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3/26/2021

Gauntlet Video Roundup - March 26, 2021

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[Gauntlet Calendar: Online Tabletop RPG Play]
Greetings, and welcome to the weekly Gauntlet Calendar video roundup! Enjoy these recordings of online games organized through Gauntlet Calendar and the Gauntlet RPG Community. These recorded sessions represent only a portion of the selection of games available every week, and anyone is welcome to join the fun! If you'd like to play or watch more games like these, check out the links and information at the bottom of the post.

Star Wars Saturday

Plutonian Shore (Session 3)
Rich Rogers runs for Alexi S., Keith Stetson, and Mark (they/them)
The crew of the Beldon Mite escape the clutches of a Sith and return to get paid, head off on a new job, and are rudely interrupted.

Hutt Cartel (Session 3 of 4)
Will H runs for Anders, Philip Rogers, Rich Rogers, and Steven Watkins
WAR! Black Sun is beset on all sides by enemies. CSF officer Crix Herron decides to take crime boss Jaldar Ko for all he's worth! Street thug Skara acquires some heavy weaponry to take the fight to the Cartel's thugs, but her gang pays a high price when they try to get something for nothing from the Tenwa Clan! And for Rebel Spy Etema everything is getting too hot, too fast when Ko's men assault a Cartel stronghold - and walk straight into an ambush!

Gauntlet Quarterly

Under Hollow Hills (Session 1 of 13)
Jesse A. runs for Dan Brown, Jamila R. Nedjadi, Marleigh, and Rich Rogers
In which the Circus rolls into a wedding, and not everybody is thrilled.

Under Hollow Hills (Session 2 of 13)
Jesse A. runs for Dan Brown, Jamila R. Nedjadi, and Rich Rogers
In which the Circus performs for a wedding, and a Beast stops flickering and starts shimmering.

Under Hollow Hills (Session 3 of 13)
Jesse A. runs for Jamila R. Nedjadi, Marleigh, and Rich Rogers
In which the Circus arrives at a military camp, recently at peace, and uncovers armies ill at ease.

Under Hollow Hills (Session 4 of 13)
Jesse A. runs for Dan Brown, Marleigh, and Rich Rogers
In which the Circus performs for the assembled armies and their leaders, a message is sent about war, and attitudes begin to thaw.

Gauntlet Calendar

Liminal: 1970 Oxford II
Blake Ryan runs for Bodhi, Mander, Mendel Schmiedekamp, and Puckett
Ancient Fey and Frisky Ghosts!

Raccoon Sky Pirates: Playtest
Chris Sellers runs for Aniket, Brandon Brylawski, Josh H, and Matthew Arcilla
The valiant crew of the Dumpster Fire snags some sweet Trash, dumps water on the neighbor’s house, and puts the family dog through a very long day.

Tales of Xadia: (Playtest) Lost Oasis (Session 2 of 2)
David Morrison runs for Donogh, Marc Majcher, Peter, and The Rolistes Podcast
As the island of Innean continues on a collision course with the mountains, Winda and Vinaya work to negotiate between Feathershawl and Nausics to avoid a similar collision between the two elves. Eljaal leads the villagers in their evacuation efforts, and Diyan risks everything to achieve their goal.

Delta Green: Working Group Phoenix (Session 3)
Dennis Matheson runs for Abe Lincoln Jr., Horst Wurst, Puckett, and Will H
Anger - The Agents suddenly discover that they have a new Handler, and that they are now working under the auspices of the Department of Homeland Security. And that their mission is now a matter of national security. They must hurry, because the clock is about to strike Midnight in the Garden of Order and Chaos.

3:16 Carnage Amongst the Stars: Victor Sector (Session 4 of 4)
Donogh runs for Bryan, Jim Likes Games, Puckett, and Rich Rogers
Victory is in the air, a sector cleared and their protection against the Blue Crystal proven, but talk about the Brigadier has obviously fallen on powerful ears and a deadly mutiny hits them hard...

Night's Black Agents: Underworld Promises (Session 11 of 12)
Lowell Francis runs for Paul Rivers, Pawel S., and Will H
The monastery break-in may have raised an alert, but the information gathered is vital for the next stage-- a descent towards the Underworld itself and the return of an old foe.

The Veil: Inheritance: System Matters (Session 4)
Lowell Francis runs for Patrick Knowles, Sherri, Steven Watkins, and Tyler Lominack
The crew trails a trio of targets to an illegal space race, but must deal with their own hidden pasts before they can take down their bounties.

Against the Dark Conspiracy (Session 2 of 3)
Alun R. runs for ABS, Jason Zanes, Jim Likes Games, and Matthew Arcilla
Debriefing Kat Hulier hints at mysterious activity on a private island in the Adriatic. After trying to add detail to the situation we cut to a hotel where the team establish some complicated history while seeking relief from the horror carried forward from the last Operation. Then they get to the island using a cover developed in earlier scenes and divide their effort between the 'inside men' and the 'intrusion women'. There's occult symbology and an ancient grotto beneath a war criminal's palatial villa where some of them enjoy an entertaining drinks party. Then...a surprise, a set-up, and a confrontation...and an explosion...

You can see all these videos (plus all the ones that have come before) on The Gauntlet YouTube channel playlists, and be sure to subscribe to catch all our great podcasts!

If you'd like to catch these sessions in an audio-only podcast, check out the community-run Hangouts Podcast at http://gauntlet.hellomouth.net/.

If you'd like to play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced, or catch one of our Gauntlet Community Open Gaming online mini-conventions.

To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Calendar games, but Patreon supporters get extra options like priority RSVP for Gauntlet Calendar games and joining the Gauntlet Slack team where special events and pickup games are announced.

Enjoy, and have a great weekend!

