're in.
3:59
in a cavern covered by
4:02
clamshells or whatever. It's just
4:04
this weird, strange, constantly evolving
4:07
place. Yeah, absolutely. I think it
4:09
is explicitly, you know, inspired by
4:11
annihilation. In fact, you know, several
4:13
abilities are just like quotes from
4:15
that book and like. Yeah, I
4:18
think, you know, the concept of
4:20
the heart is that it is
4:22
like a parasite reality that is
4:24
trying to, you know, it is
4:27
coming in from somewhere else and
4:29
taking over. But also, it's like,
4:31
it's benevolent question mark, like, because,
4:33
you know, as they talk about
4:35
in the designer's commentary, the heart
4:38
wants to give you what you
4:40
want. You know, that's the whole
4:42
thing about the beat systems, like,
4:44
you come down there seeking something
4:46
something, and... and red and wet
4:48
and hungry. But that's a really
4:50
cool way to be like, yeah,
4:52
dungeons are just a series of
4:54
rooms that have weird stuff happen
4:56
in them. And what if there's
4:58
a whole game that gave you
5:00
the excuse to make the weirdest
5:02
rooms you can think of? Yeah.
5:04
It's really cool to. externalize
5:07
the inner lives and desires
5:09
of characters in this way.
5:11
So the setting for this
5:13
thing is just full of
5:15
weird shit. No one ever
5:17
brings up heart without also
5:19
bringing up the deep apiarist.
5:21
So this is the law.
5:23
The deep apiarist is a...
5:25
playable class in which you are a
5:28
person who is slowly turning yourself into bees
5:30
or a hive for bees to live. I've
5:32
never heard of a campaign of heart
5:34
that didn't include a deep apiarist. People
5:36
just love that bee guy, you know?
5:39
Yeah. I mean, there's, if you're going
5:41
through the character, you know, options, it's
5:43
like, you are a living beehive, like,
5:45
it's hard to beat that. But then
5:47
the game kind of does also, like,
5:49
yeah, I mean, there's so many great
5:52
classes in this book. There's just a
5:54
whole bunch of weird stuff that they
5:56
create in that setting, and they like
5:58
just extrapolate to, it's strange. just agree
6:00
in a way that really works. What
6:02
is your favorite weird fact about the
6:05
setting? So a weird fun thing about
6:07
the world of Spire and Heart is
6:09
that, so the elf air are like
6:11
evil, like a high elf colonialist basically,
6:13
and they come from like a land
6:16
very far north of where Spire is
6:18
set. But because that land is so
6:20
far north, you know, it's very cold
6:22
up there, but Spire is like basically
6:25
in the middle of a desert, or
6:27
at least much warmer from where they
6:29
are, and like because they are, you
6:31
know, displaced into a warmer climate,
6:33
it makes them weirder and it
6:35
cuts them off from their gods.
6:37
And they have to like build
6:39
special like ice rooms to go and
6:42
like take ice baths to make them
6:44
normal again. They're trying to create this
6:46
like, like, you know, empire. like my
6:48
little spire bit, but actually my favorite
6:51
bit in all of heart is the
6:53
disease that makes you build mazes.
6:55
The labyrinth disease. Yeah, the Minotaur
6:57
disease. Yeah, no. I work in
7:00
public health and I would hate
7:02
for one day there to be
7:04
an outbreak of just like, ah.
7:07
Lads, somebody's gone through the Toys
7:09
R Us and just summoned an
7:11
unholy minatar that needs to keep
7:14
everything confined into its nightmare maze.
7:16
That's just a fun bit of
7:18
world building where you can just
7:21
mash words together and create something
7:23
monstrous. Yeah. I love the way
7:25
that this setting feels almost like,
7:27
like I think of Rick and
7:29
Mordi, the TV show at being
7:31
good at... taking a like classic trope
7:34
and pushing it at two or three
7:36
levels deeper. You know, like we're gonna
7:38
do the classic matrix thing of like
7:40
we're actually living in a simulation, but
7:43
we're gonna go like four simulations deep
7:45
or something. And I feel like this
7:47
is even better at taking the classic
7:49
trope of miniatures in a labyrinth or
7:51
whatever, and pushing it not just sort
7:54
of like stacking up the ideas of
7:56
it like that, but like pushing it
7:58
in that weird new direction. of like
8:00
it's gonna be a whole disease that
8:02
we're gonna go over the top with
8:05
it we're gonna build some new feeling
8:07
mythology like my favorite is the hydra
8:09
which is grown so many heads that
8:12
it has become a forest and each
8:14
tree in the forest is like a
8:16
hydra head and so if you go
8:18
into the hydra grove slowly you'll figure
8:20
out that the trees are aware of
8:22
you and start trying to eat you
8:25
and if you cut them down then
8:27
two new ones will crop back up
8:29
and yeah one idea to take a
8:31
Hydra and turn it into a location.
