![]() 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
Storm Furies (Session 3) Rich Rogers runs for Greg G., Jo Lene, and Steven Watkins The Alpha Flight of Fury Squadron is sent to Shesharile on a training mission...against Beta Flight? Bounty of the Week 2nd ed (Session 8) Rich Rogers runs for Danielle B., Greg G., Sawyer Rankin, and Steven Watkins The crew of the Raptor hunt a crimelord on Serenno. Not everyone makes it out whole. Gauntlet Calendar Good Society: Peaks and Peccadillos (Session 2) David Morrison facilitates for Anders, David Schultz, Kieron, and Robbie Boerth After a flurry of letter-writing, Isaac is called on to visit his old friend Lady Abigail, and entangled in her scheme against Eva. Reverend Collingwood is invited to dine with the Gracefields, where Nathaniel attempts to make a good impression despite the best efforts of his father and uncle, and Eva ends up in charge of a peacock. Esther Battyl confronts Lempster Marwood with an ultimatum, but their conversation is interrupted by a scandalised Mrs. Collingwood. Ironsworn: Ironsworn + Delve (Session 2 of 4) Dan Brown runs for Bethany H., Blake Ryan, Dan Brown, Joel N., and Josh H The excursion into the wild seacave begins. Paragon System: Rising Tide (Session 1 of 2) Dan Brown runs for Blake Ryan, Darin Rebertus, Matthew Arcilla, and Mike Ferdinando Our team intercepts a fossil fuel CEO escaping to Monaco, landing on his repurposed oil rig during a stop-over to refuel. The mission doesn’t go quite as planned, but the team ends up with custody of the CEO. How will they mete out justice? We’ll find out next time... Silver Sorcerer: Making Scenes in South Beach (Session 1) Robbie Boerth runs for Greg Fulford, Nicholas Timperio, and Steven S. Jackson's wealthy partner lands an unexpected real estate deal and takes ownership of the Pink Flame Ingots (pronounced "Pink Flamingos"), but his hand was injured during the transaction and he doesn't seem to be aware of exactly what has transpired. Meanwhile, Zip is involved in a strange real estate transaction of his own, and Taylor is unceremoniously removed from the Icy and Spicy for creating a scene. Silver Sorcerer: Making Scenes in South Beach (Session 2) Robbie Boerth runs for Nicholas Timperio and Steven S. Zip and his wealthy friend Radd close a deal for the Icy and Spicy, but Radd doesn't seem to be himself. Taylor, meanwhile, dusts himself off and starts to track down the demonic force that seems to be stalking him. The Great American Witch (Session 2 of 3) Donogh runs for Mark and Sabine V. Digging deeper into Leonard's problems - revealing a dark and tragic past which spills over; and discovering why Morningstar Inc. wants their cooperation - with some help from a trash Bandit! Hearts of Wulin: Numberless Secrets (Session 7) Lowell Francis runs for Jamila R. Nedjadi, Patrick Knowles, Sherri, and Tyler Lominack The dangers of the tournament spill out into the streets as assassins target our investigators, but the real danger is heartbreak and betrayal. Rebel Crown: Oak (Session 4) Jesse A. runs for Clint Smith, Jason Zanes, Jex Thomas, and Josh H In which the Arkina takes a lover, and then is stuck with her; Vendyn's wraith touched spies infiltrate Buckthorn; Siobhan demands her due as queen and our special Guest Star Jean-Claude finally gets his due. Trophy Gold: The Death Ziggurat (Session 3 of 3) Mike Ferdinando runs for Blake Ryan, Josh, and Tim Leitner The treasure-hunters find an ancient weapon to use against the demon Ahühn and then make their way into the Death Realm for the final confrontation! 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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![]() 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. Our next Gauntlet Community Open Gaming event is next weekend! Every few months, the Gauntlet hosts a weekend of online gaming open to everyone free of charge! The next GCOG runs Thursday, June 24th through Sunday, June 27th. Please click here for more information (including how to sign up), and we hope to see you there! Star Wars Saturday
Storm Furies (Session 2) Rich Rogers runs for Brandon Brylawski, Greg G., Jo Lene, and Steven Watkins Fury Squadron takes on their instructors in a frenzied search for The Mac on their second Hop! Bounty of the Week 2nd ed (Session 7) Rich Rogers runs for Danielle B., Greg G., and Sawyer Rankin The crew of the Raptor travel to Carannia City to hunt down a thief who stole from the Pyke Syndicate... so they start a gang war? Empire City Apocalypse Keys: Unsleeping Metropolis (Session 4 of 4) Alexi S. runs for Jesse A., Sawyer Rankin, and Steven S. In our grand finale, the monsters unlock the case of the Rogue Gallery and have a dramatic showdown in the Guggenheim Museum. Yawachika gains new powers and spreads his wings. Newt solves problems with his heart instead of his fists. And Biff comes face-to-snarling-face with his greatest secrets and regrets. Gauntlet Calendar Paragon System: Chamber (Session 2 of 2) Dan Brown runs for Darin Rebertus, Joe A., and Matthew Arcilla The Chamber team confronts agency management about the Ruskies all up in their grill. Sent back into the field after learning about the leadership’s internal conflicts, the team attempts to recover the Signal Resonant Material. Their efforts are thwarted by alien powers beyond their