![]() Greetings, and welcome to the weekly Gauntlet Hangouts video roundup! Listed below are links to recorded sessions of online games played under the Gauntlet Hangouts banner and other games organized through the Gauntlet online RPG community. These recorded sessions represent only a small part of the giant selection of games available every week, and anyone can join in the fun! Details on how to become a part of the community are listed at the end of the post. TGI Thursday
Pasión de las Pasiones (Session 3 of 3) Lowell Francis runs for Barry, Darold Ross, Jim Likes Games, Luiz Ferraz, and Robert More of the Montenegro family fall victim to tragedies, leading Estrella to suspect a conspiracy but the truth is more scattered and chaotic than she can imagine and will lead to the wrestling ring and the graveyard. Gauntlet Quarterly Masks: The Suits (Session 8) Leandro Pondoc runs for David Morrison, Ludovico Alves, Rob Ruthven, and Sabine V. The Suits are here. They've always been here. And they know how to hide and strike back, even as our heroes have dealt them a serious blow. Spectre confronts his mother, L0k1 commits himself to the expulsion of the Suits from his dimension, Sim learns to unleash his powers in ruthless fashion and Serenade tries to figure out what to do outside of a mission. Tales & Things (Things from the Flood) (Session 11) Lowell Francis runs for Patrick Knowles, Rich Rogers, Sarah J., and Sherri Spring comes and with it the announcement of the school's closure, but that news fades into the backdrop as the teens uncover two competing phenomena manipulating fellow students. Gauntlet Comics Masks: Allied Angels Winter of '42 (Session 3 of 3) Jim Likes Games runs for Joe Zantek, Leah Libresco Sargeant, Michael Mendoza, and Steven desJardins The Allied Angels interrupt the plans of the sinister Dr. Anatos, and comfort a failed experiment. Mecha Monthly Beam Saber (Session 3 of 4) Leandro Pondoc runs for Chris Thompson, Kyle Thompson, and Rob Ruthven House Pembrooke's erstwhile squad succeeds in extracting the Ascendancy defector but finds themselves seemingly pawns in a game vast enough to drown them all. Aethelbald avenges his slain brothers and sisters in combat, Venus matches wits with a knight of the Ascendancy and Luce finds a formidable opponent in a duel of words with the mysterious defector. Gauntlet Hangouts Good Society: Pride, Prejudice & Practical Magics (Session 3 of 4) Leandro Pondoc runs for Pearl Zare, Sabine V., and Yoshi Creelman A genteel afternoon of tea between three ladies with varying degrees of secrets gets broken up by a figure from the past. Emma discovers her ethereal ancestry, Lydia decides to face her past shame, Cordelia makes a small connection to the family she wishes to be part of and James is told off from breaking magic orthodoxy and giving kittens wings. Hearts of Wulin (Session 1 of 2) Shane Liebling runs for Dan, Eli S., Jim Likes Games, and Seraphina Malizia A couple engaged both of who have other loves, a friend, a younger sibling getting in with the wrong crowd, and a fight! Fellowship 2e: The Great Curse (Session 4 of 6) Ludovico Alves runs for Ainar Miyata-Sturm, Alex T., and Leandro Pondoc The Fellowship makes their way towards Sanctuary. They learn of the pressure that has made the Orphans and Servants compromise their ideals, the secrets of the Kraken and the Crystal Library as well as the Overlord ultimate weapon: the dwarf-forged Flying Fortress. Cthulhu Dark Green: Music from a Darkened Room (Session 2 of 2) Horst Wurst runs for Justin Ford, Kyle H., Puckett, and Vasilis Liaskovitis Agent Moray falls under the spell of the house on Spooner Avenue. When the rest of M-Cell discovers Isabelle Wheeler's diary they are presented with a way to lift the curse but face a terrible choice. Legacy 2e: Life Among the Ruins: A Dawn Reflected On A Thousand Shards (Session 4 of 6) Ludovico Alves runs for Alun R., Asbjørn Flø, Scot Ryder, and Vasilis Liaskovitis We return to the Homelands, where we learn of the tribulations the Families have been suffering during the Second Age. They learn about the events that transpired beyond the Highway: of the rise of inequality, heroic thieves and the military-coup backed by the Gilded Merchant clans. While listening to weirder legends and rumours, the Gardeners draw the ire - or malicious infatuation - from a hyper-advanced transhuman society known only by the sound of their quiet vehicles: The Zoomers. The Clay That Woke (Session 3 of 3) Mikel Matthews runs for Brendan and Will B One Minotaur works for a man who ruins reputations with the use of a seed that, after it passes through you, will let someone hear everything you heard over an entire day. The other works for the head of a Gladiator school who had been betrayed by this man before. When two disagree on Silence and what is the social good, sometimes the way of the wild makes itself known. Barrow Keep: A Devil's Gambit (Session 2 of 2) Richard Ruane runs for Ben Adelman, Jason Zanes, Kyle Thompson, Maria Rivera, and Robbie Boerth Neils tries to intercept the demonic killer loose in the keep; William, Una, and Farah hunt the visitor who unleashed it; and Donovan decides what to do with this newfound information about his family. Good Society: Curiouser and Curiouser (Session 4 of 4) Gene A. runs for Barry, Jesse A., and Leandro Pondoc Many meetings. Elwin agrees to the Viscount's offer. A false start. Spells are cast. The hunt begins. An unexpected target. Peregrine makes a decision. Elwin becomes his own master. Madeline chooses between her family and power. My Life with Master: Hyperbolic Theatrics (Session 4 of 4) Robbie Boerth runs for Pearl Zare, Stentor Danielson, and Walter German The minions (BuPu, EkEk, and Handsome Hal) return to Louis Auguste who reveals a dastardly new development: To accentuate the impact of his theatrical spectacles, he is using a hallucinogen on the non-consenting audience. The drug is unsafe and in need of further testing, and Louis wants the minions to find subjects for his crazed experiments. Some of these subjects are those that the minions care the most about. Can they effectively thwart Louis's monomaniacal and dangerous theatrical vision, or will he usher in his spectacle of horrors? Monster of the Week: Silver Blade on the St-Laurent (Session 4 of 4) Simon Landreville runs for Nadine and Robbie Boerth In this last session, the group, now down to two, investigate a gruesome scene in the basement of a building owned by the Silver Blade. Content warning: weird sex scene on a disgusting background. Dungeon World: Stuck in Jawbone, Playtest 2 (Session 3 of 4) Bethany H. runs for Adam Poppenheimer, Alex, Tom F., and Will B Ayla returns to Jawbone after years away to find it even worse than she remembers. Sadhana braves a rainstorm to get a job at the factory. Samara pursues her quest to rid the town of evil, and drags Baldwin along. Trophy: The Forest of Blades Leandro Pondoc runs for Ainar Miyata-Sturm and David Morrison Deep within a haunted, blood-soaked wood lay fortune and glory for those who could take it. For Kasien the Abandoned Veteran and Orlun the Runaway Kingsguard, each hiding regrets and wants, any obstacle or hardship would be worth it. But the fog of war occludes everything, even their own desires. Monsterhearts 2: The Killing School (Session 3 of 3) Lowell Francis runs for Darold Ross, Sarah J., Steven desJardins, and Steven Watkins It's the night of the Sadie Hawkins dance and overnight lock-in, but it will end in murder, betrayal, souls from hell, hidden vigilantes, and reconciling with one's own nature. Hearts of Wulin (Session 2 of 2) Shane Liebling runs for Dan, Eli S., Jim Likes Games, and Seraphina Malizia Embarassment at the "rehersal dinner," thieves hunted, villains unmasked, and concessions made. Autumn Triduum: Our Lady of Sorrows (Session 2 of 2) Alexi S. runs for Claire, Pearl Zare, and Steven desJardins The sisters of Our Lady of Sorrows descend into the depths of the convent on a rescue mission. Will they save the victims of a potential new All Hallows killer? And, when they confront Satan and all his works, will they save the killer's soul—and keep their own? 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 play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced. To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Hangouts games, but Patreon supporters get extra options like priority RSVP and joining the Gauntlet Slack team where special events and pickup games are announced. Enjoy, and have a great weekend!