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3/19/2021

Gauntlet Video Roundup - March 19, 2021

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[Gauntlet Calendar: Online Tabletop RPG Play]
Greetings, and welcome to the weekly Gauntlet Calendar video roundup! Enjoy these recordings of online games organized through Gauntlet Calendar and the Gauntlet RPG Community. These recorded sessions represent only a portion of the selection of games available every week, and anyone is welcome to join the fun! If you'd like to play or watch more games like these, check out the links and information at the bottom of the post.

Star Wars Saturday

Hutt Cartel
Will H runs for Anders, Philip Rogers, Rich Rogers, and Steven Watkins
Jaldar Ko kills yet another friend, whilst Etema the spy makes a move on the last of his old crew and grabs the bantha by the horns. Crix Herron tries to smooth it all over but can't keep up with Ko's moves - or his madness. Meanwhile on the mean streets of 1313, Skara barely escapes the former owners of his shiny new swoop. All hangs on the edge of a vibroblade in Coruscant's underworld!

Plutonian Shore (Session 2)
Rich Rogers runs for Alexi S., Greg G., Keith Stetson, and Mark (they/them)
The crew of the Beldon Mite face down a Tactical Droid and it's Buzz droid swarm to save the miners of Prak, but who is the real enemy driving this confrontation?

Gauntlet Sunday

Academy of the Blade (Session 6)
Lowell Francis runs for Darold Ross, Jamila R. Nedjadi, Patrick Knowles, and Sherri
With the expulsion hearing behind them, the students look to figuring out their feeling only to have a snap election for Student Council Rep thrown things into turmoil.

Gauntlet Quarterly

Last Fleet (Session 1)
David Morrison runs for Alex, Anders, Gerwyn Walters, and Steven S.
We meet our cast of characters. Lodestar marine and maverick pilot Olympia "Jinx" Vega, engineer and black marketeer Jesper Lye, the Dauntless' driven and by-the-book wing commander Jade "Sunset" Bakunawa, and Fleet Liaison to the Executive Board Mrs. Burnside. The fleet exits its most recent jump to come into contact with a drifting freighter. Life signs are discovered and a rescue is mounted, but the hulk still holds some secrets...

Gauntlet Calendar

Hearts of Wulin: Academy of the Blade (Session 1 of 4)
David Schultz runs for Jamila R. Nedjadi, Jesse A., Jon Grim, and Sam Zimmerman
In our first session, our students are tasked with preparing the ultimate exhibition for the upcoming school cultural festival. Love triangles, bargains with devils, and the threat of all-out war between clubs shouldn't pose a problem, right?

Hearts of Wulin: Academy of the Blade (Session 2 of 4)
David Schultz runs for Jamila R. Nedjadi, Jesse A., Jon Grim, and Sam Zimmerman
Our students make shadowy bargains with a secret society, ruin a romantic(?) three-way date, brawl in the streets with the new gang in town, and fight a decisive duel to determine the superiority of one club over another. Another productive day at the Academy!

Liminal: 1970 Oxford
Blake Ryan runs for Bodhi, Mendel Schmiedekamp, and Puckett
Investigators of the Supernatural. Geomancy, Protection Rackets and Werebadgers!

Community Radio
Donogh runs for Abe Lincoln Jr., Brandon Brylawski, and Darold Ross
Join Ryan Cole, radio host with WBLK as he comments on the strange goings-on in Bleakwood MA. A strange eternity Ring, a curious Clockwork, an interview with Dog, and a tragic incident at Face Mart round out this week's show.

Visigoths vs Mall Goths (Session 2 of 4)
Shane runs for Brandon Brylawski, Jamila R. Nedjadi, Joe A., and Mendel Schmiedekamp
Could this be love blooming between the mall's rival goth cliques? And can this budding romance survive the looming and bloody roller-ransom ceremony planned for tonight's Valentine's Day Skate?

Delta Green: Working Group Phoenix (Session 2)
Dennis Matheson runs for Abe Lincoln Jr., Horst Wurst, Puckett, and Will H
The FBI agents and specialists have discovered that the murder of Sara Martin was more than a random killing. But, can they uncover the truth before it strikes Midnight in the Garden of Order and Chaos. [The recorded video of the first session was lost, but check out a written recap here!]

3:16 Carnage Amongst the Stars: Victor Sector (Session 3 of 4)
Donogh runs for Bryan, Jim Likes Games, and Puckett
Lavery - The Brigade's Special Studies Group has identified an alien life form with natural immunity to the effects of the Blue Crystals, so they're sent in to retrieve some samples from the giant wasps' volcanic underground hive on Lavery...

Against the Dark Conspiracy (Session 1 of 3)
Alun R. runs for ABS, Jason Zanes, Jim Likes Games, and Matthew Arcilla
We meet Christian Okafor (former MI6 Provocateur); Devereaux Sinclair (freelancing former CIA Scalp Hunter); Mick Cornwall (Aussie Five Eyes SIGINT Handler gone rogue); and Sophia Manzanares (retired US Secret Service Driver) as they get a lead from a confidential source known only as 'Madame Mina'. There's streets full of celebrating locals, a reception at Amsterdam's Rijksmuseum, and shady security inside and out. Then a chase through the museum, desperate efforts to scan a picture, glitching comms...and The Night Watch aflame...

Free from the Yoke: Firebird Suite (Session 7)
Lowell Francis runs for Bryan, David Jay, and Samuel
The houses maneuver for power and the undoing of the Arbiter's plans for war, but an expedition to a sunken city changes the course of everything.

Night's Black Agents: Underworld Promises (Session 10)
Lowell Francis runs for Alun R., Paul Rivers, Pawel S., and Will H
The team lands in Istanbul and two members receive dangerous calls, but their investigation leads them to flip a member of the Orphic Vampire conspiracy and get a clearer trail.