capabilities, ultimately fragmenting the team. Monster of the Week: 1970 Cold War Stuttgart (Session 2 of 3) Blake Ryan runs for Brian, Joe, Mendel Schmiedekamp, and Simon Giraffes & Spiders Good Society: Peaks and Peccadillos (Session 1) David Morrison facilitates for Anders, David Schultz, Kieron, and Robbie Boerth After introducing the colourful cast of connections to our main characters, we begin with a funeral in the village of Nemesley, where the merry widow Modesty Montgomery leans on Nathaniel Gracefield for support. Nathaniel finds himself the centre of attention, as his former lover Lempster Marwood and the Lady Nash both seek to kindle a spark. His sister, Eva, tries to warn off Lady Nash. And Isaac Arkwright makes his arrival in the village. The Between: Questions and Opportunities (Session 2 of 2) Shane runs for Blake Ryan, Gabe McCormick, Jamila R. Nedjadi, and Joel N. The hunters have learned the ghost is somehow bound to the clocks in the St. James St. house, and now must work out how to use this knowledge to put the spirit to rest. But before that: massage, opium, grave robbing, and some casual backyard shooting practice. The Great American Witch (Session 1 of 3) Donogh runs for David Morrison, Mark, and Sabine V. We see the Coven deal with a couple of difficult students, one who has trouble accepting witchcraft and one who is just trouble. Meanwhile an interested corporation, Morningstar Inc., has to be appraised for their suitability in a partnership - but what are they really after? Content warning: alcohol. Rebel Crown: Oak (Session 3) Jesse A. runs for Alexi S., Jason Zanes, Jex Thomas, and Josh H In which there is a party and the retinue deals with an agent of the usurper. Dune: Adventures in the Imperium (Session 2) Lowell Francis runs for Brandon Brylawski, Danielle B., Fraser Simons, and Harry Coins Our protagonists work to sway the hearts of minds of a lawless city on their new world, but begin to face a criminal clan and their rivals, House Zirrat. Doubt Comes In Donogh runs for Leah Libresco Sargeant Penelope has gone into the Underworld, and Milos chases after her; can his grand gesture rekindle their love or does jealousy mean it's lost forever? Against the Dark Conspiracy: NBA (Session 3 of 4) Alun R. runs for Lowell Francis, Paul Rivers, and Will H After successfully rescuing Torvald Kane from a real kidnap Lena the Handler sources a most unlikely disguise, Jimmy the Burglar encourages the team to source a fresh cache of heavy weapons so they can 'go in HARD', while Vlad the Sparks worries about his sister Svietlana. While everyone grabs up equipment in the closing window before AgraWealth realise their kidnap has failed, Eun-Jung seeks solace in confession and takes a penance into action. There's a helicopter crash, a John Woo confrontation, a cache of papers and a light armoured vehicle...then a member of the Afrika Korps, an old enemy, and a summoning...and an explosion...obvs! 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! ![]() 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. Our next Gauntlet Community Open Gaming event is only three weeks away! Several times a year, the Gauntlet hosts a weekend of online gaming open to everyone free of charge! The next GCOG runs Thursday, June 24th through Sunday, June 27th. Please click here for more information (including how to sign up), and we hope to see you there! Star Wars Saturday
Storm Furies (Session 1) Rich Rogers runs for Brandon Brylawski, Greg G., Jo Lene, and Steven Watkins The cadets at the New Republic Starfighter Academy take on their first mission - The Rescue. Bounty of the Week 2nd ed (Session 6) Rich Rogers runs for Danielle B., Greg G., Sawyer Rankin, and Will H The new crew of the Raptor fly to Junction and grab a bounty out of the clutches of the Hutt Cartel. Gauntlet Calendar Once More Into the Void (Session 2 of 2) David Morrison runs for Brandon Brylawski, David Morrison, Joe A., and Rich Rogers Sadly this game was scheduled for three sessions, but we missed our second as I was a bit out of it after my Covid vaccination. So we didn't get to the final stage of this game, but still had a great time with it! We see Kodo and Rose recruited back to the Polaris. After some training and R&R, we see Kodo and Rose sharing an intimate moment, while Captain Stern and Smiles perform a daring raid on a dangerous warlord. Ironsworn: Ironsworn + Delve (Session 1 of 5) Dan Brown facilitates for Bethany H., Blake Ryan, Joel N., and Josh H World building, character creation, and delve planning. Paragon System: Chamber (Session 1 of 2) Dan Brown runs for Abe Lincoln Jr., Darin Rebertus, Joe A., and Matthew Arcilla Character creation and first "contest" in this X-Files-inspired playset for Paragon System. Monster of the Week: 1970 Cold War Stuttgart Blake Ryan runs for Joe A., Mendel Schmiedekamp, and Simon Strange goings on at the Oberturkheim. Good Society: Peaks and Peccadillos (Session Zero) David Morrison facilitates for Anders, David Schultz, Kieron, and Robbie Boerth In our session zero, we discuss the game, what to expect, and what we want from our play. We also build our characters and the ties that link them together in the tight social circle of the Peak District in rural Derbyshire. Nathaniel Gracefield is the heir to the disgraced Gracefield family, with more than