Peter Adkison presents a comedy web series about life behind the scenes at Gen Con LLC, the company that organizes the annual Gen Con games convention each year in Indianapolis.
About HWE:
Hostile Work Environment is a new filmmaking company founded by Peter Adkison, the founder of Wizards of the Coast and owner of Gen Con. Our goal is to produce short films, web series, and feature films for gamers.
Follow us on Twitter: twitter.com/HostileWE Follow us on RU-vid: ru-vid.com
Be sure to catch our web series page: facebook.com/GenConBehindTheScreen
Enter to Win a free pass to GENCON 2013: The Best Four Days in Gaming, August 15-18 bit.ly/13bcwwb
Weird that they'd date mark this as 2015 when it was obviously shot in a PBS studio in 1985. I recognize Harper and Baker (obv), but who are the other folks?
The audio is noticably very quiet to the point I can't hear it unless in a very quiet environment when watching on my phone which is a shame because it's an extremely interesting document of the recent history of roleplaying games
I was the faceless of my group. His name was Dirge. Or, his mask's name was Dirge; he and Dirge would often argue about the course of action to take, and he always spoke about himself on plural (Venom style). Frozen wasteland apoclaypse, means of warming up was the currency. We started in a mine city. Underground, into a coal mine. Rich town but little in the means of defences. It was fun.
Burning Wheel has a lot of really great ideas. I just wished that it was written somewhat more clearly. One major issue I had was that it used terms that were not explained before. So you read something about FoRK or GRIEF even though it has never been explained before what sort of mechanics do apply for that and what is meant by "FoRK" or "GRIEF". Finding a definition/explanation thirty pages later on is a nuissance.
I'm not seeing it. FoRKs are first mentioned, as far as I can see, on page 36, with the very same paragraph mentioning there is more detail on it later. You have to wait a whole 2 paragraphs before it explains what FoRKs are and the basics of how they're used. I see Grief first mentioned on page 19, and gives a brief mention defining what it is, along with the other main emotional attributes. It In the very same paragraph it mentions there is a whole chapter to cover rules about these. These terms are not just used and then left undefined. Burning Wheel rules are very dependent on other parts of the rules, all working as a whole. The outline of the rules comes first, so you can start to get an idea how the whole system works, before it gets into details about the individual parts of the system. Do you want detailed explanations of individual parts before you're given an general outline of the system as a whole, what it does, and how those parts generally work with each other? A high level overview and general outline of the system (available for free with the Hub and Spokes PDF, which is just 70 or so pages of the book), and then later going into detail is the proper way to introduce new systems. Finding detailed info about those specific parts is what an index is good for. The Burning Wheel book has this covered. Now some of the undefined and unexplained Traits, many of which are in-jokes or pop culture references, _that_ I can see a valid complaint about it not being clearly written. Fortunately those are rather few in number. The problem you're describing? I see the opposite, and think that part is done well.
@@elysium1976 It's possible you're looking at different books. There was the original Burning Wheel, Burning Wheel Revised, Burning Wheel Gold, and finally Burning Wheel Gold Revised, afaik. The first book was definitely formatted more poorly than following books.
Stupid Plan Executed to Perfection? That is clearly Kelly illegally sneaking into Epsionage after midnight as she managed to Avoid Eloise, Cook a Winning Desert, and Get The Guy. So, yeah, you got the bases covered. Good show :D
I am so jealous, I would literally cut my right ear off to get a chance to play with Baker. Huge fan. Great video BTW: I've been planning to host an Apocalypse World game for years now, but I cannot find the right group and occasion to do it, and I am not afraid to admit that I'm also hesitant because of the unfamiliar system: this video totally made how it works clear.
great stuff, would love to see more apocalypse world sessions with vincent! only criticism is the audio is poor and quite low. getting a couple of mics set up would improve this a lot
Great stuff! It kinda bothers me how the skinner doesn't seem to know the limits of her moves, though. For example, Artful & gracious only works on NPC's according to the playbook.
More than two hours of gaming, and not a single line of dialogue from *any* NPC. My understanding is that this is not particularly how AW is expected to be played - you can't have PC-NPC-PC triangles without an NPC who wants something. It is a little interesting to see how Vincent adjudicates opposed (PvP) seize-by-force and go-aggro, and also allows a retroactive Aid roll. I think the rulebook could really use some more examples of these.
Vincent is alternately spacey and laser intense. Weird dude. Anyway, I have no idea what they're doing during the endless "You get +1 with me" phase of the game.