8:33
Yeah, yeah, I just went through looked
8:35
at that up in the book and
8:38
it's it's not just a forest. It's
8:40
the carotid forest, which is of course
8:42
a reference to the carotid artery and
8:44
like I think the like visceral anatomical
8:46
like basis of the pros of this
8:49
game is really really strong. I think
8:51
Howard and Taylor absolutely know how to
8:53
like keep their language. I think the
8:55
words read and wet come up probably
8:58
like more than anything else in this
9:00
book because like that's exactly what they're
9:02
going for is like that visceral feeling
9:04
and I just love that. Yeah, yeah,
9:07
totally. But that maybe brings us
9:09
a little bit to the mechanics.
9:11
I want to talk a little
9:13
bit about my background with heart
9:15
here. I read the book. I
9:18
thought it was incredibly cool for
9:20
all the reasons that we talked
9:22
about. And I immediately ran to
9:24
overlapping campaigns of it. And so I've
9:27
GM probably like 20 sessions of
9:29
the game. And My experience of
9:31
it is that like, yes, indeed,
9:33
the flavor was really cool, but
9:35
I had so many problems with
9:37
the rules being unnecessary for me
9:39
and being not unnecessary
9:41
in that way of like Sam loves
9:43
minimalism, but clunky in a way that
9:46
got in the way of doing the
9:48
cool part of the game and sort
9:50
of engaging with this setting. And yeah,
9:52
I wanted to have you on specifically
9:55
to talk about that, because I know
9:57
you have a lot of affection for
9:59
the resistance. system is very hard to
10:01
get right. It is taking that like mixed
10:03
success lineage from Power by the Apocalypse but
10:06
also trying to to bring in a new
10:08
level of like narrative control both for the
10:10
GM and for the players right that's what
10:13
the beat system is all about but also
10:15
you know there's no hit points but there's
10:17
like inflicting narrative consequences with the fallouts and
10:19
and sometimes that can be a little bit
10:22
you know disjointed but at the same time
10:24
I am just like so thrilled that it
10:26
is trying to do that. doesn't 100% get
10:29
there all the way I think it is
10:31
still absolutely a worthwhile you know system to
10:33
look into and be like okay yeah you
10:35
know instead of you take 10 damage right
10:38
it's like okay now on the next scene
10:40
I'm going to make somebody come up to
10:42
you and say we've been watching you and
10:45
you owe us nine dollars like I don't
10:47
know right something weird like that also you
10:49
know My love for this system is absolutely
10:51
based in the Friends of the Table
10:54
actual play, who did their Songfiel season
10:56
of heart. Yeah. And I think that's
10:58
just like a stunning examination of the
11:00
game, both what it can do and
11:02
what its flaws are. But like they
11:04
put it to such incredible and effective
11:07
use. So I just want to give
11:09
Songfiel a shout out. Totally. So I
11:11
want to start today by talking about...
11:13
a mechanic that I think
11:15
we both just think is an
11:17
all-around home run and then next
11:20
episode we're gonna have you back
11:22
and talk about a mechanic that
11:24
I struggle with a little
11:26
bit more and to begin
11:28
with let's talk about zenith
11:30
abilities. So abilities in this
11:32
game how does advancement work?
11:35
What is a zenith ability?
11:37
So to advance in this game, you have
11:39
to take what are called beats, which are
11:41
basically just like little tasks that you can
11:43
get, that if you start checking them off,
11:46
you get to take character advances, right? Yeah.