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by Luiz Paulo Ferraz, Keeper of the Violet Spectacle (@puizlaulo)
I love games that don’t require a dedicated Game Master*. In the time I’ve been in The Gauntlet, I’ve played in a lot of GMed games that had so much player input that they basically felt GMless (or rather, GMful, but I’m not going to get into that). I’m also gay as hell, so it should come as no surprise that Dream Askew instantly snatched my attention. It is a game about “a queer enclave amid the collapse of civilization”, and half of Dream Askew / Dream Apart (the latter deals with “a Jewish shtetl in a fantastical version of nineteenth-century Eastern Europe”). These games were written by Avery Alder and Ben Rosenbaum, and both run on an engine they call No Dice, No Masters. It’s Powered by the Apocalypse-adjacent, and it gives all of the narrative control and responsibility to the players. The core of the engine is a simple and elegant mechanic: there are three kinds of moves — Weak (moments of vulnerability and failure), Regular (straightforward tasks), and Strong (very impactful and powerful actions). You can only make a Strong Move if you spend a token, and you can get a token if you perform a Weak Move, which encourages everyone to build an engaging narrative with ups and downs. You can also earn tokens by playing into another character’s Lure, but that’s beyond the point of this article. I’m also a big fan of another one of Alder’s games called Monsterhearts, which is about “sexy monsters, teenage angst, personal horror, and secret love triangles”. We often say around The Gauntlet that Monsterhearts “runs itself”, in the sense that the system gives the players such a good framework for creating interpersonal drama between their characters that the Master of Ceremonies can often sit back and just let the cast rip each other apart, both physically and emotionally. So I thought “what if?” and took (most of) the sleek engine of No Dice, No Masters and shoved it into the chest of the metaphorical teenage monster of Monsterhearts. But something felt lacking, so I took Jason Cordova’s “the player whose character has most Strings on yours decides your character’s fate” mechanic from True Beauty (his excellent Monsterhearts playset about queer ball culture in the 80’s, available in Codex: Joy 2) and threw that into the mix. For the purpose of this analogy, we’ll say I gave our little monstrosity a gorgeous wig. And so MONSTERDREAMS arose from the metaphorical slab, ready to strut the runway and wreak havoc. Here’s how it looks: CORE CHANGES Players pick the result of their moves. When they pick 6-, they gain a token. The player who has most Strings on them will make an MC move against them. If there’s a tie for Strings, the tied players decide together. When they pick 7-9, follow the move as usual. To pick 10+, they must spend a token. There is no rule for who gets to play side characters. Use them as a way to divide the spotlight. Make sure the person playing the side character at the moment respects the decisions made by the player who has narrative authority over the scene (as established by Strings). Stats are gone. Every player starts with 0 tokens. If at any time you get a +2 or higher bonus on a would-be roll, you instead get to pick 10+ on that move without spending tokens. It’s important to keep track of +1s you have lying around so you can stack your bonuses (the +1s only count as fictional positioning if they’re not stacked). For example: Meredith has two Strings over Dario and wants to Keep Her Cool against him. She uses Pulling Strings and spends both her Strings to pick the “Add 1 to a roll” option twice, which gives her a +2 bonus. This means she gets a free 10+ on Keep Your Cool without spending tokens. All other rules and moves are kept as-is. I haven’t combed through all playbooks to make sure they fit this format, so you might need to do some tweaking on-the-go. TIPS AND PRINCIPLES
EXPERIMENTAL RULE One thing I’ve thought about but haven’t tried is removing Experience and conflating it with tokens, so whenever you would get experience, you get a token instead (that already happens on all 6- outcomes, so you’d just have to change some playbook-specific moves and the “Tempt” option on Pulling Strings). With this rule, a player would spend 3 tokens to get an Advance instead of 5 Experience (like I said, I haven’t tested the math, but 5 tokens feels like a lot). FINAL THOUGHTS, FUTURE PLANS I’ve unfortunately only run one game with this format due to time constraints, but it was a great amount of fun. It gave me everything I could hope for from a Monsterhearts game, and I’d dare say some more beyond that. We did run into some speed bumps (part of the mechanics in this article were created on the fly during the session), but it was still a hell of a ride. I plan on running this system in Gauntlet Hangouts and applying it to some Monsterhearts playsets to see what happens, and maybe even expand it with some tech from other systems (Storybrewers’ Good Society could lend itself nicely to this format). We’ll see what the future holds. Until then, keep your dreams feral. You can acquire Dream Askew / Dream Apart and Monsterhearts 2 by clicking here. If you'd like to see more by Luiz, visit his Itch.io here. by Jason Cordova To get ready for Degoya County, our upcoming, multi-part horror project, each member of the team has been doing personal research of various types. For example, I know some of the players in the AP have been reading-up on New Mexican folklore so they can incorporate some of those ideas into their characteriztions. For me, I have been very interested in listening to other horror podcasts to get a sense of what makes them work. Obviously, a roleplaying game actual play is different from a scripted show, but I still think there are some lessons to be had in terms of production quality, popular themes, and just generally how to make spoken words scary. I thought I would do a post talking about some of the podcasts I have been listening to in order to prepare for Degoya County. Links to the shows are in their respective images below. If you have a show you would recommend that I don’t have on my list, please let me know in the comments! I’m particularly interested in shows that focus on rural or folk horror. Also: to learn more about Degoya County, please see the Patreon post where we announced the project.
