Skip to main content

Ten Candles

Author: Stephen Dewey.
First published: 2015.

Nearby question​

How can a foretold tragedy remain meaningful without making player choices irrelevant?

Ten Candles is a tragic-horror game in which the characters' final deaths are known. Ten candles literally light the session, act as a countdown, and structure its progression; character elements can also be physically burned.

What it makes possible​

Light, time, atmosphere, and information about the session's state are combined in one device. The final outcome is not the primary uncertainty: choices concern what the characters do with the time they have left.

The device also removes some responsibility from the GM for producing a tragic arc: material time makes that arc perceptible to everyone.

For Resonance​

Ten Candles shows that system need not reside only in local resolution. The arc of an entire session can be carried by its material and temporal apparatus.

Source: Cavalry Games — Ten Candles.