I've been binge watching these things and they're really great. I like that you get the creators (when possible) and explain the game before giving your editorial-style view. I also really enjoy the intro and I wouldn't ever suggest cutting any of it out... *turns to look at a different camera* ... but I would suggest showing only one at a time. They're all good and entertaining, and it shows the breadth of your games with the different genres, but it feels long if you watch the episodes one after the other. And that's how people watch things now. I think it might work better if you use only the starting one of the real world and then one "session" per episode. Maybe randomize what genre gets played as well. This isn't so much a critique as an outsider trying to be helpful, because I really do like these. ^_^
Well done and really cool stuff! I barely know the ruleset, and watching the video i didn't got all of this things of "free" blocking or dodge by escalating or giving in the conflict....why the last guy didn't eat the bullet by the end? could you guys elaborate, please?
3-4 years late but here's from a reference sheet I keep around. Escalating You may Escalate on any Raise or See. If you’re Escalating on a See, you can choose to Block or Dodge ‘for free’, without pushing any dice forward. When you Escalate from one Arena of Conflict to another, narrate what you do to change the Arena of Conflict and roll in any newly-relevant stats. Giving You can Give instead of Seeing-but if you can’t See, then you can’t Give. When you Give, you narrate surrender or retreat and drop out of the Conflict-you accept that you won’t decide the fate of what’s at stake. However, you don’t have to take the blow and you might avoid further Fallout. You also carry your highest die roll forward into the Follow-up Conflict, if there is one. I'd say not taking a bullet when you Give on a See is an incentive to drop out when you decide last minute that the conflict isn't worth d10 fallout. (but of course you can use house rules that specify that sort of finality in a conflict. It's a tabletop game afterall; the rules are just there as a guide, homebrewing is also pretty fun) So in a narrative you could say it's the King's Influence that preserves you when you decided to drop out of the conflict to preach for another day. Alternatively, the shooting in the Raise is just the intention of shooting you but Giving before he pulled the trigger cut things short just a split second or two in time. So Seeing is the confirmation of that action if it's with 2 dice (Dodge or Block, however you narrate it), or 3+ dice (Taking the Blow, aka fallout) Also when you See with only one dice that's called Reversing The Blow. Basically it means you keep the dice you just used in your See to use next time when it's your turn to Raise. You could frame it as you sensing a moment of hesitation as someone was going to shoot and you shoot the gun out of his hand. Or sensing the antagonist reached a bit too far with a punch and you use his imbalance against him. OR if the conflict takes place in a barn you could say you saw a block of hay hanging just ever so slightly above the antagonist from a pulley system. So you shoot the support causing it to swing into him (making the hesitation work against him in your favour). When it's your turn to raise you raise with 3 dice (2 regular d6+ the other d6 you just used to Reverse The Blow) So he would likely get d6/d8 fallout (physical/weapon fallout, idk up to the GM) from the haybale hitting him unless you filled him with bullet holes right after (d10 fallout) ALSO: You gain a dice whenever you use improvised weapons. Lemme do a lil ctrl+c/v: Improvised Things: Sometimes you’ll have your character use a tool or weapon not listed on your sheet. If your character’s using it to its intended purpose: - shooting a gun, looking through a spyglass, hitting things with a hammer - you get its normal dice. If your character’s using it for something unintended - hitting someone with a pistol’s butt, wedging a hammer into a doorjamb to hold it shut - you get 1d6, or 1d4 if it’s a dumb, desperate or dangerous thing to do. Hope this helped
Also the thing about the"free" blocking or dodge by escalating: The cowboys got bullet time boyo (or the new dice you roll might allow you to reverse the blow) or /watch?v=uO48mtNd4jo
I am French, I would like to know if it is really Vincent Baker whose made the master ? Your video is great, as I will master the Game , it is very instructive, christ from France
Wow this is an amazing idea for a show! I'm glad I found this! I love this game and it's awesome to see him demo this for the first time in a long time.
In this context, 'CIA' is most likely referring to the Culinary Institute of America rather than the Central Intelligence Agency. But hey, it's funnier this way! :P
+John Harper This looks like a pretty big mouthful to swallow for role-playing newcomers but what I know - I'm still just turning pages of 1st edition.
Wil talking about his Great Aunt, without exaggeration, made me tear up. This is one of my favorite things to watch in any medium, internet or television. Thank you Wil Wheaton, for bringing TableTop to us. Thank you.