The Veil: Inheritance: System Matters (Session 3)
Lowell Francis runs for Patrick Knowles, Sherri, Steven Watkins, and Tyler Lominack
The team collects their pay and contracts for a new job with the completely trustworthy and unimpeachable Frau Laurent who watches them carefully as they eat...

Hearts of Wulin: Academy of the Blade (Session 3 of 4)
David Schultz runs for David Morrison, Jamila R. Nedjadi, Jesse A., and Sam Zimmerman
The Black Widow Syndicate closes in on our students as they wrestle with a fellow student's disappearance, a (direct quote) "absolute bisexual meltdown," and the grand reveal of a sinister figure. @David Morrison guest stars as Naomi, wielding a literal guitar from hell. Cheers to everyone for a total barn burner of a session!

Brinkwood Legacy: Season 3 (Session 3)
Jamila R. Nedjadi runs for Daniel H., Joel N., Jon Grim, Josh Hittie, and Sherri
In this session our brigands infiltrate Fell's Hollow, and discover Sister Red's desperate plans for more power! Bastian and Slick orchestrate a harmony of chaos, Dovella learns an unkind truth that creates more questions, Semira draws the attention of a queen, and Cornyx discovers he was created for a great hope in the face of true despair. We hurtle towards our stunning climax with Sister Red!

Déclin Oblige: Alpha Playtest (Session 2)
Jamila R. Nedjadi runs for Lowell Francis, Patrick Knowles, and Sherri
Déclin Oblige (working title!) is a social game of political intrigue. Players are nobles who are a part of the last seven houses of a broken land. These nobles wield terrible and awesome magic, tied to the land, that has been cursed from invaders centuries ago. Nobles will scheme and plot, working towards fulfilling their own agendas, in a world of decadence, high magic, immense power, and hubris. As the Interlude comes to an end, our nobles seek each other out to see what truths rise to the surface. At the center of this web is Gideon, the Persistent of the House of Blood & Bone.

You can see all these videos (plus all the ones that have come before) on The Gauntlet YouTube channel playlists, and be sure to subscribe to catch all our great podcasts!

If you'd like to catch these sessions in an audio-only podcast, check out the community-run Hangouts Podcast at http://gauntlet.hellomouth.net/.

If you'd like to play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced, or catch one of our Gauntlet Community Open Gaming online mini-conventions.

To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Calendar games, but Patreon supporters get extra options like priority RSVP for Gauntlet Calendar games and joining the Gauntlet Slack team where special events and pickup games are announced.

Enjoy, and have a great weekend!

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3/12/2021

Gauntlet Video Roundup - March 12, 2021

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[Gauntlet Calendar: Online Tabletop RPG Play]
Greetings, and welcome to the weekly Gauntlet Calendar video roundup! Enjoy these recordings of online games organized through Gauntlet Calendar and the Gauntlet RPG Community. These recorded sessions represent only a portion of the selection of games available every week, and anyone is welcome to join the fun! If you'd like to play or watch more games like these, check out the links and information at the bottom of the post.

Star Wars Saturday

Plutonian Shore (Session 1)
Rich Rogers runs for Alexi S., Greg G., Keith Stetson, and Mark (they/them)
The crew of the Beldon Mite race to stop a Clone Wars-era military droid from devastating a mining colony, and run right into bad memories.

Hutt Cartel (Session 1)
Will H runs for Anders, Philip Rogers, Rich Rogers, and Steven Watkins
AN UNDERWORLD AT WAR! Following the attack on the Hutt Cartel, BLACK SUN has seized control of the spice trade on Coruscant. On the streets and sub-levels of 1313, crime lord JALDAR KO dodges death and the Heat with the aid of ETEMA the rebel spy. Plucky street hawk SCARA loses her speeder bike to a fleeing traitor but CSF Officer CRIX HERROR helps clean up the mess.

Gauntlet Sunday

Academy of the Blade (Session 5)
Lowell Francis runs for Darold Ross, Jamila R. Nedjadi, Patrick Knowles, and Sherri
We begin the second arc of this series in which plots are revealed, a sister is confronted, and a surprise figure advocates for Takahiro at his expulsion hearing.

Gauntlet Quarterly

Last Fleet (Session Zero)
David Morrison runs for Alex, Anders, Gerwyn Walters, and Steven S.
In this Session Zero, we introduce the game, learn about the Battlecarrier Dauntless and their fleet of colony ships. Already fleeing a decaying Earth, they escaped before the final devastation of the planet by the mysterious Geists, alien beings who have the ability to possess machines but have never been seen in person by humanity. We discuss the characters who will be introduced fully next time.

Last Fleet (Session 6)
Jim Likes Games runs for Bethany H., Brandon Brylawski, Joe, Lowell Francis, and Patrick Buechner
The Fleet deals with the aftermath of the alien attack, uncovering crucial information that will allow them to go on the offensive...

Gauntlet Calendar

Brinkwood Legacy: Season 3 (Session 1)
Jamila R. Nedjadi runs for Joel N., Jon Grim, Josh Hittie, and Sherri
In this session we return to the Brinkwood to start our third season of Brinkwood Legacy! Our characters help the Dryads reconnect to the forest and begin healing, and remind each other what they're fighting for.

Trophy Gold: The Soul Sword Forge (Sessions 3 and 4 of 4)
Sam Zimmerman runs for Daniel H., Jan, Jon Grim, and machinic
Castle Rex has lain abandoned these last 20 years. Since the Creator disappeared and the great war ended without resolution, no one has been able to retain control over the castle. Stories of ancient magics, terrific treasures, and a forge of creation itself have lured you into the castle depths. Will you make it out alive?