a little scandal in his own past. His sister, the long-suffering Eva, labours to try and drag the family name out of the muck, and secretly speculates she would make a better head of the family than her brother. Young Abigail Nash is an orphaned girl being brought up in the aristocratic family of her uncle, seeking revenge on Eva who she holds at least partially responsible for the fate that met her family. Marwood Lempster - more than just an old friend of Nathaniel - has recently returned from the continent, plagued by rumours he has been initiated into a sinister secret society. And Isaac Arkwright, son of a prosperous Salford mill-owner, is on the lookout for an eligible wife who would help his family achieve the social status their money alone cannot buy. A Long Night in the Mech Bay Donogh runs for Brandon Brylawski Aurora, callsign Nova, the Federation's ace pilot has to return to the fight tomorrow in a doomed last stand against the Empire. Her mechanic AJ struggles through their troubled history, as they look for redemption and forgiveness before saying goodbye at dawn before the battle. Silver Sorcerer: Making a Scene in South Beach (Session Zero) Robbie Boerth runs for Greg Fulford, Nicholas Timperio, and Steven S. We are playing a game of Sorcerer set in South Beach, where the Demons are fashionably neon, and the Sorcerers are finding themselves surrounded by some odd real estate deals and internet trolls which seem to have occult influences operating behind them. We have a young hustler with a living tattoo, a real estate agent literally possessed by a spirit of prosperity, and a twitter taste-maker who keeps his demon safely secured in his smart phone. South Beach seems like its all fun and games, but will those demons stay in line? The Between: Questions and Opportunities (Session 1 of 2) Shane runs for Blake Ryan, Gabe McCormick, Jamila R. Nedjadi, and Joel N. We meet three brave monster-hunters and one esteemed servant as they investigate the terrifying case of the St. James Street Ghost. Against the Dark Conspiracy: NBA (Session 2 of 4) Alun R. runs for Lowell Francis, Paul Rivers, Pawel S., and Will H Lena the former Handler gets a job at a 7-star hotel so she can provide cover when Jimmy the former Criminal get in on the discrete 'Night Limo' that delivers 'anything' to the rear entrance. Meanwhile, Vlad the Sparks hacks a phoneline after a useful bribe is paid and Eun-Jung the Assassin damages some infrastructure just enough to ensure the hotel needs urgent technical help. There's a suite full of bodies, a bomb and a re-purposed automated window cleaner...then a wheelchair, a paraglider decorated with the Finnish flag, and a helicopter going over the edge of a roof...and David Beckham's super-yacht... Hearts of Wulin: Numberless Secrets (Session 5) Lowell Francis runs for Patrick Knowles, Sherri, and Tyler Lominack The detectives sense something amiss at the tournament and begin to question the duelists, apparently all here for revenge of one sort or another. So when last year's champion turns up dead, no one is shocked. Rebel Crown: Oak (Session 1) Jesse A. runs for Alexi S., Jason Zanes, Jex Thomas, and Josh H In which the claiment gathers her retinue, and attempts to solve a vassals' wraith problem. Rebel Crown: Oak (Session 2) Jesse A. runs for Alexi S., Jason Zanes, Jex Thomas, and Josh H In which the wraiths are revealed to be more than they seem, and strife is sown among the Grawnwins. Trophy Gold: The Death Ziggurat (Session 2 of 4) Mike Ferdinando runs for Blake Ryan, Jesse Larimer, and Josh After learning how to enter the Death Realm from a ghost-vampire-thing, the treasure-hunters staged a raid on the camp of the demon Akühn's accursed rot-priests. But at what cost? Dune: Adventures in the Imperium (Session 1) Lowell Francis runs for Brandon Brylawski, Danielle B., Fraser Simons, and Harry Coins House Anthier arrives to take possession of their new world, Birindar, and begins to see the challenges, plots, and foes facing their House's ascension. 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! ![]() The Between is now available on the Gauntlet Patreon, and will be released June 14th on DriveThruRPG. I wanted to do a blog post that explains what The Between is, explores some of its unique mechanics, and details the playbooks and scenarios you get with the game. (All artwork on this page is by Amanda Lee Franck) Overview The Between is a tabletop roleplaying game about a group of mysterious monster hunters in Victorian-era London. They are residents of a place called Hargrave House, and their job is to investigate and neutralize monstrous threats terrorizing the city—threats that Scotland Yard won’t or can’t handle themselves. As the story progresses, they become aware of the plans of a Moriarty-style criminal mastermind they will eventually have to face in order to save Queen and country. The Between is directly inspired by the gothic horror TV show, Penny Dreadful, but also takes a lot of inspiration from British horror classics, graphic novels like From Hell and The League of Extraordinary Gentlemen, and pulp-era stories. Mechanically, it’s Powered by the Apocalypse but also uses the mystery system from Brindlewood Bay. Gameplay If you’ve read or played Brindlewood Bay, then you already have a good idea of how this game works. The