by Jason Cordova
In the last two years, we have organized 2,498 game sessions on Gauntlet Hangouts. Those sessions were run by 115 different GMs and facilitators, and played by 415 unique players. I think some people see how much we game in The Gauntlet and it intimidates them; they think they won’t be able to keep up or that they aren’t “skilled” enough to play. But, in fact, those numbers are the best evidence we have that playing games with The Gauntlet is very easy and accessible. In this blog post, l’m going explain some of the reasons you should try gaming with us, and will do my best to demystify certain aspects of Gauntlet Hangouts. We are extremely nice and helpful This is the Number 1 thing you need to know about Gauntlet Hangouts. Everyone is just really darn friendly. Our play culture is one that values being helpful and kind. We're going to do our best to not overwhelm you when you join Gauntlet spaces, but if you need assistance or a kind word, we’re there. In a Gauntlet Hangouts game, folks are usually just excited you are there. Our play culture accommodates a wide variety of schedules Most games on Gauntlet Hangouts are organized in series of 3-5 sessions, or quarterly campaigns of roughly 12 sessions. Generally-speaking, these games are what we call “open table,” meaning you can attend any or all sessions. So, for example, if you can make Sessions 1, 2, and 4, but not 3, that’s ok—you can still sign up for those you can make. For the quarterly campaigns, sign-ups take place each month, and you don’t have to have attended in Month 1 in order to sign up for Month 2. “Open table” also means we disallow fixed groups. So, if you want to play with the same group of 4 people, you can’t organize those games on Gauntlet Hangouts. Another thing that makes it easy to find a game to fit your schedule is that we have games being offered in many timezones. The Gauntlet has an international membership, and so there are plenty of non-US timezone games, particularly UK/Europe and ASPAC. Safety is a priority on Gauntlet Hangouts We take safety in games very seriously. In fact, much of the modern discourse about safety tools in TTRPGs comes from conversations we have had in The Gauntlet. The X-card is the absolute minimum in a Gauntlet Hangouts game. All GMs and game facilitators have to explain the X-card and how to use it in the online gaming context (and if you are ever aware of someone not doing that, we want to know about it). Most game facilitators use safety tools in addition to the X-card. In my games, for example, I do an expectations-setting procedure called CATS, and part of that procedure (the “S” in the acronym) is a Subject Matter discussion. There, I discuss the types of content players can expect in the game, I explain the use of the X-card and the open door policy, and then I go through Lines & Veils. The technology isn’t as daunting as you think You need a stable internet connection, access to a web browser, and a mic. If you want to appear on video, you will need a webcam. We mostly use Google Hangouts On Air for our games (but that is changing soon since—surprise—Google is killing the product). If you don’t feel comfortable with your tech setup, people from the community are happy to help you test it out before a game begins. We’re very good at online play We’ve been running TTRPGs online since mid-2014, and in those 5 years we have developed a lot of tools and techniques for making the process as friction-less as possible (such as our famous Character Keepers that we make for most of the games that get played on Gauntlet Hangouts). Every new GM on Gauntlet Hangouts has to have been a player for awhile first, and before they begin running games on Gauntlet Hangouts, they have to be familiar with these tools and techniques. In other words, by the time someone is running a game on Gauntlet Hangouts, they have the skills needed to get others up to speed. Our play culture prizes commitment One of the biggest issues with large online game organizing spaces, such as Roll20 or the Paizo Forums, is that games frequently fail to make because players drop out or because the GM can’t get their act together. That isn’t much of a problem on Gauntlet Hangouts. For starters, most people are paying a small amount of money each month to game in our spaces (see the next section), and people tend to take things more seriously when they pay for them. Also: it’s just a very fundamental part of our culture to take attendance and preparation seriously. Even when folks have to drop from games, they’re really good about getting the spot filled or letting the GM know so they can get the spot filled or adjust. And now for the tricky part: getting into games The trickiest part of being involved in Gauntlet Hangouts is simply being able to get into a game. For most games, the demand is very high. For the better-known GMs and facilitators, the demand is in the stratosphere (and those games fill in literal seconds). So, what are some tactics for getting into games? The best move is to be a member of our Patreon at a level that gets you Early RSVP Access to Gauntlet Hangouts (currently, that’s the $8+ pledge levels). Holding one of those Patreon spots in and of itself doesn’t make the race to RSVP much easier, but what it does do is give you access to the wider community, particularly our Slack group. Our Slack has a channel where new games are announced, which is how most people find out about games. If you have that channel set for high priority notifications, you stand a better shot of getting into games. The Slack also has a channel where people can post when they need players. So, if someone drops or if space otherwise opens up in a game, you can get in from that channel. People also use that channel to organize off-calendar games, a frequent occurrence in a community that is obsessed with play. The Slack is also where we advertise games that are exclusively for new members, as well as where we organize Gauntlet Games Now, our on-demand-style program. In short, the Early RSVP Access you get from your $8+ pledge is just the beginning—we have several different ways for you to get some gaming in. If you aren’t a member of our Patreon, you can still get into games. If you go to the Calendar view of the Gauntlet Hangouts RSVP site, you can see events have either a red dot or a green dot. Green dots mean there is space in the game. Note: when you sign into the RSVP site, please use a good email, since that is how the GM will contact you. No one except the GM for a game can see your email address, and if you prefer to go by a different name than the one associated with your email account, you can change your display name in the My Account section. Hopefully that will dispel some of the mystique of Gauntlet Hangouts. There are many, many people playing games with us everyday, and we’re always excited to welcome more. You can learn more about The Gauntlet, including Gauntlet Hangouts, on our FAQ page. And if you think you might want to grab one of those $8 spots, they can be found on our Patreon page. ![]() Greetings, and welcome to the weekly Gauntlet Hangouts video roundup! Listed below are links to recorded sessions of online games played under the Gauntlet Hangouts banner and other games organized through the Gauntlet online RPG community. These recorded sessions represent only a small part of the giant selection of games available every week, and anyone can join in the fun! Details on how to become a part of the community are listed at the end of the post. TGI Thursday
