Designers | Stephen Dewey |
---|---|
Publishers | Cavalry Games |
Publication | 2015 |
Genres | tabletop role-playing game, horror, tragedy |
Playing time | 2-4 hours |
Skills | role-playing, storytelling |
Ten Candles is an tragic horror indie role-playing game published by Cavalry Games in 2015 that uses ten votive candles to mark time in the game.
Ten Candles is a collaborative storytelling game set in a world where "Endless night has fallen. The world is ending. Monsters are coming." [1] Ten days ago, the world went dark from an unknown cause. Civilization is starting to fall apart as generators fail and gas supplies started to diminish. Monsters of the darkness known as "Them" arrived, and now anyone who leaves the safety of light never returns. [2]
Players know that the game will eventually end in darkness and the deaths of all characters. [3] The purpose of the game is to create a shared narrative about their last bit of time together, and how they survived long enough to create their story. [2]
Characters have only four characteristics, which are written on index cards and stacked in front of each player: Virtue, Vice, A Moment, and A Brink. Players create a Virtue and a Vice for their character. They also create A Moment — a situation or condition that would give their character hope. Then each player creates a Brink — a secret trait — for the player to their left in the form of a witness statement that starts "I've seen you..." The player sitting to the right of the gamemaster creates a single fact about "Them". As the story starts, character equipment is limited to whatever the player has on their physical person. Other equipment can be "found" if the narrative moves in that direction. [2]
Nine votive candles are lit during various stages of character creation. As character creation ends, the tenth votive candle is lit. The game will last until there are no survivors or last candle goes out. [4] [5]
Each game consists of up to ten scenes. If the outcome of a scene or event is unknown, it is resolved with the roll of a number of six-sided dice equal to the number of candles still burning. If any 1s are rolled, those dice are removed from the dice pool for the rest of that scene. If at least one 6 is rolled, the action was a success, and the scene continues. If no 6s are rolled, the action is a failure, a candle is blown out, a die is removed from the dice pool, and the scene is over. (If one or more candles go out on their own, the scene is immediately over and dice equal to the number of candles that went out are removed from the dice pool.) [2]
After a failure, the gamemaster and the players each state one Truth to be added to the narrative, which cannot be later contradicted in the narrative. [2]
After the dice are rolled, a player can use the top index card of the stack in front of them to try to influence the outcome. If the top card on their stack is a Virtue or Vice, all dice that were 1s are rerolled, and any dice that are not 1s the second time are returned to the dice pool. Any that are again rolled as 1s are lost. If the action that led to the original dice roll was a failure because no 6s were rolled the first time, a 6 rolled during this second attempt changes the failure to a success. Regardless, the Virtue or Vice is burned, losing that aspect of the character forever. [2]
During play, the player might also be able to use their two other traits when a certain situation arises:
When there is only one candle left, failures do not extinguish it, but the gamemaster describes the way in which the character who failed dies. The only way to remain alive is to roll a 6 on the single remaining die. If there are any characters still alive when the final candle goes out, they all die as the monsters known as "Them" arrive with the enveloping darkness. [2]
Ten Candles was designed by Stephen Dewey, and published as a 92-page softcover book by Cavalry Games with cover art by JC Park and interior art by Park, Stefan Harris, and Scout Wilkinson.
On the Polygon website, Charlie Hall recommended Ten Candles for Halloween parties [6] and compared its building tension to the game Dread . [7]
Jess Weatherbed, writing for The Verge , recommended it as "the scariest experience I have had across any RPG." [8]
Kam Burns, writing for Wired about the use of games in mental health care, discussed how a player's experience of Ten Candles helped them cope with mortality. [9]
Rebekah Krum, writing for Comic Book Resources , listed Ten Candles as one of the ten most immersive tabletop games [10] and one of ten RPGs perfect for the Halloween season. [11]
Tim Clare, writing for Tabletop Gaming, named Ten Candles one of the top ten games for Halloween, commenting "As far as roleplaying survival horror goes, 10 Candles offers one of the best one-shot experiences [...] 10 Candles uses an interesting system where, yes, there’s a GM, but players co-create and hijack the narration. [5]
In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted that the use of candles was "a central, and largelyy uncontrollable, game mechanic that represents the constant march (and cost) of time ... The march of time in Ten Candles isn't frantic, but it is inexorable — an errant draft could doom everyone." Horvath concluded, "In tandem with the game's character-based narrative tools, the fire serves to create emotionally rich stories about desperations and sacrifice. Then,. all that's left is darkness." [1]
A storytelling game is a game where multiple players collaborate on telling a story. Some games primarily feature spoken storytelling, while others primarily feature collaborative writing. In some storytelling games, such as many tabletop role-playing games, each player represents one or more characters in the developing story. Others involve more third-person narrative.
In some role-playing game (RPG) systems, the dice pool is the number of dice that a player is allowed to roll when attempting to perform a certain action.
The Burning Wheel is a fantasy tabletop role-playing game independently written and published by Luke Crane. The game uses a dice pool mechanic for task resolution and a character generation system that tracks the history and experiences of new characters from birth to the point they begin adventuring.