Keeper presents a mystery (called a Threat in The Between) and the player characters then conduct an investigation: they gather clues that will help them solve the mystery and put a stop to the menace in question. Making the transition from Brindlewood Bay to The Between is very easy, but there are still some unique gameplay elements and surprises in The Between—all of them designed to create a distinctly cinematic playstyle. Mysteries beyond murder There is one type of mystery in Brindlewood Bay: Who committed this murder? The Between expands the gameplay to include many different types of mysteries: How old is this vampire? Where is this killer’s lair? What can put this ghost to rest? What type of victim does this killer prefer? Is this fish-like monster a hoax? And much more. It does this through a new feature called Questions & Opportunities. The hunters use Clues to answer a Question, which then unlocks an Opportunity. The Opportunities are usually some method of stopping the Threat, but they can be other things, too. Here’s an example of the Questions & Opportunities from The St. James’s Street Ghost: In this case, Hargrave House can pursue either of two different Questions: the first gives them access to a new move; the second allows them to stop the Threat by performing a quieting ritual. Day/Night play structure The biggest structural change from Brindlewood Bay is that The Between uses a Day/Night phase structure for its gameplay. There are two major phases of play, Day and Night, plus two short upkeep/planning phases, Dawn and Dusk. The Day phase is meant to feel unhurried, even languid; it’s the players’ chance to do what they want to do in the story, and the Keeper should do their best to follow the players’ leads. The hunters can conduct investigations, have intimate scenes with other hunters, or simply show us what their character’s life is like away from Hargrave House. The Night phase is altogether different: it’s fast-paced, feral, and dangerous. Put another way, the Night belongs to the Keeper; the players get to say what they want their characters to do during the Night phase, but the Keeper may have different ideas. The Night is when the monstrous Threats make their moves: striking back at Hargrave House and sowing terror throughout the city. The Unscene The Between introduces a gameplay concept that is completely original—no other TTRPG has anything like it. It’s called the Unscene. The idea is that the city of London is a living, breathing place, with a life all its own outside the dark work of Hargrave House. We explore London via the Unscene, which is a scene that runs in parallel to the hunter scenes during the Night phase. We bounce back and forth between the Unscene and the hunter scenes, possibly connecting them thematically, but always staying focused on painting a picture of London that is vivid and throbbing and real. The end result is a story that is highly cinematic—it’s truly like watching a really great episode of television. Here’s an example Unscene: The Janus Mask Brindlewood Bay introduced an entirely new meta-mechanic called Putting on a Crown, wherein, in exchange for sharing a bit of the character’s backstory or showing their private life, the player received a fictional do-over—something terrible could happen as the result of a die roll but the player could alter the outcome by “putting on” either the Crown of the Queen or the Crown of the Void. I could write a whole blog post about this mechanic, but for now, just know that I have expanded the concept significantly in The Between. In The Between, we call the equivalent mechanic the Janus Mask. The Janus Mask is divided into multiple parts: the players always have access to the Mask of the Past and the Mask of the Future, but there are Threat-specific aspects of the mask, too. And unlike the Crowns in Brindlewood Bay, the Mask of the Past and the Mask of the Future are unique to each character, which leads to incredibly deep, rich, cinematic storytelling. An important idea in The Between is that the hunters are mysterious. We never speak about their pasts—in or out of character—if we can help it, instead learning about these things during specific moments in the gameplay. There are multiple ways this can be done, but the Mask of the Past and its flashbacks are the central one. Here is the Mask of the Past for The American playbook: By using the Mask of the Past, the player of the American gets to tell their whole backstory, from childhood to the moment they gained their lycanthropy curse to the event that forced them to flee to London. The player could certainly tell us these things all at once during character creation, but it’s much more interesting and cinematic to have them revealed gradually, through play. ![]() Playbooks The Between has seven different playbooks—six that can be chosen at the start and one that enters play at a later time. The playbooks are a mix of character types drawn from the works that inspired the game. The Vessel The Vessel is a magic user; they allow dark, supernatural entities to enter their body in order to fuel powerful rituals. Throughout the game, you learn about their history with these dark entities as well as their time with a coven of witches that tried to use their talents for evil ends. The Vessel can perform dark rites, use divination