Pasión de las Pasiones (Session 2 of 3) Lowell Francis runs for Darold Ross, Jim Likes Games, Luiz Ferraz, and Robert Estrella seems to have control of the Wrestling promotion but will her new rival Maximo undercut her plans? And will Amor's revelation that she killed Vincente destroy their chance for love with Carmesi? Gauntlet Quarterly Masks: The Suits (Session 7) Leandro Pondoc runs for David Morrison, Ludovico Alves, Rob Ruthven, and Sabine V. The Suits are here. They've always been here. And our heroes has had enough of them. Time to drag the shadows out into the sun. Spectre returns to an old haunt and finds respect from an esteemed hero, Serenade wastes no time in taking on the enemies they know, Sim revels in how his magic can help those who need it and L0K1 confronts his shame. Tales & Things (Things from the Flood) (Session 10) Lowell Francis runs for Patrick Knowles, Rich Rogers, Sarah J., and Sherri Nikki recovers from her kidnapping and the teens go to the mall, but a sudden blizzard forces them into a broken reality of robots and alternates. Gauntlet Comics Monsterhearts 2: The Killing School (Session 2 of 3) Lowell Francis runs for Darold Ross, Sarah J., Steven desJardins, and Steven Watkins The PCs prepare for the Sadie Hawkins dance and the overnight lock-in, but a vigilante attack highlights the violence simmering under a full moon. Mecha Monthly Beam Saber (Session 2 of 4) Leandro Pondoc runs for Chris Thompson, Kyle Thompson, and Rob Ruthven The enigmatic Mars Veridian has given House Pembrooke's erstwhile squad their latest mission: extract a defector from the Ascendancy out of a town under siege. What seemed to be a quick display of earth-shattering power turns grim as Aethelbald clashes with a fierce rival, Venus proves her mettle as the squad's Ace and Luce carefully deploys some poorly-chosen words. Gauntlet Hangouts Fellowship 2e: The Great Curse (Session 3 of 6) Ludovico Alves runs for Erez, Leandro Pondoc, Max M., and Mikel Matthews The Fellowship braves the way to the surface, only to find an airborne invasion of the Wood Orcs territories by the Overlord. Caught between the Overlord and her General and tasked with protecting the dwarves, halflings and orc refugees, the Fellowship are pushed to the limit. Their bold and decisive action turns the table on the Overlord for the first time; the cost, however, is dimension-shaking. Good Society: Pride, Prejudice & Practical Magics (Session 2 of 4) Leandro Pondoc runs for Pearl Zare, Sabine V., and Yoshi Creelman Beneath the genteel airs of Habershire's summer festival, the scent of magic curdles ever so slightly. Habershire falls head over heels for newcomer Emma Linsome, Lydia Willoughby holds the fort down whilst her brother, James, bumbles against a horde of cats and Cordelia Stride hides behind a friend's face for a chance to meet her mother. Dungeon World: Stuck in Jawbone, Playtest 2 (Session 1 of 4) Bethany H. runs for Brendan, Patrick, Scot Ryder, and Tom F. Meet Baldwin the fighter, Lucien the bard, Korrin the barbarian, and Kimbo the thief. They're ready to break into a haunted temple and make bad decisions. Monster of the Week: Dresdenverse (Pre War) (Session 3 of 3) Blake Ryan runs for Erez, Kurt Potts, and Tom F. Legacy 2e: Life Among the Ruins: A Dawn Reflected On A Thousand Shards (Session 3 of 6) Ludovico Alves runs for Pawel S., Vasilis Liaskovitis, and Will H Ages come and go; the First Age gives in to the next, and the Sandstorm and Sledgehammers are force by bad blood and the incoming threat of the Stormwalker - a terrifying being of biomechanical origins. After wandering for months with only meager conquests, they find a price: a vast highway network, preserved by separated subroutines and protected by the Lawbringers, followers of the Highway Code. Cthulhu Dark Green: Music from a Darkened Room (Session 1 of 2) Horst Wurst runs for Justin Ford, Kyle H., and Puckett While investigating the suicide of Agent Donnelly members of M-Cell uncover a seemingly endless string of fatalities inside of 1206 Spooner Avenue. Barrow Keep: A Devil's Gambit (Session 1 of 2) Richard Ruane runs for Ben Adelman, Jason, Maria Rivera, and Robbie Boerth When Lady Margaret, consort of the Duchess of Motavia, is found dead alongside the body of the stable master, the duchess’s younger child Una, stepson William, and ward/hostage Donovan Drestfall run to investigate. But their friend Neils, the kennel-keeper’s assistant, lags behind to speak with the servant who found the bodies. Who are the strange pilgrims resting in Barrow Keep? Where is the duchess’s heir apparent? What does Captain Hawker, the surly master of arms, suspect? And why is Murchad, who found the bodies, suddenly acting so strangely? My Life with Master: Hyperbolic Theatrics (Session 2 of 4) Robbie Boerth runs for Pearl Zare, Stentor Danielson, and Walter German Count Louis Auguste calls upon his minions to deal with a messy situation. They discover that the theater can be hell, especially when the director is a monomaniacal visionary whose dreams are increasingly demented and divorced from concerns for safety. Count Auguste is determined to realize his ambition of creating new theatrical spectacles. If it costs a few broken bones and broken lives, so be it. My Life with Master: Hyperbolic Theatrics (Session 3 of 4) Robbie Boerth runs for Pearl Zare, Stentor Danielson, and Walter German The minions are sent on a wicked embassy to the shining crystal kingdom of Valhellion. Handsome Hal causes a crisis in domestic bliss throughout the city while BuPu and Ekek try to find new recruits for the Count's dangerous aerial spectacle. The minions are managing to find love in unlikely places, but weariness and self-loathing are also increase. Good Society: Curiouser and Curiouser (Session 3 of 4) Gene A. runs for Barry, Jesse A., and Leandro Pondoc Peregrine and Madeline meet covertly. Elwin calls on Vicar Walsham, and hears a name out of his family's past. Madeline shops for spellbooks, and meets the new arrival in town. Elwin also meets Rowena. Peregrine is visited by the Red Bishop and learns that the war between the White and