Quest: Spelljammer (Session 4)
David Walker runs for Chase Ordonis, David Morrison, Leandro Pondoc, and Robbie Boerth
The Spiritfarer and her crew land on Ginja and the hospitality of its Gnomish inhabitants. Deslas does the tourist thing, Varin finds out why you aren't supposed to go into the deep water whilst Harrow and Abraxas make mortal enemies of the Cartographers Guild.

Visigoths vs Mall Goths (Session 1 of 4)
Shane runs for Brandon Brylawski, Jamila R. Nedjadi, Joe A., and Mendel Schmeidekamp
The Visigoths have kidnapped Raven Goldberg and are holding him hostage. Can the Mall Goths find him before the Valentine's Day Skate, or will they have to leave the ground floor of the mall...forever?

Tales of Xadia: Lost Oasis (Playtest) (Session 1 of 2)
David Morrison runs for Donogh, Marc Majcher, Peter, and The Rolistes Podcast
We meet our party of adventurers - Vinaya a Durenian nobleman, her best friend Diyan the guardsmen, their companion Winda the scout, and the newest member of the band Eljaal, a Moonshadow elf who has turned their back on their training as an assassin. The meet their new employer, an enigmatic elven mystic Feathercloak, to retrieve an artifact from an abandoned flying city on a collision course with a mountain range. But when they reach their destination, they learn that not all is as it first seemed...

3:16 Carnage Amongst the Stars: Victor Sector - Le Brocquy (Session 2 of 4)
Donogh runs for Bryan, Jim Likes Games, Puckett, and Rich Rogers
The Brigade arrives at Le Brocquy station, to pick up newly tested munitions, but they are instantly attacked by a strange alien force of shadowy creatures and are in a fight for their lives.

Free from the Yoke: Firebird Suite (Session 6)
Lowell Francis runs for Bryan, David Jay, Sam Zimmerman, and Scot Ryder
Alliances are forged and minor factions have their day, as Samat travels to the Valley of the Mist and learns what must be sacrificed to defend the land.

Night's Black Agents: Underworld Promises (Session 9)
Lowell Francis runs for Alun R., Paul Rivers, Pawel S., and Will H
Despite the looming threat in Istanbul, (most of) the group decides they need to eke out a victory in Barcelona leading to a kaleidoscope of sketchy plans and the sinking of a luxury yacht.

The Veil: Inheritance: System Matters (Session 2)
Lowell Francis runs for Patrick Knowles, Sherri, Steven Watkins, and Tyler Lominack
The job of extracting their target becomes complicated by a wistful ship, well-armed passengers, an arrogant client, and a weirdly overlaid tale of romance and murder.

Brinkwood Legacy: Season 3 (Session 2)
Jamila R. Nedjadi runs for Joel N., Jon Grim, Josh Hittie, and Sherri
In this session we meet Slick, a new brigand to join the rebellion. Our characters plan to finally make their move against Sister Red, who has grown desperate to find a new source of power.

You can see all these videos (plus all the ones that have come before) on The Gauntlet YouTube channel playlists, and be sure to subscribe to catch all our great podcasts!

If you'd like to catch these sessions in an audio-only podcast, check out the community-run Hangouts Podcast at http://gauntlet.hellomouth.net/.

If you'd like to play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced, or catch one of our Gauntlet Community Open Gaming online mini-conventions.

To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Calendar games, but Patreon supporters get extra options like priority RSVP for Gauntlet Calendar games and joining the Gauntlet Slack team where special events and pickup games are announced.

Enjoy, and have a great weekend!

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3/8/2021

The Day Move and the Night Move in Brindlewood Bay

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By Jason Cordova
This is the second post in a series about running Brindlewood Bay. The first, “Revealing a Clue in Brindlewood Bay,” can be found here: 
https://www.gauntlet-rpg.com/blog/revealing-a-clue-in-brindlewood-bay

At first glance, the Day Move and the Night Move in Brindlewood Bay seem like standard Act Under Pressure/Defy Danger/catch-all type moves you might find in other Powered by the Apocalypse (PbtA) games, but with the novelty that one is used during daytime scenes and one is used during nighttime scenes. However, these moves are extremely intentional in their design—they are meant to create a very specific type of experience at the table—and so they’re worth spending some time to understand. 

The text of the moves are below; this blog post assumes you otherwise understand the basics of Brindlewood Bay.
Picture
The Negotiation: Keeper Honesty and Player Agency
An important thing to keep in mind before we get into the details: follow the text of these moves closely. It’s easy to get a little loose with how you interpret PbtA moves at the table, or how you resolve them, but you can’t do that with the Day Move and the Night Move. These moves are a very precise, structured negotiation between Keeper and player, designed to evoke a certain type of play at the table, and if you don’t follow them closely, you’re going to get weird outcomes or players are going to feel cheated. 

There are two key ideas here: Keeper honesty and player agency. Keepers have to be honest with players about, say, how the player’s character is vulnerable on a Day Move 7-9, or how the outcomes are worse than the player feared on a Night Move. The Keeper can’t say one thing during the negotiation aspect of the roll and then do another thing when it comes time to narrate the fiction. This honesty is important because it has an effect on player agency. Players hold the right to back out at different times, depending on which move is being resolved, and they need all the relevant information from the Keeper in order to make that decision.

This all might seem unnecessarily complicated, but there’s an intention here: to create a play culture at the table wherein players have some authority over how things go in the story. It’s also important because Brindlewood Bay doesn’t have hit points or anything like that—when it comes to harm, characters are either injured or dead. You need a very structured negotiation on the die roll when you’re dealing with that kind of “swinginess” in the fiction.