Role-playing games (RPGs) have developed specialized terminology. This includes both terminology used within RPGs to describe in-game concepts and terminology used to describe RPGs. Role-playing games also have specialized slang and jargon associated with them.
A tabletop role-playing game, also known as a pen-and-paper role-playing game, is a kind of role-playing game (RPG) in which the participants describe their characters' actions through speech and sometimes movements. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines, usually involving randomization. Within the rules, players have the freedom to improvise, and their choices shape the direction and outcome of the game.
Fiasco is a role-playing game by Jason Morningstar, independently published by Bully Pulpit Games. It is marketed as a "GM-less game for 3–5 players, designed to be played in a few hours with six-sided dice and no preparation". It is billed as "A game of powerful ambition and poor impulse control" and "inspired by cinematic tales of small time capers gone disastrously wrong—films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan."
Monster of the Week (MOTW) is an urban fantasy-horror tabletop role-playing game developed by Michael Sands. It was first published in 2012, and a revised edition was published by Evil Hat Productions in 2015, who have since published the game and its supplemental materials. The game was inspired by villain of the week television series such as Buffy the Vampire Slayer, Supernatural, and The X-Files.
The Star Wars Roleplaying Game is a tabletop role-playing game set in the Star Wars universe, first published by Fantasy Flight Games in 2012. It consists of different standalone cross-compatible games where each one is a separate themed experience. The sourcebooks support games set from the Clone Wars era to the original Star Wars trilogy era; there is limited support for the Star Wars sequel trilogy era. Since 2020, the game line has been maintained by Asmodee's subsidiary Edge Studio.
Dread is a indie horror role-playing game published by The Impossible Dream in 2006. The game is unusual in that it uses a Jenga tower for action resolution.
Apocalypse World is a post-apocalyptic indie role-playing game by D. Vincent Baker and Meguey Baker, published in 2010 with only an implied setting that is fleshed out by the players in the course of character creation. It was the game for which the Powered by the Apocalypse engine was developed. On release, Apocalypse World won the 2010 Indie RPG Award and 2011 Golden Geek RPG of the year.
Powered by the Apocalypse (PbtA) is a tabletop role-playing game design framework developed by Meguey Baker and Vincent Baker for the 2010 game Apocalypse World and later adapted for hundreds of other indie role-playing games.
The Cortex Plus System is a toolkit RPG system that evolved from Margaret Weis Productions, Ltd's Cortex System. It has been used for four published games and one published preview to date, and the design principles are in the Cortex Plus Hacker's Guide, a book of advice in how to create new games using Cortex Plus, and list of new games produced via Kickstarter. According to the Hacker's Guide there are three basic 'flavors' of Cortex Plus; Action, Drama, and Heroic.
S/lay w/Me is a role-playing game published by Adept Press in 2009.
The Genesys Roleplaying Game is a tabletop role-playing game released by Fantasy Flight Games in November 2017. The book presents a generic version of a narrative dice system introduced previously in Fantasy Flight Games' Star Wars RPG, opening the system to be used in any type of setting.
Mothership is a science fiction horror tabletop role-playing game designed by Sean McCoy and first published by Tuesday Knight Games in 2018. Mothership is an independently produced role-playing game with Old School Revival style rules. Its genre is a combination of science fiction and horror. It won a Gold ENNIE Award.
Thirsty Sword Lesbians is a narrative-focused tabletop role-playing game that emphasizes telling "melodramatic and queer stories". The game was funded via a 2020 Kickstarter campaign and published by Evil Hat Productions in 2021. It uses a modification of the Powered by the Apocalypse game system.
Ironsworn is an indie role-playing game written and self-published by Shawn Tomkin. Its Ironlands setting is low fantasy, set in a rugged frontier. The game received the 2019 ENNIE Gold Winner Award for Best Free Game/Product. Rob Wieland for Forbes named Ironsworn one of his favorite RPG products of 2022 and one of the best fantasy tabletop role-playing games for solo play.
The Quiet Year is a map-drawing tabletop role-playing game published by indie game publisher Buried Without Ceremony in 2013 in which players collaboratively create maps to drive a central story of survival.
Wanderhome is an indie role-playing game by game designer Jay Dragon about animal people in a pastoral setting, based upon the Belonging Outside Belonging game system by Avery Alder and Benjamin Rosenbaum. It was published by Possum Creek Games soon after Dragon's Sleepaway. Unlike typical tabletop role-playing games, Wanderhome does not use dice, turns, or a gamemaster, focusing instead on the characters' emotional journey. Dialogue takes the place of battles, and gameplay revolves around question prompts.
Sleepaway is a horror indie role-playing game by Jay Dragon about teenage counselors at a summer camp trying to protect misfit campers from a monster called the Lindworm that takes on the form of its victims. It has themes of trauma, LGBTQ community support, and non-binary gender exploration. Sleepaway was inspired by slasher films and the Belonging Outside Belonging game system by Avery Alder and Benjamin Rosenbaum.