11:48
However, there are big beats that you can
11:50
take, which are called zenith beats, and those are
11:52
the ones that if you take them, they end
11:54
your character. If you say, okay, I'm going to
11:57
do this, this is going to be the end
11:59
of my character. arc and like because you
12:01
fulfill your character arc they kind of
12:03
lead to this big climactic moment they
12:05
usually give you an incredible ability that
12:08
is absolutely you know devastating you know
12:10
that's why it's safe for the end
12:12
of your arc right you can't just
12:14
introduce that halfway through a campaign but
12:16
also kill you yeah exactly right that's
12:19
the thing you also die horribly or
12:21
worse you don't die yeah yeah yeah
12:23
So yeah, so some like examples of
12:25
minor beats in the game are like
12:27
spare someone's life or take minor bloodfall
12:30
out and then that kind of builds
12:32
up into major beats which might
12:34
be like betray someone who really
12:36
trusts you or up into a
12:38
zenith beat where each character has
12:40
two potential zenith beats that are
12:42
like, resolve your whole ass character
12:44
arc, like, be truly absolved of
12:46
your sins, right? Huge things. And
12:48
we'll be coming back to beats
12:51
later, but what's read a zenith
12:53
ability? What's your favorite zenith ability?
12:55
And how does it work? Oh, I
12:57
don't know that I have a favorite
12:59
because they're all so fun and weird
13:01
and unique. Yeah, you cannot miss with
13:04
these. Right. I think a great one
13:06
to start with is the one for
13:08
the Vermicean Night, which is called perpetual
13:11
motion engine. Years of heartsblood radiation and
13:13
forbidden knowledge culminate in your ultimate work,
13:15
an engine powered by a throbbing heart
13:18
seed, a source of wild and limitless
13:20
power, upon implementation of the heart seed
13:22
into your suits furnace, you become an
13:25
unstoppableable force with an... the city beneath,
13:27
indeed you can never stop moving. You
13:29
turn into an evil train and you
13:31
leave, and then like later on when
13:33
your friends are in trouble, they could
13:36
be like, hey, remember, our old friend
13:38
Dave who turned into a train, he's
13:40
back now and he saves our lives
13:42
as a demon train. I'm gonna read
13:44
the rest of the ability to you
13:47
like, you stamp off into the darkness
13:49
and your characters removed from the story
13:51
except for the day of sex mockina
13:53
ability that is granted to all. surviving
13:55
members of your party. Day of Six,
13:58
Machina. Use this ability once per campaign. by
14:00
a single player character when you are
14:02
outside of a landmark and you or
14:04
an ally suffers major or critical fallout.
14:07
An inhuman collection of meat and twisted
14:09
steel, the vermice of the night, arrives.
14:11
They've been watching you this whole time.
14:14
They immediately inflict 25 stress. on absurd
14:16
amount of stress. This is angel killing
14:18
like amounts of stress. Like yeah, it's
14:21
ridiculous. On an adversary of the GM's
14:23
choosing, then disappeared the city beneath to
14:25
protect other delvers. So you get to
14:28
be a cool protector forever, you know?
14:30
Are you really that evil? I mean,
14:32
I guess that's for context, right? There's
14:34
an, I mean, even, and I'm looking
14:37
at the page right now, the next
14:39
zenith ability is, it's not that you
14:41
turn into a train that just runs
14:44
over your head, right? I like the
14:46
last train specifically because that's a lower
14:48
thing, right? The Fermatian is the subway
14:51
system that never got finished because it
14:53
punctured the heart and like that fucked
14:55
it all up. But then there's like,
14:58
so there is one train that made
15:00
it through and now it's haunted and
15:02
it's just around. That's so fun. Yeah.
15:05
And you know, you can just scroll
15:07
to any of these classes and like
15:09
pick a zenith bead and you're cool
15:12
as hell. incarnadine is a class that
15:14
I love who is a priest of
15:16
the God of debt and the zetith
15:19
abilities are like ultimate credit. You can
15:21
buy anything once. You own this physical
15:23
conceptual or immaterial thing and have as
15:26
much control over it as you do
15:28
a knife, a suit of clothes or
15:30
anything else you own. Two sessions from
15:32
now the debt will be recalled and
15:35
it will take your life. But like,
15:37
yeah, you could just like... control the
15:39
concept of love however you want for
15:42
two sessions. And like, that's pretty neat.
15:44
Yeah, they're just, they're just absurd over
15:46
the top. They're so cool. They're so
15:49
inspiring and so creative, right? That's the
15:51
thing. It's the level of creativity that
15:53
feels. Nearly unmatched in any other game
15:56
that I've ever read. And I think
15:58
that's to the resistance systems credit, right?