One last note about player agency: sometimes Keepers tell me their players felt like they didn’t have a choice when it came to putting on a Crown—that, if the alternative to putting on a Crown was character death, of course they’re going to put on a Crown. My answer to that is twofold: 1) they did have a choice: Brindlewood Bay embraces an ethos that players have the ultimate control over when their character dies, and choosing to have them die rather than putting on a Crown is a valid choice if it’s dramatically interesting, and 2) their agency took place earlier in the Day/Night move, as discussed above—provided the group carefully followed the move text. 

The Fictional Trigger
So let’s breakdown the actual text of these moves, starting with the all-important triggers. In both cases, the trigger is when you “do something risky or face something you fear.” The first part of the trigger is easy, because it’s the sort of active move trigger we’re well accustomed to in PbtA games. Essentially, any action that’s dangerous or risky that isn’t also actively investigating a mystery is the Day Move or the Night Move, depending on what time of day it is in the fiction. If the action is part of an active attempt at gathering information, that’s The Meddling Move, regardless of how risky it is (although some Keepers might say you have to make a Day/Night Move to avoid the risk before you can get the Meddling Move roll, which is perfectly legit—I tend to wrap it all up in one Meddling Move, but it depends on the circumstances, and Keepers can certainly do whatever feels right in the moment). 

The second part of the trigger, “face something you fear,” is usually overlooked because it’s a passive trigger. Please, please, please do not overlook this part of the move—it’s so important to the game’s genre and tone. If a Maven has a gun pulled on her, if she sees something disturbing from a Void Clue, if the lights in the room suddenly go out, if she has to walk down a dark alleyway—the move is triggered. If you’re unsure whether the move should be triggered, ask the player, “How does your Maven feel right now?” If their answer even hints at fear, trigger the move. I know it feels unusual because we’re accustomed to active move triggers as opposed to passive ones, but the fiction that flows from when the move is triggered this way is very on-genre and leads to great storytelling—do not forget it. 

"Name What You’re Afraid Will Happen…"
This is the negotiation aspect of the Day/Night Move. It’s not a back-and-forth negotiation—it’s more structured than that—but it is nevertheless a negotiation, and important to figuring out how the move resolves. 

Let’s start with the Day Move. Initially, only the player gets to speak in the negotiation, by saying what they’re afraid will happen if they fail or lose their nerve. The Keeper doesn’t have to follow the player’s idea when narrating a miss, but the rules encourage them to do their best to honor what the player suggested, and in this way, the player has a lot of control over the outcome. In fact, the Keeper doesn’t get to make a fictional “counteroffer” unless a 7-9 is rolled, and even then, the player can reject it by backing down and trying a different way. In this way, the Day Move is “safe,” which is desirable, because scenes that take place in the day or in the light should be safer. 

The Night Move is much more dangerous. The player gets to speak first in the negotiation, as in the Day Move, but then the Keeper gets to make an immediate “counteroffer” that must, per the text of the move, raise the stakes by being “worse than the player feared.” The player then decides whether to reject the offer by trying a different approach or accept the offer by rolling the dice. If they roll the dice, they are totally at the mercy of those dice—there’s no backing out, as in the 7-9 result on the Day Move. 

A note about the Keeper “saying how it’s worse than [they] feared:” just go for it. If the player is trying to run away from a servant of the Midwives and they say they might fall down and injure themselves if they fail, feel free to say: “It’s worse than that—the servant catches up to you and tears your guts out, killing you.” After all, the players have total control over whether their character actually dies or not, so just go big when it comes to the stakes—it’s more fun that way. The tricky thing is if the player goes big themselves by putting death on the table when they say what they are afraid will happen if they fail or lose their nerve—what then? Well, the Keeper must still say how it’s worse than they feared, but in this case, “worse” might mean long-term effects after the character is dead, such as how it affects their surviving family members or how it impacts the Mavens’ investigation. If you’re unsure, ask the table for their input. 

Move results and narrative authority
If you’ve followed the text of the move closely and done the little procedures required of you, resolving the move results is fairly easy. The thing you need to be mindful of is who has narrative authority. On a 10+, only the player gets to narrate (though the Keeper might rein them in a bit if their narration starts to go outside the bounds of what was at stake). On a 12+, the Keeper gets to say what the bonus result is, but narrative authority still belongs to the player. On a 9 or lower, the Keeper has narrative authority; the Day Move gives the player a chance to back out, but the Keeper narrates if the player chooses to press forward. 

Here again, this is where the negotiation from earlier in the move is extremely helpful—and why you must follow the text closely—because what the player and Keeper have essentially done is create a prompt for the narration that happens after the dice hit the table, no matter who is actually narrating.

One last thought: What counts as day or night?  
Generally-speaking, if the scene is taking place during the day, you use the Day Move; if it takes place at night, you use the Night Move—easy stuff. Something you might consider, though, is changing what counts as “day” and “night,” based not on temporal considerations, but whether the scene is fundamentally more safe or more dangerous. The mystery called "The Long, Dark Tea-Time of the Soulless" has a cave location that is considered “night” for purposes of triggering the move, no matter what time of day it actually is, because the cave is 1) naturally dark and 2) the site of an occult ritual. It’s not in the rules, but you’re free to make decisions like this for your game. A poorly-lit warehouse in a bad part of town might be “night,” no matter the time of day, just as a well-lit nighttime gala might be “day,” especially on the ballroom floor, where there are likely dozens of people around. Just make sure the players understand if it’s “day” or “night” before they take any actions. 

You can purchase Brindlewood Bay and its supplement, Nephews in Peril, on DTRPG here.

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3/5/2021

Gauntlet Video Roundup - March 5, 2021

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[Gauntlet Calendar: Online Tabletop RPG Play]
Greetings, and welcome to the weekly Gauntlet Calendar video roundup! Enjoy these recordings of online games organized through Gauntlet Calendar and the Gauntlet RPG Community. These recorded sessions represent only a portion of the selection of games available every week, and anyone is welcome to join the fun! If you'd like to play or watch more games like these, check out the links and information at the bottom of the post.