tools, conduct investigations by drawing supernatural entities to them, and more. Play the Vessel if you want to explore dark rituals and what it feels like to be in control of dangerous things. The Explorer The Explorer is a member of the upper class. They made their name and fortune mapping the unexplored parts of the world for the Crown. They are also the rival of the criminal mastermind Hargrave House will eventually have to face. Throughout the game, you’ll be exploring the story of a young man whose village was terrorized by the Explorer when the Explorer was camped there during an expedition. Play the Explorer if you want to move in elite social circles, use money and other resources to solve problems, and be a rival to the game’s main antagonist. The American The American is a gun-slinger from America’s Wild West. They grew up with great privilege but abandoned it for frontier life. Along the way, they picked up a curse that sometimes changes them into a feral beast. Throughout the game you’ll be exploring how they came to leave their privileged life and why they eventually fled to London. The American is an excellent shot, a terrific storyteller, a master of disguise, and more. Play the American if you want to solve problems with violence or if you’re interested in being an outsider. The Mother The Mother is a highly-talented doctor and scientist. They lost someone they love and are using that heartbreak to fuel their creation: a person crafted from the body parts of other people, given life by experimental, alchemical processes. Throughout the game, you will be exploring their past with the person they lost, and why they were driven to create a new form of life. Play the Mother if you want to use science and medicine to solve problems, or if you want to delight in blood and guts. The Undeniable The Undeniable is an immortal being of incomparable physical beauty. They have been worshipped as a god for much of their lives and a cult dedicated to them is active in London. Throughout the game, you’ll be learning about the artistic masterwork that bears the scars of the Undeniable’s wickedness, as well as their history with the artist who created it. Play the Undeniable if you want to be extremely powerful, occasionally villainous, and focused on sensory experiences. The Factotum The Factotum is a servant of one of the other hunters. They are a highly skilled operator—resourceful and practical. When the other hunters are mired in darkness, the Factotum is busy getting the job done. Throughout the game, you’ll explore their professional past and how they came to be a servant. Play the Factotum if you want to be highly effective or if you want to explore what it’s like to have your personal goals and dignity subsumed by another’s. The Orphan (Playbook) The Orphan is a special playbook that isn’t immediately available to us; it is unlocked after certain conditions on The Mother playbook are met. ![]() Threats Monster hunters need monsters to hunt, and that’s where the Threats come in. The game comes with ten Threats: six standard Threats and four special Threats associated with specific playbooks. The St. James’s Street Ghost The Beales of 18 St. James’s Street are in a terrible predicament: their townhouse is being terrorized by a malignant spirit. The ghost has already taken the life of their maid, and it seems no one in the house is safe so long as the haunting continues. Hargrave House investigates in order to learn how to quiet the ghost so it can pass into the next world. They may also learn how to make contact with ghosts, a feat that may prove helpful in future investigations. The Limehouse Lurker Bodies are turning up in Limehouse, completely drained of blood. Hargrave House knows it’s a vampire, but something about the initial report indicates the undead monster has the physical body of a child. An old vampire must be dealt with in a very different way from a young vampire, and so Hargrave House must initially determine if the vampire is truly adolescent or if it’s actually an ancient being in a small body. Sally No-Face A killer is stalking the streets of London. Their calling card? The victim’s faces have been removed with surgical precision. Panic sets in across the city, with some believing the killer is Sally No-Face, an urban legend reborn. Scotland Yard has had no luck capturing the perpetrator, and so Hargrave House steps in. But which approach to take? Finding the killer’s lair? Drawing the killer to them? Learning what makes the killer tick in order to bring them in peacefully? The Whateley Camera A young actress went missing after being photographed by the Society Obscura, a secretive club for photography enthusiasts. Hargrave House cares less about missing actresses than something in the Society’s possession: the Whateley Camera, a known object of power said to contain the consciousness of a powerful extra dimensional being. Recovering the Whateley Camera and discovering how it acts as a portal to another world is a matter of the utmost urgency. The Creature of Cremorne Gardens A number of people report being terrorized by a “fish-like man” in and around the Cremorne pleasure gardens. Rumors suggest the creature can even lure people to a watery doom with the use of a hypnotic song. Hargrave House investigates to determine if the fish man is actually