16:00
Because they don't get too bogged down
16:03
in numbers, and they do just allow
16:05
those like narrative possibilities to flow, I
16:07
think you're able to get away with
16:10
abilities that do this. You don't have
16:12
to worry that much about balancing because
16:14
you're just like, everything is kind of
16:17
narrative, right? Even when you're dealing with
16:19
like, you know, minor major and critical
16:21
fallout, like, you know, I think. again
16:23
for the resistance systems difficulties that is
16:26
a big strength of it. Yeah I
16:28
just want to point out like and
16:30
even when they are bringing numbers into
16:33
it they're doing so with reckless abandoned
16:35
right like you know if a regular
16:37
like dragon has eight hit points or
16:40
whatever at this setting they're like you
16:42
can just like run someone over and
16:44
deal 25 damage to them like they
16:47
just don't care you can go as
16:49
big as you want, and why not?
16:51
Like, this feels like the lesson to
16:54
me of Zenith abilities is like, why
16:56
not just go that big? There's no
16:58
reason not to. You can just... The
17:01
only reason not to would be if
17:03
it felt really out of tone, you
17:05
know, like, in a really realistic down-to-earth
17:08
spy game, maybe it doesn't make sense
17:10
to go this over the top, but
17:12
like, the only limit is your imagination.
17:15
Right. I mean like that's kind of
17:17
the the thing right like Zenith Beats
17:19
allow you to just go all out
17:21
because you know that like this is
17:24
the end for your character. Yeah, yeah.
17:26
They give the player permission to be
17:28
like, I'm taking over, you know, I'm
17:31
blowing up my character to achieve a
17:33
certain end and I'm going to just
17:35
be able to like give it my
17:38
all here in the last bit and
17:40
like, because I think, you know, heart
17:42
is at its core a bit of
17:45
a trad game, right? You are still
17:47
doing dungeon crawling. You are still managing
17:49
resources, you know, you are still getting
17:52
into combats, you are still getting into
17:54
combats. to other similar Trad games, it
17:56
is hard to give your character a
17:59
satisfying arc in a game like that
18:01
because like you know I mean obviously
18:03
I'm thinking of Dungeons and Dragons right
18:06
but like when you die in D&D
18:08
like you usually don't get to have
18:10
a cool last stand moment you just
18:13
kind of eat it yeah and I
18:15
think it is so important just to
18:17
be like no I'm gonna I'm gonna
18:19
be fit but I'm gonna be fit
18:22
in the sickest way imaginable yeah I
18:24
think there's several really really
18:26
interesting things going on there if
18:29
your goal is to tell a
18:31
cool story and to like get
18:33
into emotions and feelings and character,
18:35
then I think a really really underrated,
18:37
under explored, under mechanized, undervalued
18:39
thing is to think about
18:41
character arc well in advance
18:43
to sort of set up
18:45
at the beginning, what is
18:47
my characters art going to
18:50
be about? And not necessarily
18:52
how is it going to
18:54
resolve, right? Like I think
18:56
it's telling that every... calling
18:58
every character has two different
19:00
potential zenith beads that are
19:02
sort of diametrically opposed to
19:04
each other. They're two different
19:06
answers, yes and no, to an
19:08
underlying question that your character is
19:11
gonna be about. And like establishing
19:13
that question up front is super
19:15
powerful because then the whole time
19:17
you get to play towards answering
19:19
that question for yourself. Right. But
19:21
it's also the case that. the
19:24
zenith abilities are an incredible carrot
19:26
to get you to do that.