Gauntlet Community Open Gaming

Monster of the Week: 1890 Cthulhu London
Blake Ryan runs for Brandon Brylawski, Mander, and Michael

Monster Squad
Rich Rogers runs for Darin, Mark, and Mike Ferdinando
Three middle-schoolers save Rola the spider monkey from evil scientists and a scary silverback gorilla.

Hit the Nazi - Retrieve the Ark
Alun R. runs for ABS, Dan Brown, Michael Mendoza, and Steven Watkins
Nelson (the Hustler/Gumshoe), Lucy (the Friend/Air Ace), and Irene (the Professor/Inventor) literally run in to Bruce (the Daredevil/Explorer) as they pursue the kidnappers of 'Gus' the world-famous boxing kangaroo through the rainy streets of New Gauntlet City. There's an FBI Special Agent, and a clue that takes them to Casablanca in search of Gus' mate. Then...mayhem at a secret Nazi desert base, an eccentric hollow-earther and his sister-in-law, and the biggest kangaroo you ever did see...

Hearts of Wulin: Tarkir - In the Shadow of Dragons (Session 1 of 2)
Alexi S. runs for David Schultz, Greg G., Jan, and Matthew Doughty
At a dragon-ruled mountaintop monastery, hearts are entangled and battles are fought. Scholarly Li Xiu is asked to fight an exhibition match with her fiery sister, as her gallivanting betrothed, Junyi, looks on. Perpetual student To, aka Little Bird, gives a tour of the monastery to Kirada, emissary of the barbaric Atarka clans. But what's this? Secret love notes, heretical techniques, and an attack led by a bear shaman! Who will prove worthy in the dragons' eyes, and who will fall broken from the mountain?

Character Keeper Panel
Gerrit Reininghaus facilitates for Bethany H., Donogh, and Michael G. Barford
Our Character Keeper panel is available online. Such a great discussion on the beauty of keepers and what we love about making keepers.

Hearts of Wulin: Academy of the Blade (Session 1 of 2)
David Schultz runs for Adrian, Bryan, and Danielle B.
In this variant of the core Hearts of Wulin game, we are transported to a shoujo anime boarding school--with duels! Our cast consists of beastly delinquent Wen, saboteur Lucia, and new girl Hana, as they are called upon by the shadowy student council disciplinary committee to assist in planning the first annual Kingfisher Ball. Whose hearts will be broken as students pair up to go to the ball--and just what is the dark fate that awaits the winner of the dance competition?

Hearts of Wulin: Academy of the Blade (Session 2 of 2)
David Schultz runs for Adrian, Bryan, and Danielle B.
Tensions boil over as Wen discovers the secret of the black rose that threatens to imprison a student sacrifice; Lucia is split between romance, clearing their name, and sabotaging the ball; and Hana finds herself relying on her deadly pair of chopsticks to defeat the keeper of the black rose once and for all!

Against the Dark Conspiracy: The Harker Intrusion
Alun R. runs for Blake Ryan, Mario C, Michael Pelletier, and Shane
Katerina (former GRU Provocateur), Stefano (ex-Cosa Nostra Scalp Hunter), Jasmin (former French DGSE Analyst), and Rasheed (ex-GCHQ Hacker) travel to Marrakesh to protect a journalist being pursued by the Conspiracy. Some of them blag their way into her hotel while the others try to draw the out of the shadows. Then there's a hyped-up brute and a shooting before they head to Romania and an archaeological dig funded by the British Council...that leads to a crypt, a surprise reunion, confused loyalties and the head-shot to end all head-shots...and revenge...

Hearts of Wulin: Tarkir - In the Shadow of Dragons (Session 2 of 2)
Alexi S. runs for David Schultz, Greg G., Jan, and Matthew Doughty
Under the eye of Dragonlord Ojutai, a drama of broken hearts, families in conflict, and forbidden techniques comes to a calamitous climax. Li Xiu makes a profound sacrifice for her beloved Na-Nu. Junyi sneaks off to a romantic meeting in a garden and gets entangled in a different way than he expected. To, aka Little Bird, fights battles beyond his scale and somehow triumphs. Kirada uncovers a treacherous magical conspiracy and makes a desperate mountaintop stand. Who will rise, who will fall, and will the monastery still be standing come tomorrow?

Escape From Dino Island
Mike Ferdinando runs for Bjorn, SalamanderJames, Trayvon, and Will H
Our survey team found far more than they bargained for while surveying an eccentric billionaire's newly-acquired private island. NOTE: This game ended up in two separate videos, so please see both Part 1 and Part 2; I haven't been successful trying to stich them into a single video.

Swords of the Serpentine: The Dripping Throne
Mike Ferdinando runs for Brianna, Chris, Francisco Olivera, and Simon
Our heroes were hired by a ghost to solve his own murder, and stumbled across a dark conspiracy involving a cult dedicated to a tentacled god.

Naked City Blues
Shane runs for Jamila R. Nedjadi, Jim Likes Games, Michael Pelletier, and Sabine V.
A group of private detectives are hired to dig up some dirt on a young actress who may be attracting the wrong kind of attention, in @Mike Ferdinando (he/him)'s game of hardboiled investigation, Naked City Blues.

Trophy Gold: The Godsmouth Heresy
Mike Ferdinando runs for Jennifer, Jon Grim, Marc Majcher, and Sam Zimmerman
In the cliffside city of Kaer Maga, the treasure-hunters were hired by the priests of Sister Pharasma, goddess of the Cycle of Life and Death. The priests manage the Godsmouth Ossuary, the most prestigious place for the dead to be interred. Someone has been stealing corpses, which is a great scandal, and the priests pay well for finding who or what is behind this and putting it to an end. The treasure-hunters then crawl a dungeon that was once a series of crypts and catacombs holy to the early church. This is a conversion of a module written by Rob McCreary for the Pathfinder RPG.