Red Courts is not going well. The Hunting of the Snark approaches. Dungeon World: Stuck in Jawbone (Session 2 of 4) Bethany H. runs for Adam Poppenheimer, Patrick, and Tom F. Korrin, Baldwin, and Sadhana venture into the sewer system in search of mysterious bandits and run into local wildlife. Monster of the Week: Silver Blade on the St-Laurent (Session 3 of 4) Simon Landreville runs for Josh, Nadine, Pearl Zare, and Robbie Boerth On their way to Montréal to find Gerald Cormier, a member of their organisation that vanished, the hunters stop by in the city of Sorel Tracy to answer a distress call from the Silver Blade. Autumn Triduum: Our Lady of Sorrows (Session 1 of 2) Alexi S. runs for Claire, Pearl Zare, and Steven desJardins As a sere Halloween settles on the convent, the Novice, Sister Katherine, and the Widow, Sister Pauline, investigate the apparent kidnapping of a homebound parishioner—and perhaps the reemergence of the "All Hallows Killer"? Meanwhile, the Elder, Sister Mary Lazarus, walks into a mystic's cell through a cloud of bats and gets an enigmatic warning about young Fr. Danzas. Will the Servants of the Lamb be silenced, or will they unite to renounce Satan and all his works? 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 play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced. To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Hangouts games, but Patreon supporters get extra options like priority RSVP for Gauntlet Hangouts games and joining the Gauntlet Slack team where special events and pickup games are announced. Enjoy, and have a great weekend! This is the second scene in a text-based actual play of the Veil, by Fraser Simons (@frasersimons), brought to you by our MC, River (@pixelatedcoyote), and players Will and Yoshi (@yoshicreelman) playing as Zinc and Cio, respectively. The first scene can be found here. “She took out our glass eye / put her false teeth in the tumbler / cork up the bottle of dye” ~ After the Ball Cio woke up to the dull, red light of Baltimore’s mid-morning sun. The nitrogen-filtered light had finally crept in through the low-lying warehouse’s windows. The band’s PA hummed with anticipation, but the air hung low and damp and salty.
Cio’s head was swimming. Last night had been wild. It was crowded, too many people showed up, well, maybe not too many, but more than they expected. I guess that just shows the state of the world, Cio thought. Everyone wants an escape, and what better way than to get lost in a night of dancing and music. ![]() They rolled over to push themself up. They looked down at their hand. The temporary tattoo there was clearly supposed to be "The Great Wave off Kanagawa", but the colors were off, the detail was lacking, and it was a bit smudged. Probably had to do with the incorporation of Breath into the ink. That was a strong dose, they thought. I'll have to talk to Lisbet about toning down the concentration. Giving feedback on something someone else has created, is always a delicate dance, especially so when the person is the one making your drugs. They pulled themself into a sitting position, and scanned the room. Revelers were strewn about the floor amongst cast off food wrappers and drinking vessels. Cio stepped over bodies to the sound deck, connected a mem stick, and started the playlist. Ocean waves crashed from the speakers. Although soft at first, they would build up over the next 30 minutes. They nimbly stepped over cables and sat on the outer edge of the elevated DJ platform, moving with grace and care a casual observer wouldn't expect of someone their size. Cio was only 5' 10", but was also stocky with a big protruding belly. Their big brown arms looked soft, but hid a deceptive amount of muscle and grace beneath them. Now sitting, they untied their hair and let the long straight black hair tumble down to their waist. They pulled an old wooden wide toothed comb from the inner chest pocket of a tattered brown overcoat. They ran it through their hair a couple of times, clearing any debris that might have taken hold. Tying their hair back up in a bun, they sat and watched all those that remained slowly start to stir, and make their way out.
The former revelers slowly began to stir in batches. A few stretched and got back to life immediately, but most awkwardly fumbled around looking for their interfaces to turn the audio intrusion off. The woofers, of course, did the lionesses’ share of the work. It’s hard to ignore an alarm that shakes the floor beneath you. Cio’s interface told them that the first batch of coffee was done, and that the brew was started manually a few minutes ago. They heard the clink-clink-clink of several mugs being set down on the counter. “Seems there’s a little trouble bringing the tide in today,” commented Lisbet. Her rich baritone stood well above the cresting of the next wave. She was a slight, reedy woman with angular features. Most people would assume she was being sarcastic, but Cio knew her well enough to sense the concern and the unspoken question beneath it, Why are they waking up so slowly?
There had been a lot of demand on Breath lately. Volume isn’t always something that smaller suppliers can handle with grace. Lisbet always broadcast grace and poise, but she was clearly bothered. She knit her eyebrows as the pause expanded into full seconds. The first of the revelers broke then tension by pouring themselves a cup of coffee. They offered to Lisbet, and she politely accepted asking for it black. They do the same for Cio. Cio takes the offered cup of beige liquid. Taking a sip, they hold the cup to their face breathing in deep and trying, but failing to hide to slight cringe of too much sweetener. They nod, thanking the reveler, before turning to Lisbet. “I’m sorry,” she said, after the groggy partier staggered away. “That’s no way to talk to a friend, and especially not a friend who called for a favor.” She poured a very precise volume of cream into her cup, apparently not trusting the reveler to get it right, and continued, “I had my doubts about the purity and efficacy of this batch. I ran some tests and found that I needed to up the concentration. It was a rush job.” “I don’t know exactly what they cut it with, either. Didn’t have time to ferret-out the fillers. I only had time to verify that it was safe at the doses I distributed.” Her accent made all her t’s and d’s pop, giving them an odd sense of finality. There’s safe and then there’s safe. She meant her test subject didn’t have a seizure or a violent episode, not that it wouldn’t erode your heart muscles or worse. Cio nods along with everything she says, as it's all matter of fact. She already knows all the criticisms. Waiting till she finishes, “Thank you for the last minute job.” The “I owe you”, left unsaid. Lisbet doesn't usually show up the morning after, it must be urgent.