19:28
Because I think not everyone understands
19:30
or feels up front that like
19:32
playing towards a question like that
19:35
is gonna be a reward unto
19:37
itself. That like when you pair
19:39
it with this reward of, and
19:41
when you do answer that question,
19:43
you're gonna get to turn into
19:46
a train is really cool. And
19:48
then the last sort of like
19:50
revolutionary. Idea I think is that
19:52
it's actually a carrot to die
19:54
in this game like people
19:56
are so ready to fucking
19:58
die like play years come into
20:00
heart, like I cannot wait to die
20:03
by turning into a train. And that's
20:05
something that feels really counterintuitive to
20:07
like what we think of
20:09
normal Dungeons and Dragons being where
20:11
people are so precious with
20:13
their characters. I mean like that's
20:15
kind of tying into that annihilation touchstone we
20:18
talked about earlier right which is like if
20:20
you think of heart as like kind of
20:22
a horror game right then okay yes you
20:24
go in knowing that your character is just
20:26
a bag of meat and bones that it's
20:28
going to be you know rent us under
20:30
you know at the end of this narrative
20:33
yeah but like if you are going in
20:35
with that intention and being like okay but
20:37
I can make that choice about when that
20:39
meat gets put through the grinder and like
20:41
I can do it in a way that
20:43
is fantastic and fits the tone of the
20:46
strange world. I think that's a really
20:48
big incentive to be like, okay, yes,
20:50
I'm gonna be fit, but like, I'm
20:52
gonna do it and I'm gonna make
20:54
it weird. And that's so fun to
20:56
be like, you know, this is a
20:58
horror story, but I am in control
21:00
of when the slasher finally cuts my
21:02
throat. Yeah, and like guarantees. that you're
21:04
not going to simply be fit in
21:07
D&D terms, right? We're not going to
21:09
just like get a series of Nat
21:11
One's and then like I guess I'm
21:13
dead now and like that sucks like
21:15
you're always going to get to go
21:17
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today. A
22:04
thing I want to talk about
22:06
with this is the process of
22:09
handing control over the narrative to
22:11
the players, like as a dungeon
22:13
master, I think people are nervous
22:15
to do this. Like I remember
22:17
being early in my DMing
22:19
like Dungeons and Dragons career
22:21
and just, you know, players,
22:23
like I have this very vivid memory
22:26
of being in college and playing
22:28
in a game and my girlfriend
22:30
at the time wanted to
22:32
narrate like running over the tops of
22:34
pews in a church and like using
22:36
some special elephant ability to treat difficult
22:38
terrain of pews as like not difficult
22:40
terrain and I was like you can't
22:42
do that because that's about nature and
22:44
like pews aren't nature and like you
22:47
whatever and then you know we had
22:49
a little fight about it and I
22:51
was sitting at home being like but that
22:53
rules actually like why would you not just
22:55
like let them do that's such a cool
22:57
little action moment like why wouldn't you do
23:00
that and I think D&D doesn't
23:02
encourage that, right? Like D&D does say like
23:04
you have to do these things at the
23:06
right time and it's sort of like cool
23:09
to be able to turn into an animal,
23:11
but also you can only do it a
23:13
couple of times per day because balance and
23:15
also like the DM and the rules get
23:18
to say all these restraints around how you
23:20
do the thing and I think that there
23:22
is something really valuable and energizing
23:25
to players. about just like allowing
23:27
them in on that process of
23:29
like letting them take ownership and
23:32
like get in there and fucking
23:34
rocket and take over the game.
23:36
Right. And I mean, part of that is
23:38
just like Dungeons and Dragons play culture is
23:40
always like DM, you know, is God, etc.
23:42
And, you know, in our sphere, it seems
23:45
like we're definitely getting away from that kind
23:47
of like refereeing. But yeah, you know, at
23:49
the end of the day, right, I think
23:51
for people who know that like they want
23:53
to tell a certain kind of story, it
23:55
absolutely lends it to that more like cinematic
23:58
lens. And I think that's a great. right
24:00
to be like okay hey I trust
24:02
you enough with the culmination of your
24:04
character arc that I'm going to hand
24:06
you the big red button right I
24:08
think that's really useful and I think
24:10
it is as a hobby you know
24:12
a great habit to be like yeah
24:14
it doesn't have to be that deep
24:16
the GM doesn't have to be the
24:18
person who you know makes all those
24:20
calls I think resistance system games come
24:22
into conflict in that they are still
24:24
very prep heavy games in that way
24:26
so like then it is kind of
24:28
like the hobby to create those cultures
24:31
of play where it's like, eh,
24:33
it's truly fine if the GM
24:35
isn't in control of narrative arcs.
24:37
And even if dice rolls seem
24:40
to be tending one way, you
24:42
still get to have say over
24:44
the final cut. Yeah. But
24:46
being in conflict with prep
24:48
is a really interesting observation
24:50
there, that one of the
24:52
reasons it feels bad to turn
24:54
over. Control to players is
24:57
because you put all this work
24:59
into prep and I I don't
25:01
think prep is bad like I
25:03
think prep is really good in
25:05
a lot of ways But just
25:07
something to be aware of and
25:09
to like design around I think
25:11
like I think there are ways
25:13
to design games in which you're
25:15
doing prep or the game itself
25:17
has done prep for you and You're
25:20
sort of accounting for what are
25:22
the players giving control over and
25:24
what is going to sort of
25:27
remain canon? And like players I
25:29
think appreciate that too, right?