real, or simply a hoax perpetrated by someone with a financial incentive to see Cremorne Gardens fail. Figg’s Piggs Pie maker Titus Figg is arrested after it’s revealed his famous Figg’s Pigg pie contains human meat. Titus’s three family members—wife La Hortencia, eldest son Obert the Blade, and youngest son Patrick—managed to escape capture, and Scotland Yard has asked Hargrave House to help track them down. The loose Figgs are extremely dangerous, and pursuing them will force Hargrave House to face a level of darkness and depravity they have only imagined before, to say nothing of the pagan swine god, Moc’h. The Coven The Coven is a special Threat that only enters play after certain conditions are met on The Vessel playbook. The Cursed The Cursed is a special Threat that only enters play after certain conditions are met on The American playbook. The Pinkerton The Pinkerton is a special Threat that only enters play after certain conditions are met on The American playbook. The Orphan (Threat) The Orphan is a special Threat that only enters play after certain conditions are met on The Mother playbook. ![]() The Mastermind A criminal mastermind is pulling the strings behind the scenes, possibly manipulating the various Threats in order to enact a grand plan to bring down the monarchy and the entire British empire. Hargrave House will eventually have to reckon with them. The Mastermind is The Between’s campaign framework. The hunters become increasingly aware of the Mastermind’s machinations as they resolve Threats. This growing awareness will eventually lead to a confrontation with the Mastermind, which represents the final, grand Threat to overcome. The Mastermind sheet gives the Keeper everything they need to organize this campaign aspect of the game: relevant details for the Mastermind, including their backstory and servants; a place for the Keeper to take notes about the campaign; a five-layer campaign progression, with the threshold for each layer unlocking new aspects of the Mastermind whenever crossed; and a list of Mastermind Clues. The game comes with one Mastermind: the ruthless mercantilist and former pirate queen, Theodora Brathwaite. FIND PART ONE HERE Building Meaningful Places Together The thing to remember when you are asking questions is that you only need to build ‘just enough’ and to focus on the things that matter when the story is in focus. In a recent game of Quest I and my players built a fantasy world using the wonderful Azgaar fantasy world generator https://azgaar.github.io/ we cycled through options for the world until we had a really clear idea of what the world was like. Interestingly, for the first time in a long time I built some internal history for the game, and shared out in a whole three pages of the world. It set out the sandbox in a more traditional sense and I am now applying the techniques I outlined elsewhere in this article. This approach allows me to set the ‘internal rules’ of the world but then pass the details out to the characters. This hybrid technique gives the GM a good degree of control and sets up the consistent and structural parts of a game but invites the players into defining the world with you as they make their way across the fantasy setting. This way, you only need to create the ‘world bible’ for the game as the game encounters it. This leads back to my observation above that lore builds game by game, it matters that it is internally consistent for gaming groups - once it is established it is true. This way we take more of the ‘here be dragons’ aspects of the sandbox and give them detail when it is relevant to do so. You can use this approach in a more localised way as well - I ask questions in world building when I want some signature locations for the characters - it's a technique I have used in Masks, Urban Shadows and Monsterhearts 2. This is an example of questions I asked at the start of a 20 session Masks game set in a Friendly Neighbourhood Spiderman sort of setting - the five or so blocks the teen heroes defended needed to feel real so I asked them to give me somewhere that really mattered to them. Welcome to Union City and the lower West Side of Union City. Our story takes place in the increasingly gentrified village and the ethnic melting pot of the ‘Triangle’ - or as locals call it ‘Tri-Town’ - are you Village or Tri Town? What's your favourite place and thing to do
And the full play of our Masks: Neighbourhood game here - every session has use of Stars and Wishes as a cool town tool. https://youtube.com/playlist?list=PLKaVqoVBo79gFK1PUnDZfCC94_M5xFRsr I can not tell you how many scenes were set in that skate park and without a doubt Books and Stuff was the MVP location of the game. ‘Books and Stuff’ had awkward teen kisses, a mob hit and eventually it was torched by the mastermind villain. It had become so real it was almost a character in its own right. As a GM it was something I could put in peril, or bring people back to in the same way that a Buffy episode used the Library. Another tip here - you do not have to use everything, incorporate what works and what will be fun for you to explore. I didn't really want to run illegal rave stuff in my Masks game - so instead had a major super fight there instead and trashed it. Making NPC’s Real You must have run a game where the minor background NPC becomes a