Cio began to see that Lisbet’s trademark perfect poise and posture was reduced to a mere imitation. Her activity tracker showed that she'd been active for 47.61 hours straight, and had accumulated several times the typical movement for that time span. 7.18 hours ago, she removed DYVR--a low-level stimulant--from her shop. A bad swim wouldn’t cause this reaction. A tiff with a supplier prompts immediate action, but not this frenzy. She was hunting. She was in crisis mode, and fraying at the edges.
Cio glances at Lisbet's hand as she absent mindedly plays with a steel grey ribbon. That ribbon along with the double visit to Greenmount Cemetery means she tried to both acquire Murmur's Grace's services and was rejected. “It's OK, the waters may look turbulent to you now, but here from the shore, I can see calmer currents. I can and will help.” Cio glances at the the back of their palm and the smudged temporary tattoo, clearly indicating the repayment of the recently acquired debt. Lisbet grumbles at the metaphor. She gets to the point, “This batch was tainted. All my customers were affected, some of my some of my competitors’ clients as well. I do not know what is going on, but I--we--cannot afford another bad batch. Please find the source, my friend.”
1. Consider playing with 1 GM and 2 players.
The game assumes 1 GM and 3 players, and it works really well in that configuration, but I believe 1 GM and 2 players is even better. With 2 players, the story is more intimate and more intense, because the players only have a couple of places they can turn when things are starting to spiral: to the other player character, who is also dealing with a lot of shit (and very likely betraying them), or the forest that wants to break them. Don’t get me wrong: 3 players is still really terrific. The difference is that there’s a bit more breathing room, and the story is a bit more melodramatic. A sub-tip here is to be mindful of your play time. With 3 players you will need 4 hours to complete a full Incursion. With 2 players, you can get it done in 3-3.5 hours. It’s an open question whether the game would work with 4 players. I suspect it would, but I think you’d have to stretch it out to 2 sessions. You really want each Ring of the Incursion to have time to breathe, for players to have enough time to wallow in it, and if you were trying to complete a 4-player game in one sitting, you’d have to rush through things. 2. When presenting the game to new players, emphasize certain key features. In my experience, you really need to emphasize 2 key points to the players when presenting the game: 1) The characters are likely doomed and 2) the game is fundamentally collaborative. When you fail to emphasize these things, the gameplay ends up kind of funny, because players will want to play Trophy like DnD, when it is definitely not DnD. When explaining that characters are likely doomed, mention that it’s not guaranteed, that they can survive, but that even if they do survive, they will be broken people. And here’s the real tip: you want to make sure players know that the fun of Trophy is exploring their character’s descent. Since we know the characters are fucked one way or another, the real pleasure of the game is playing out the horror, the insanity, the betrayal. You also need to emphasize in the beginning that the game is fundamentally collaborative. The GM only has a skeleton of an Incursion to work with. The real story happens during the negotiation of stakes that occurs before a die roll. When players suggest how things could go wrong, or when they offer Devil’s Bargains, they are saying a lot about how the rest of the story is going to go. When you don’t emphasize the collaborative nature of the game up front, the experience tends to be one where the players simply sit back and wait for you, the GM, to deliver story to them. 3. Use gameplay to reveal backstory and character relationships. Dive right into the incursion without dwelling on backstory, drives, or even how the characters know one another. In the beginning, it’s not important. You’re going to reveal all that stuff in the middle of play, through flashbacks and questions you pose to the players. The reason Trophy works so well as a one-shot is because we are essentially picking up the characters during the last leg of their journey. And yet we still have an opportunity to see where they came from via flashbacks, the answering of questions, and even the epilogue, and so the game feels like a complete story. 4. Paint the Scene in the beginning. Paint the Scene is my famous GM technique by which you pose questions to the players in order to explore a theme or motif. I wrote about it in a widely-read blog post you can find right here. Trophy doesn’t have Paint the Scene explicitly built into it, though it is certainly there in spirit. I think the best time to use Paint the Scene is in the very beginning, as the characters start Ring 1, as it helps anchor them in the setting. You can even use the theme of the Incursion to inspire your Paint the Scene question. So, for example, when I ran the Shifting Sands Incursion, which has a theme of Time, I posed the following question at the beginning: “As you begin your journey in the desert, what do you see that is a reminder that a vibrant civilization used to occupy these lands?” 5. Hard frame like a motherfucker. I can’t emphasize this point enough. Always frame up to the next Ring of the Incursion. You don’t need to ask the players “What do you next?” We know what they’re going to do next, they’re going to press deeper into the forest. If the next Ring is a camping scene, you don’t need to say “Hmm, you’re probably getting pretty tired; do you want to make camp?” Just frame things up so they are at camp. You can and should talk about those interstitial moments between Rings (see the tip below), but you don’t need to dwell on them and you definitely don’t need to present the players with any options other than “move deeper into the forest (or desert or palace or whatever the Incursion is).” At most, you might do a single wilderness-type encounter between Rings to give survivalist characters a chance to show off, but again, just frame right up to that. 6. Use Moments just before each Ring of the Incursion. Each Incursion has a list of Moments, which are descriptive bits you can use to pepper into the scenes. In my experience, the best time to use them is when moving between Rings. Just pick a couple and use them to add some color to those transitional moments. It works like a charm. 