25:31
Like it's easier to be given
25:33
narrative control when you
25:35
are giving bumpers guidelines a
25:38
box to have that control
25:40
inside. Right, and I mean that's that's what
25:42
I like about prep is that like it
25:44
does allow you to constrain the story in
25:47
some way And I think that's useful right
25:49
it kind of helps keep you on rails
25:51
parentheses positive Because it's like okay. Here's the
25:53
realm of possibility that this story is taking
25:55
place You know whenever I've run a game
25:57
where I haven't prepped as much I do
25:59
feel like I tend to get into
26:01
the sillier aspects and not stay within
26:04
the narrative tone that I want to
26:06
stick in. And I think that, you
26:08
know, especially in a game that is
26:11
as horrific and, you know, moody as
26:13
heart, it is useful to have those
26:15
constraints. But yeah, you know, like there
26:18
is just enough fictional strangeness in this
26:20
world that like you can kind of
26:22
get away from that and be like,
26:25
yeah, okay, I know we can improv,
26:27
the heart can do something weird and
26:29
it still makes sense. Right. It's elastic
26:32
before it breaks. I want to also
26:34
talk about this in, it's like a
26:36
mechanic, the core mechanic in Aagon second
26:39
edition is a. resolution mechanic where basically
26:41
every action is a group action everyone
26:43
is probably participating and then anyone who
26:46
fails at the action narrates first how
26:48
their failure goes and then you like
26:50
culminate into the successes and then whoever
26:53
rolled best gets to sort of like
26:55
put the cherry on top of succeeding
26:57
at the end and narrating how this
27:00
goes is always turned over to the
27:02
players and my experience there is that
27:04
people fucking love narrating their fuck-ups. Like
27:07
they love their own failures. And that
27:09
felt like a huge lesson to me
27:11
that I also see present here, right?
27:14
Like even as you have this giant
27:16
moment of success, right? We talked about
27:18
this. It's exciting to then die afterwards.
27:20
And I think that's surprising. Like I
27:23
think people don't realize that. until they're
27:25
at the table, like just how much
27:27
fun it is to take your character
27:30
and be like, oh no, trouble. But
27:32
when you have control over it, you
27:34
get to sort of be the arbiter
27:37
of that trouble. You get to make
27:39
sure that nothing doesn't happen to them
27:41
that you're not really excited about. That
27:44
feels counterintuitive and worth saying. Yeah. And
27:46
I mean, I think that's also useful
27:48
in a way, especially when you are
27:51
the GM and like, oftentimes, right, because
27:53
of the way that falloutouts work in
27:55
this work in this game, you are
27:58
the one who is penalizing your players.
28:00
And sometimes those fallouts are constrictive, right?
28:02
And they take away the verbs that
28:05
you can do, which sucks to be
28:07
in a position where it's like, well,
28:09
I'm inside out for three hours, so
28:12
I'm just gonna like get on my
28:14
phone for a bit while my organs
28:16
leach into the dirt. But like, if
28:19
you are able to turn over that
28:21
control to your players, they will often
28:23
be like, okay, I'm inflicting this on
28:26
myself, and also they will often go
28:28
harder than that. they're going to be
28:30
like, okay, this is a little bit easier to
28:32
swallow because I'm in control, I'm making that choice.