huge center stage character whilst the big bad you put a huge amount of effort thinking about is a bit of a damp squib. Let’s explore why that might be happening: Recently I went a bit old school and ran the OG Star Wars RPG. In one scene it turns out the rebel operative they are dealing with is Cassian Andor. Awesome name-drop, the crowd goes wild! Or do they? Why does Cassian Andor matter to these characters? So I asked one of the players “Do you think Cassian has forgiven you for what you did to him?” All of a sudden the fiction turned from an excited player getting to play in some Star Wars lore to their player becoming excited that their character and the messy breakup they had with Andor. That’s the responsibility you have with NPCs as a GM. If you are not making them relevant to your players stories then why are they there? To dump plot exposition on them? That can work but it will rarely make them care as much. Build back to those earlier questions and create characters with motivations that allow the PCs to shine. I have developed my own technique for building major NPCs that allows players to co-create using the template below. You do not need to use all the questions at once - fill them in as you go along. Let me introduction you to The Blue Rose - an NPC in a Spelljammer inspired Quest game I am running. I started with a picture (pro tip: Pinterest boards as game mood boards are a great help), a brief description and questions which brought the NPC to life. ![]() The Blue Rose (she/her) Background The Blue Rose is a smuggler that runs a crew in the Shambles - Passionate and Foolhardy Rose has given you work, heartache and gotten you into more trouble than you care to remember. She has a plan to steal a ship and escape this place. Questions for Characters
[img source: https://www.oldbookillustrations.com/illustrations/maiden-magic-wand/ out of copyright] (You can watch the Actual Play of this game here:https://youtube.com/playlist?list=PLKaVqoVBo79jCcNVuKF6OJinhRbnqZTP6) Each of these answers defined a strong aspect of the inter-player relationship on a ‘nexus’ NPC. One big enough to shift the story. As a result of these questions we discover The Blue Rose is on a quest to breach the sunless lands and bring their dead daughter back to life - I wish I was as creative as that player! You do not need this level of depth for every NPC a single question pre-prepped or asked on the fly will do just as well - “Michael, as you find yourself face to face with the guard, how do you feel when you find it is Tobammory, an old school friend?” This approach is even more important if you are running games in pre-written modules and adventures. Take the time to think about why the NPC matters. Take that crusty old Antiquarian in your Call of Cthulhu adventure and make him someone’s uncle, or the person who taught them Latin as a child. Putting it All Together - With Great Power…. If you slam world co-creation at someone without creating this environment of support and permissiveness it may stall. So like Uncle Ben told Spiderman - with great power comes great responsibility. If you are coming from one of those gaming or GMing cultures that does not expect players to create, only to consume, you are going to have to help them understand that their input isn’t only allowed - it is positively encouraged. Play Safe Firstly, you should be using safety tools as part for your game setup - know what questions are off limits. For goodness sake do not ask a question that will upset or cause issues to your players. If you ever do, strike it, apologise and go a different way. Seriously - do not use these GM Wizarding techniques for evil! Signpost it is coming “So Tova, I think it would be really cool to understand why the Baramanzians might care about this - so I am going to ask you a question” Let the player or even let the group know a question is coming - this is not a pop quiz at school! Ask and wait Unless you are playing with improv gods, once you have asked the question give them up to about 30 seconds to answer. Watch their body language, if they are struggling you might want to… Reframe or Open to the Group If the player is struggling, or the answer feels a little barebones then widen the discussion to the group. Bringing in another player or see if anyone wants to co-answer and create. This technique helps the quiet ones contribute without expecting them to fly solo immediately. Or reframe the question with them - if they want to answer the question in a different way guide them to a better, more collaborative direction. Move the spotlight In the situation where you just asked a massive character or game-changing question giving them time to think is a great tip. Moving the spotlight to another character (and making a note for yourself about the question so you remember as well) and coming back is likely to leave you with a much more thought out and epic answer. This approach is also useful when someone is hogging the spotlight - encourage your creative superstars but do not let this become a one person show, we are playing in an ensemble cast. Acknowledge answers and let players know you love what they are doing It is pretty self-explanatory, but if a player gives you something and you do nothing with it, you will knock their confidence. If it's awesome and you want more of it