7. Conditions are roleplaying prompts; don’t get cute about it. When player characters’ Ruin score goes up, you’re supposed to give them a Condition or heighten an existing condition (the latter may not be in the rules, but that’s how I’ve been doing it). What I was doing in the first few games I ran was not telling the players what condition they had but rather suggesting it through descriptions of their person and the environment. That was certainly enjoyable for me, and likely enjoyable for the players since I’m pretty good at that kind of thing, but it didn’t necessarily give the players much to work with in terms of their roleplay. Much better, I discovered, was simply telling the player, for example: “You now have a Condition where you think your non-existent dog has gone missing” or “You now have a condition where your skin is slowly turning to burlap.” Doing it that way—telling the players what is happening to their character—helps them get into roleplaying their descent, as mentioned in Tip 2, above. The games have been uniformly more satisfying doing it this way. One slight caveat: once the Condition is on the table, I think it’s ok for you, as the GM, to use Ruin score increases or die roll results to deepen and intensify the Conditions through your descriptions. That’s very fun, and in keeping with the collaborative nature of the game. 8. Rituals are important; savor them. Rituals don’t happen too frequently. Players tend to use them during big moments, when the stakes are high, and will rarely use a particular Ritual more than once in a game. You should take some time to savor them. Don’t let the moment pass as if the player was casting Magic Missile in DnD. Make the Ritual moment a big fucking deal. Ask the players to describe what it looks like; ask them what they have to sacrifice to perform the ritual; ask them how the environment changes because of the presence of the ritual; and so forth. Really linger on the details—it’s worth it! 9. Epilogue, epilogue, epilogue. Epilogues are an opportunity to make the story feel complete, and to give the players a sense of satisfaction at the end. Let players take a minute at the end to narrate a short scene (a minute or 2 at most) showing the aftermath for their character. Even if a character didn’t survive the Incursion, the player can narrate a scene showing how the character’s absence is felt back home, or similar. by Jason Cordova
I don’t know when members of The Gauntlet started to refer to themselves as “Gauntleteers.” It’s possible I came up with the term, but it’s equally likely someone else did. I know for sure it’s been happening since at least 2016, because we used to have the term listed on our Patreon page, but it definitely pre-dates then. We just concluded a successful crowdfunding campaign for Hearts of Wulin, and I’ve been sitting here since last night trying to think of something interesting or profound or reflective to say about the process, but I’m coming up empty-handed. Mostly I just keep thinking about how much it felt like a community effort—The Gauntlet gave everything it had to make this campaign a success—and that causes me to keep coming back to the word “Gauntleteer.” It’s a silly word. Gauntleteer. It evokes The Mickey Mouse Club and the Mousketeers—perpetually sunny, perpetually smiling, white bread middle America bullshit. And so, in that sense, our use of the word Gauntleteer is ironic. But there is something earnest about it, too. “Gauntleteer” is whimsical. And so much of our community is dedicated to the idea of whimsy, to the idea of playfulness, to the idea of having fun. I can’t overstate how much The Gauntlet—fundamentally—is a celebration, an ongoing commitment to joy and delight. We just really love tabletop roleplaying games—playing them, discussing them, creating them—and we love all the ways you can create community around tabletop roleplaying games. I think whenever people have had friction with our community, it’s because they don’t understand that we operate on this really pure, earnest level that doesn’t make a lot of room for cynicism and defeatism. Or, more accurately, we haven’t done a good job telegraphing our community values to those people. When Donald Trump was elected, I remember going directly to The Gauntlet and saying “We will be your refuge, we will be your place to find joy.” In the middle of my own grief about what was happening to my country, I made a commitment to our members that we would be a good place, a safe place. And we have stuck to that. Everyday we are hit with constant reminders that much of the world is becoming morally depraved, that right-wingers and fascists are on the rise, and that good people are settling into despair (or, more frequently, swinging at each other because those punches are easier to land). But for me and many other Gauntleteers, The Gauntlet is a haven, The Gauntlet is how we are getting through this ugly moment. Which isn’t to say it’s always sunshine and rainbows. We definitely have our moments, times when our community is tested, but we survive those moments because we are united by a love of TTRPGs and each other. Gauntleteers support one another, celebrate one another, play games with one another. We are creating memories and experiences with each other that absolutely transcend petty rivalries and bullshit. Right now there are a lot of interesting and important conversations happening with regards to the TTRPG industry, particularly as it relates to fair pay, accessibility, and representation. Those are good and important conversations; I follow them all, and I try to be as thoughtful as possible when it comes to how The Gauntlet fits into those dynamics. But I will not abandon joy. I will not abandon whimsy. I will not allow myself to lose sight of what I love about tabletop roleplaying games. Say what you want about Dungeons & Dragons, but I absolutely adore the part of that community (much of it new faces) that is just having a great fucking time playing DnD. Gauntleteers are having a great fucking time playing indie TTRPGs. And that’s more or less all you need to know about The Gauntlet. We’re a simple folk. We play games, discuss games, create games, and try to be as nice as possible to each other while we do those things. I’m so proud to be a Gauntleteer. ![]() Greetings, and welcome to the weekly Gauntlet Hangouts video roundup! Listed below are links to recorded sessions of online games played under the Gauntlet Hangouts banner and other games organized through the Gauntlet online RPG community. These recorded sessions represent only a small part of the giant selection of games available every week, and anyone can join in the fun! Details on how to become a part of the community are listed at the end of the post. Gauntlet Quarterly
Masks: The Suits (Session 6) Leandro Pondoc runs for David Morrison, Ludovico Alves, Sabine V., and Sawyer Rankin The Suits are here. They've always been here. And the pressure of their presence trickles down like a waterfall from the adults enmeshed in their conspiracy to the teenage heroes forced to clean up in their wake. Sim's day-out with Ash turns awry, Spectre commits to a confrontation with his mother, Melcor finds himself stretched between his vocation and his family and Serenade realizes that they want to help those in need. Gauntlet Hangouts Visigoths vs Mall Goths: Quoth the Raven...whatEVER (playtest) Jim Likes Games runs for Adam Poppenheimer, Kyle Hodnett, Pearl Zare, and Puckett Playtesting Lucian Kahn's RPG/dating sim about spooky teens hanging out at an LA shopping mall in 1996 and their rivalry with the barbarians who sacked Rome. Fellowship 2e: The Great Curse (Session 2 of 6) Ludovico Alves runs for Ainar Miyata-Sturm, Erez, Max M., and Mikel Matthews The Fellowship ventures deeper into the Blue Mountain, guiding the Halflings through the under-passages and learning of the fate of the Sapphire Dwarves. After infiltrating their conquered city, the Fellowship discovers the plans of the Overlord and the identity of the General sent to oversee them. Good Society: Pride, Prejudice & Practical Magics (Session 1 of 4) Leandro Pondoc runs for Eike K., Pearl Zare, Sabine V., and Yoshi Creelman Creating characters, connections and relationships with an effervescent crew of players - the town of Habershire seethes with secrets, its denizens wondering to themselves as to how could they truly be free in a mistrustful world. Monster of the Week: Dresdenverse (Pre War) (Session 2 of 3) Blake Ryan runs for Erez, Tom F., Tyler Lominack, and Will H Legacy 2e: Life Among the Ruins: A Dawn Reflected On A Thousand Shards (Session 2 of 6) Ludovico Alves runs for Asbjørn Flø, Pawel S., Scot Ryder, and Vasilis Liaskovitis A warband of the three families and their animal friends assaults the haunted offshore platform on the outskirts of the homelands. They find out a place sheltered from the Fall and time, filled with technological wonders and terrifying drones...as well as new Family. Monsterhearts 2: Ferret Ball (Session 1) Sawyer Rankin runs for John Campbell, Peter Mazzeo, Puckett, and Walter German (A take on True Beauty.) It's time to WERK hunties and huntlemen! The House of Diamante has a few Legendary Children up and coming. The spiteful Harpy Jasmine screeches her spite and vents her spleen at her youngest brother Jace the Bedlam. We also see how a little hope from a Unicorn tips the scales. And Dixie the Witch weaves spells with Momma Diamante. Next week: Sis, where's our car!? My Life with Master: Hyperbolic Theatrics (Session 1 of 4) Robbie Boerth runs for Pearl Zare, Stentor Danielson, and Walter German Session Zero: The players create Count Louis Auguste, a powerful aristocrat bent on creating a revolutionary new type of spectacle. He's a "Brain Breeder" type who has genuinely dangerous ideas of theatrics...and the ability to bring those ideas into being. The minions include (1) a PR expert who can only show negative emotions when no one is looking, (2) a talent scout who is articulate only when quoting others, and (3) a strong man who carries a horrendous stench unless he is drunk. The Clay That Woke: Objects of the Riverbed (Session 1 of 3) Mikel Matthews runs for Patrick and Steven Two Minotaurs clash when one is employed by someone who produces a drug created in a Scarab Bettle that feeds on dreams and the other is employed by an Empyrei about to lose his inheritance to his sister unless he can find a specific child's dreams. Good Society: Curiouser and Curiouser (Session 2 of 4) Gene A. runs for Barry, Jesse A., Lauren, and Leandro Pondoc A garden party and croquet. Tabitha meets the person of her dreams. Peregrine performs a card trick. Elwin and Madeline share a thought. The Red Bishop arrives. The Viscount announces the hunting of a Snark. Trophy: The Flocculent Cathedral Leandro Pondoc runs for David Morrison, Erez, and Sabine V. Underneath a noon-time sun, three adventurers venture into a murky, mushy swamp in search of the Flocculent Cathedral. What awaits an artist seeking recognition, a messenger looking to resurrect the past and a historian trying to claw at power, amidst buzzing life and fecund greenery, may prove to ruin them. Monster of the Week: Silver Blade on the St-Laurent (Session 2 of 4) Simon Landreville runs for Josh, Nadine, Pearl Zare, and Robbie Boerth The small town of Percé has been the theatre of a gruesome murder. One of the hunters is a suspect, while others contents with insect-like fairies and a fish-person. Long Time Listener, Last Time Caller Barry runs for Alexi S., Kirk Rahusen, LC, Pearl Zare, and Peter Mazzeo Good Airwaves Make Good Neighbors celebrates its tenth anniversary with a show featuring no musical guests, no scripted dramas, and no biscuit endorsements, opening the phone lines for a listener appreciation night. Come for the familiar voices, stay for the familiar faces on this star studded night. Gauntlet Games Now Achtung! Cthulhu Dark: Blood Magic Alun R. runs for Erez, Will H, and Yoshi Creelman A cell of the Czech Resistance, including his nephew, travel from Prague to Brno to track down a Czech historian who went missing during a previous operation. Can they determine his current motives, his connection to the mysterious SS 'Projekt Prometheus', and their asset, codename: GHOUL 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 play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced. To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Hangouts games, but Patreon supporters get extra options like priority RSVP for Gauntlet Hangouts games and joining the Gauntlet Slack team where special events and pickup games are announced. Enjoy, and have a great weekend! by Jason Cordova
We are in the final hours of the Hearts of Wulin Kickstarter campaign. This project is extremely important to The Gauntlet. First, we’re trying to create a better publishing model in the ttrpg industry, and we have an eye on eventually spinning off our publishing branch to be a co-op. Second, our 50% cut on this project (the authors get the other 50%) goes directly into the community’s operating budget. That money will be very important for sustaining and growing The Gauntlet. If you'd like to help us achieve our goals—and unlock some pretty amazing stretch goals along the way—please take a look at the following ways you can push Hearts of Wulin in the final days. Direct share with testimonial The best thing you can do is direct share a link to the campaign and include a short testimonial about why you're supporting it. Re-shares and re-tweets are very helpful, but the most powerful thing you can do is speak to why you love this game. If you need some inspiration, here are some things you can talk about:
Post on Reddit, RPG.net, and Discord servers Post about the game on places like Reddit and RPG.net. If you are on a Discord server that might be interested, post there. The Gauntlet has a lot of reach, but we can't be everywhere, and this campaign depends on you all to help us reach all those places we can't be. When posting, be sure to mention that the campaign is in the final hours. Reach out to non-gamers Because Hearts of Wulin is about a beloved cinematic and literary genre, you might be surprised by how many non-gamers will be interested in it. For example, we have seen people who are into wuxia cinema sharing the campaign to their followers despite having no discernible interest in roleplaying games. And share it to your Facebook page, even if your Facebook page is just family and old friends from college. You never know who might be a wuxia fan in your life, and some people in your circles will want to support it just because you're supporting it. 66 Wulin Heroes Social Stretch Goal As of the time of this writing, we need to see 12 more wulin heroes to unlock the Resource Cards social stretch goal. Follow the instructions on this post. 250/250 Final Push Social Stretch Goal We still have quite a bit of work to do on his social stretch goal. As of this writing, the Twitter thread in question has 129 re-tweets and 147 likes. We need 250 of each to unlock the Wuxia TV Overview book upgrade. You can find that Twitter thread right here. Thanks so much for your support during this campaign. It means the world to us. Here's a picture of Demon Auntie to celebrate (something tells me she will be most upset if we leave any stretch goals on the table). |
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