28:35
Then it's like my idea that I get to
28:37
share with the table and not something that is
28:39
sort of unfairly happening to me. Yeah, another sort
28:41
of. Peace of this I wanted to
28:43
talk about is the connection between
28:45
Zenith Beats and the like basic
28:48
dungeon delving fantasy like the power
28:50
fantasy that I think comes from
28:52
D&D of like I want to
28:54
become a level 20 wizard and
28:56
be able to Turn myself into
28:58
a train and then run over
29:00
my enemies or like wish and
29:02
bring people back from the dead
29:04
or whatever kind of nonsense I
29:06
think that's sort of baked into
29:08
the dungeon crawler and is so
29:10
rarely realized in like proper Dungeons
29:13
and Dragons and it's really
29:15
cool that Hart does get
29:17
you there and in like
29:19
an achievable number of sessions
29:22
like six to ten sessions
29:24
and then like has this
29:27
annihilation style commentary around was
29:29
that good though actually? But even
29:31
even without that kind of commentary
29:33
I think it's just great that
29:35
the game lets you play that
29:37
part out instead of letting it
29:39
just sort of hang over you
29:41
as an aspirational future thing that
29:43
you'll ever get to unless you
29:45
buy more books. Right, yeah, like
29:47
because you don't have to play
29:49
a hundred real life sections to
29:51
get to that level 20, you
29:53
know, threshold, I think that's really
29:55
smart. Like on your episode about
29:57
prestige classes, you talk about how
29:59
like there is like an aspirational level to
30:02
being like even though this is like
30:04
many many many sessions away there is
30:06
still an opportunity for me to to
30:08
have this you know there there's text
30:10
in the book that says I can
30:12
do this cool ability that's really hard
30:14
to get to I'm gonna start working
30:16
towards that I think this is a
30:18
much more efficient way of being like
30:20
yeah here's an aspirational thing you can
30:22
do it's in here you can reach
30:24
your absolute power maximum but being able
30:26
to do that in like you said
30:28
you know six to 10 sessions is
30:30
super nice and it does let you,
30:32
you know, get through the like baby
30:34
adventurer phase where it's like, I have
30:36
a stick and I'm going out to
30:38
go fight crabs for, you know, a
30:40
day until you get to that final
30:42
God killing, you know, like Sethroth, final
30:45
battle where you get to do your
30:47
ultimate move or whatever. That's really cool.
30:49
And I'm glad that they've designed that
30:51
way in a way that lets you
30:53
actually make use of all the phases
30:55
of your characters, you know, levelingling. Yeah.
30:57
Even taking out the commentary on what
30:59
it means to get to this power
31:02
fantasy, it's fun to just get to
31:04
the power fantasy. And like there's something
31:06
special and nice about that. The commentary
31:08
around it is also explicitly commentary about
31:11
power fantasy, right? Is this, would you
31:13
actually want to be able to get
31:15
here? And I feel like that is
31:17
a much smarter and more reflective take
31:20
on this sort of classic, I want
31:22
to get as powerful as possible so
31:24
I can kill God kind of. story
31:27
Right like to get to that level 30
31:29
you are leaving the bones of a
31:31
hundred thousand goblins in your wake right
31:33
and I mean I think that thematically
31:35
works with the heart very well because
31:37
like the whole game is like you're
31:39
gonna lose yourself in pursuit of your
31:42
your dream and like that is a
31:44
very fun way to realize that thesis
31:46
is like yeah you can do it
31:48
and it also you know ruins your
31:50
life. Yep. Okay as much as we like
31:52
love Zenith Beats are there problems with Zenith.
31:55
It's like, are there drawbacks? Do you see
31:57
anything here that you need to be careful
31:59
about or that? is not functioning at
32:01
100%. So this is an insight
32:03
that comes from the Songfiel
32:05
post-mortem, and one of the
32:07
things that they were talking about in
32:10
Songfiel is like, very rarely did
32:12
they get to fire off those
32:14
Zenith abilities because nobody had taken
32:16
Zenith Beats ahead of time, right?
32:18
If you're reading the text rules
32:20
as written, you have to be
32:22
like, okay, hey GM, I'm getting
32:25
ready to die, essentially, I'm taking
32:27
a Zenith Beat, will be... difficult
32:29
to achieve. Let me find an
32:31
example. Yeah, we had that example
32:33
be truly absolved of your sins
32:35
by a higher power. Yeah, like
32:37
that's not like something that can randomly
32:39
happen, right? You kind of have to work
32:42
for that. Another one, become one with the
32:44
heart and bind your essence to it. Like
32:46
you can't just be like, hey, I'm going
32:48
to bind myself to the heart and then
32:50
after that we could all do like a
32:52
downtime, kind of work your way up to
32:54
that. And in that way, right, again, this
32:56
is a game that does kind of implicitly
32:58
ask you to do a lot of preparatory
33:00
work to build into that moment. And like,
33:02
you know, I think that how it in
33:04
Taylor would be like, you don't have to
33:06
do that. Just say, hey, I'm gonna be
33:08
ready to die. Go ahead and take
33:10
that zenith, be and fired off. Like,
33:12
I think they're probably much more relaxed
33:14
based on the tone of their designer
33:17
commentaries. Like, I think they're probably pretty
33:19
chill with you. You too have to do a
33:21
lot of work to build up to it.