Vultures
Donogh runs for Kass Helfant, Mander, and Steven Watkins
A dangerous Mecha Pilot is pawning old licenses to allow other rebels to eschew Space Mom's loving embrace. Join the crew of the Papoose: Aurora the Holomancer, Sharron the Neon Believer & Edison the Ad Junkie along with their decrepit but well-meaning AI Boots as they track the rebels to a mech graveyard in the Fine Ster IV system.

Star Wars Saturday

MoonPunk (Session 4)
Rich Rogers runs for Dr. Jason Cox, Francisco Olivera, Steven Watkins, and Will H
The Punks experience a prison break, a riot, and an Imperial crackdown. This is where the fate of Wothe is decided!

Gauntlet Calendar

Return to Brindlewood Bay: Finale
Lowell Francis runs for Dan Brown, Patrick Knowles, and Will H
Snowed in alongside a host of familiar suspects, the Mavens must try to unravel the final ceremony before more die at its hands.

Free from the Yoke: Firebird Suite (Session 5)
Lowell Francis runs for Bryan, David Jay, Puckett, and Sam Zimmerman
Ten years have passed and the Arbiter now looks to a war with the south, but the Kingdom of Drago turns aside the first attack with suspicious skill.

3:16 Carnage Amongst the Stars: Victor Sector (Session 1 of 4)
Donogh runs for Bryan, Puckett, and Rich Rogers
A listening post on Yeats previously cleared of giant dirt worms has gone quiet. The company are sent to investigate, as they find Uplifted Apes wielding powerful weapons and able to hack their technology.

ALIEN: Ruin (Session 4 of 4)
Jason Zanes runs for Alun R., Paul Rivers, and Will H
In the finale, our heroes must brave the Alien Hive and ancient Alien Temple. Bryant meets something even more manipulative than him, Baldy copes with his mother's death, and Noah holds the fate of human civilization in his hands.

The Veil: Inheritance: System Matters (Session 1)
Lowell Francis runs for Patrick Knowles, Sherri, Steven Watkins, and Tyler Lominack
We establish characters and then I make them broke, forcing them to take a questionable job extracting a target from a disaster tourism cruise liner.

Gauntlet Book Club

Wolfsong/Bite Marks (Session 6 of 6)
David Morrison runs for Drew D., Jamila R. Nedjadi, Sabine V., and Steven S.
In our dramatic finale, Ghost's nightmarish encounter in the dreamlands leaves the pack reeling, Ivar and Jax demonstrate that sometimes it's the big bad wolf who comes to the rescue, and Cody fully takes on the role of Alpha as he leads the pack to stand up to their past.

You can see all these videos (plus all the ones that have come before) on The Gauntlet YouTube channel playlists, and be sure to subscribe to catch all our great podcasts!

If you'd like to catch these sessions in an audio-only podcast, check out the community-run Hangouts Podcast at http://gauntlet.hellomouth.net/.

If you'd like to play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced, or catch one of our Gauntlet Community Open Gaming free online mini-conventions!

To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Calendar games, but Patreon supporters get extra options like priority RSVP for Gauntlet Calendar games and joining the Gauntlet Slack team where special events and pickup games are announced.

Enjoy, and have a great weekend!

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3/2/2021

Quick Bash! Trophy Gold & Mothership

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By Darren Brockes   
This is an adaptation for Trophy Gold in order to play through Mothership modules or otherwise change the genre setting from the assumed dark fantasy to dark/horror sci-fi. I’ll outline the character creation changes and how that ties into the players’ ship and ship creation. First, what’s different between a base Trophy Gold and this Trophy Gold x Mothership quick bash:
  • Player characters no longer have Rituals. However, Rituals could easily be added back in; these could look like highly specialized skills that nonetheless carry risk or, perhaps, tap into the weirdness of the horror element of the setting. Coming straight from Mothership, however, the characters have nothing but their Skills and Equipment.
  • There is no more Additional Equipment—PCs will have to select each of the pieces of Equipment that they take in their loadout (née backpack). This is to put more of a constraint on the characters on incursions and mirror Mothership’s equipment mechanics...that being said, there’s no reason Additional Equipment couldn’t also be added back in, like Rituals (Found Equipment remains and works the same).
  • The characters no longer have Drives or Hoards. The mechanics here shift almost totally to the characters’ ship, for which the individual Hoards instead represent a piece of the Debt that the PC group owes for their ship (Burdens remain the same). I’ll talk more about the ship after going through character creation.
  • Occupations and Backgrounds, Backpack Equipment and Gold have different names: your character’s Occupation (and Background) are represented by their Class; Backpack Equipment is called Loadout; and Gold is now Credits. Aside from character creation, these categories function the same as base Trophy Gold.
  • Finally, Mothership’s “Player’s Survival Guide” is referenced a handful of times and I want to be clear up top that the guide is available as a pay-what-you-want PDF.

Character Creation    
  • To create a character, players should choose a Class, Loadout, Trinket and Patch.
  • Choosing a Class will give you a set of Skills to take, choose from or open choice from the initial list of Skills (this initial list of Skills is only used for character creation—in-game, Skills are learned the same as they are in Trophy Gold).
  • Choosing a Loadout will give a themed selection of items, of which you’ll choose three-five to start with.
  • Choosing a Trinket will fill one of the slots in your loadout; choosing a Patch adds a cosmetic detail to your character that carries no mechanical benefit or detriment.