33:23
I understand why you make that choice. I
33:26
understand why you would want to stick to
33:28
those rules because you do want it to
33:30
be satisfying. You do want to have earned
33:32
that climax. But it can be hard in
33:35
a campaign. You said you've played multiple campaigns
33:37
of this. How many people did end up
33:39
firing those moves? You know, it's been a
33:41
few years, so I don't remember the details
33:43
exactly, but my recollection is that a lot
33:46
of them did get to go off.
33:48
all at once in the last 45
33:50
minutes of the campaign, right? Right? Like
33:52
while you're fighting God, right? It's sort
33:55
of... The other thing I would say
33:57
about the sort of connection to the
33:59
Zenith. beats is like once you bind
34:01
your essence to the heart and become
34:03
one with it like then are you turning
34:05
into a train like come on bad like
34:08
you're one with the heart like now
34:10
you're a part of the part and
34:12
like your characters done I guess now
34:14
we have a cool little epilogue where
34:16
you turn into a train like a
34:18
lot of times it feels like the
34:20
zenith ability is the thing that wants
34:22
to happen right before the zenith beats
34:24
or to happen literally at the same time,
34:27
like immediately afterwards. And I think that was
34:29
often how things resolved. It's like, oh, you
34:31
come face to face with your God and
34:33
you've decided to kill them. Okay, you do
34:35
so by turning into a train and immediately
34:37
running them over. Yeah, and I mean like
34:39
I I understand why I think that's still
34:41
a good mechanic I think it is still
34:43
you know nice to be able to be
34:45
like it's the end of the campaign I've
34:48
been thinking about this all day like I
34:50
come home from working on like all right
34:52
yes finally I'm going to unload all my
34:54
debt onto this motherfucker and make him oh
34:56
everything in the whole world and harvest his
34:58
his sins like I think that's a fun
35:00
thing like as an anticipatory moment but yeah
35:03
I do feel like it does kind of
35:05
get packed packed into it into it. It's
35:07
the ar- of like, well, I've saved up
35:09
all these potions throughout the entirety of the
35:11
campaign. Yeah. And now I have 12 million
35:14
Phoenix Downs here when I'm fighting, you know,
35:16
the last boss. It's like, that's too many
35:18
actually. Yeah. But I mean, it is actually,
35:20
it's fucking cool to be like, okay, we
35:22
go into the fight with the last boss
35:25
and then like, instead of a long. for
35:27
our grind session, it's just like you turn
35:29
into a train and I don't pull my
35:31
debt on him. Right, like we're gonna do
35:33
all these things like back to back to
35:36
back to back and then it's just
35:38
kind of fucking over. But like, it's
35:40
not just kind of fucking over because
35:42
you get to do all those cool
35:45
things. I don't know. Yeah, yeah. I
35:47
mean, like that's true of any game
35:49
that gives you abilities that are limited,
35:51
you're always going to save them until
35:54
the end. Yeah, really like I think
35:56
Zenith abilities just rule, like any kind
35:58
of skepticism from the past like minute
36:00
of us talking is like more I think
36:02
connected to the beat system and maybe that
36:04
means that this is a good time to sort
36:07
of transition into talking about the beat system
36:09
and some of the skepticism and trouble that
36:11
I had with it there. So let's get into
36:13
that next time on Dice Explorer but thanks for
36:15
being here for part one and we'll have
36:17
you back next week Aaron. Yeah looking forward
36:19
to it. All
36:23
right everyone, I think I'm gonna stop doing
36:25
homework assignments here This was a fun experiment,
36:27
but the practice hasn't really felt inspiring to
36:30
me If you miss them, let me know
36:32
or maybe I'll just throw them in here
36:34
occasionally Better yet come up with your own
36:36
homework assignments. Come on down to the Dice
36:38
Explorer Discord and tell me all about it
36:41
Thanks again to Aaron for being here. You
36:43
could find his video essays on YouTube at
36:45
AA Voit You can support his work on
36:47
patreon and he's on Blue Sky at AA
36:50
Vo As always, you can find me on
36:52
Blue Sky or on the Dice Explorer Discord.
36:54
You can find my games at S. Dunwall.
36:56
Itch.io. You can follow, Kitz me if you
36:58
can, a new Romcom game I'm crowdfunding this
37:01
summer on Kickstarter now. Our logo was designed
37:03
by Sporgery. Our theme song is Sunset Bridge
37:05
by purely gray. And our ad music is
37:07
lily pads by my boy, Travis Tessmer. And
37:09
thanks to you for listening. I'll see you
37:12
for listening. I'll see you next time.
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