Classes
  • Teamster — take: zero-g and mechanical repair, pick one: heavy machinery or piloting, pick one Trained Skill and pick one Expert Skill.
  • Scientist — pick two: biology, hydroponics, geology, computers, mathematics and chemistry, pick one Trained Skill and pick one Expert Skill.
  • Android — take: linguistics, computers and mathematics and pick one Expert Skill.
  • Marine — take: military training, pick two Trained Skills and pick one Expert Skill.

Trained Skills
Linguistics, biology, first aid, hydroponics, geology, zero-g, scavenging, heavy machinery, computers, mechanical repair, driving, piloting, mathematics, art, archaeology, theology, military training, rimwise, athletics, chemistry.

Expert Skills
In order to take an Expert Skill, you must have at least one of the prerequisites listed in the parentheses.
Psychology (biology), genetics (biology), pathology (first aid), botany (hydroponics), planetology (geology), asteroid mining (geology, zero-g, scavenging or heavy machinery), jury rigging (scavenging or computers), engineering (heavy machinery, computers or mechanical repair), hacking (computers), vehicle specialization (mechanical repair, driving or piloting), astrogation (piloting), physics (mathematics), mysticism (art, archaeology or theology), tactics (military training), gunnery (military training), firearms (military training or rimwise), close-quarters combat (military training, rimwise or athletics), explosives (military training or chemistry).

If vehicle specialization is chosen, a particular vehicle needs to be selected, like “frigate,” “car” or “fighter jet.” Brief descriptions of Skills are given on page five of Mothership’s “Player’s Survival Guide,” but Skills should be open to interpretation by the GM and players as they are in Trophy Gold.

Loadouts
Choose a Loadout and then choose 3-5 items from that Loadout to begin with.
  • Excavation -- crowbar, hand welder, laser cutter, body cam, bioscanner, infrared goggles, lockpick set, vaccsuit, mag-boots, short-range comms.
  • Exploration -- rigging gun, flare gun, first aid kit, vaccsuit, long-range comms, survey kit, water filter, locator, rebreather, binoculars, flashlight, camping gear.
  • Extermination -- heads-up display, body cam, short-range comms, stimpak (2), electronic tool kit, extra magazines (2).
  • Examination -- scalpel, hazard suit, medscanner, pain pills (5), stimpak (2), cybernetic diagnostic scanner.
Combat Equipment can be freely chosen/created and added to a character’s equipment at the cost of 1 Burden per piece of Combat Equipment. Some examples of weapons are: combat shotgun, flame thrower, frag grenades, revolver, smart rifle, submachine gun, stun baton, tranquilizer pistol, etc.

Item Descriptions
Most of the items do what you’d expect or follow their descriptions in Mothership’s “Player’s Survival Guide,” but some have been converted to suit Trophy Gold’s mechanics.
  • Stimpak -- Roll a light die even if you don’t have the appropriate Skill or, possibly, Equipment (basically brute force it). Addictive.
  • Pain pills -- Temporarily reduce Ruin by 1 until you return to town. Addictive.
Addictive items may result in a Condition if repeatedly used.

Trinkets & Patches
Please reference pages 19 and 20 in Mothership’s “Player’s Survival Guide” for D100 tables for trinkets and patches, respectively.

Finishing these steps, you will have a Mothership character ready for play in Trophy Gold’s system.

Ships    Ships are like a shared character that all players are responsible for. Ships have the following sections: Debt, Maintenance, Damage, Primary Modules and Secondary Modules.
    Debt is equal to 50 Credits x the number of players—if there are four players, the characters will collectively owe 200 Credits for their ship. The need to pay this off (though without a deadline) replaces the individual characters’ Drives and Hoards.
    Maintenance works like the individual characters’ Burdens—it begins at 1 and goes up as the characters purchase and upgrade modules. If Maintenance goes unpaid after the characters return to town, a number of Conditions equal to the amount of unpaid Maintenance should be added to the ship. These Conditions can be cleared by paying all of the Maintenance the next time the characters return to town. (Maintenance is non-cumulative, however; they do not have to back-pay Maintenance to clear Conditions.)
    Damage works like the individual characters’ Ruin—it begins at 0 and is increased through Combat or Risk Rolls or as appropriate for the narrative. It can be repaired when in station at the rate of 1 Damage for 1 Credit. (The GM could decide to make ship repairs more costly given the size and materials needed, but keep in mind that a ship’s Maintenance will incur a regular cost that is meant to abstract the maintenance of the ship.)
    Primary modules are the required modules for the ship to function: the life support, command, thrusters, engine and frame (“frame” represents all the other bits like airlocks, landing gear, etc.). The initial 1 Maintenance comes from the upkeep for these modules, however, a ship should not have only primary modules. Primary modules can be individually upgraded for 1 Maintenance per upgrade.
    Secondary modules are the optional modules that characters can install in order to make their ship more functional and comfortable: the jump drive, computer, galley, weapons, armor, medical bay, cryochamber, living quarters, barracks, and science lab. Generally, these modules work as expected, but please reference pages 27-30 of Mothership’s “Player’s Survival Guide” for more information (especially concerning jump drives and the particular weirdness of faster-than-light travel in Mothership).
Weapons and armor work like the individual characters’ Combat Equipment—installing weapons permits the ship to participate in Combat Rolls for ship-to-ship combat and installed armor can be marked off to avoid increasing Damage (armor is unmarked when returning to town). Secondary modules can be individually purchased and upgraded for 1 Maintenance per purchase or upgrade.

    Ships use the same rolls as characters use; Hunt Rolls could abstract travel through particularly dangerous systems or long distance journeys, while Risk Rolls could be used for quick-thinking piloting or evasive maneuvers to avoid combat.
There is a small change for the Combat Roll: the ship will always roll at least one Weak Point, but it can roll more depending on the number of Conditions the ship has. If a ship enters combat with two conditions, it should roll three Weak Points total; just the same, if a ship gains a Condition in combat, it should roll another Weak Point.

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