let them know. If they answer and you want to work with it to make it more relevant or nudge it in a direction narrated out of their answer and build with them. Do not be afraid to ask more questions about their answers - this stuff is like jamming for GMs. Any Questions? I use a cool down technique called Star and Wishes, where we call out something we are thankful about in the game. A common piece of feedback I get is that they love how I rolled with it whatever they did as players or as a group. I love that feedback, it means I am getting more right than wrong - and they have not yet figured out that I am asking them to take on more of the GMing duties than they realise. In gaming or the real world I have a really simple ideology - the more authority and power I have gained, the more I want to distribute it and give it away. There are all sorts of reasons in terms of organisational psychology to do this - ultimately it is about creating more enthusiasm, more buy-in and a more open culture. If you have any questions for me - find me on Twitter as @BeardLikeAJedi If you enjoyed this article you can get it and much more in Edinburgh Indie Gamers 2020 Zinequest publication for free at Itch.io https://itch.io/t/1419126/edinburgh-indie-gamers-zine David Walker wrote this amazing piece originally for the Edinburgh Indie Gamers Zine 2021, a Kickstarter project to support their gaming community. It's a great collection with a ton of stuff-- which you can great for free in electronic form or you can order a physical copy. See all the details here. David has been generous enough to let us cross-post his essay. split into two parts. by David Walker
“Great men are forged in fire - it is the privilege of lesser men to light the flame” - The War Doctor I have come to realise over many years that players are really creative. Often some of the best ideas come from players at the table and I get to flesh them out alongside them to create much more inclusive stories. Co-Creation is for winners! Yet there is this persistent fallacy that creation, the writing of adventures or settings is hard. Or, more worrying to me, it is a demiurgic power of a GM to create and the player to respond. I dislike any prevailing notion that GMing is ‘hard’ and that there is some journeyman career you must go on before you are worthy to run games. I want to share some techniques and worked examples I use regularly to help games be more collaborative through the art of asking questions. Co-Creation is the AimI have been, in the past, the GM that has written massive world backgrounds consumed the multi book lore of settings such as World of Darkness. I have been the player that has written a mini novella of a character's history that somehow I expected the GM to know and all my other players to care about as well. Don’t worry, dear reader, I am quite recovered now. If we’re honest, the sort of behaviour in the approach outlined above is not good. No one is going to get what they want. The cool background will gather dust, the encyclopaedic lore on the machinations of 100 year old Vampires will never demonstrably impact the night to night survival of a New York Coterie. Lore is great, but lore builds. When someone comes to Marvel’s cinematic universe the price of entry is not reading 40 years of Spiderman back issues to feel like you deserve to be there. Game worlds, characters and adventures matter much more when we all contribute. We can do this relatively easily if we learn to ask great questions Questions can start to share the narrative responsibilities, the cognitive load and make richer worlds and characters that make the world come to life. I am going to share with you some of the techniques I use to help share creative responsibility - it really helps me to give myself and my players the best experience possible. It is Good to set the Boundaries of the SandboxYou need to understand how much you want to share - sometimes it is really fun to come to the table with nothing prepared at all. Build everything together and tell a great story. I totally understand how that might be really scary, or sometimes even deliver outcomes you do not want. Being a co-creative GM does not mean you stop having a say or get to have your own fun. So setting the boundaries of the game you want to run is totally legit and there are some tools and techniques we can use to share the load. We need to get people on the same page. I like to use Patrick O'Leary’s CATS tool to help with this. It is a great way of setting the boundaries of the sandbox in less than a page. This is an example from a twelve part Hearts of Wulin game I ran as part of the Gauntlet RPG community. Hearts of Wulin - The Four Masters Concept A Hearts of Wulin game with big eyes towards the Water Margin with a tinge of Seven Samurai for theme and style. Strange bedfellows against a powerful evil. Outlaws skilled in forbidden martial arts fighting to survive. Aims To tell the episodic story of wandering rebels fighting against the forces of corruption and oppression. Between each session - time will pass. This will allow the world to change around us and for the 'heroes' to shine in moments of high drama Tone Struggle against oppression, and Imperial tyranny. - but players are free to inject humour when appropriate. Themes of imperialism, corruption, loss and hardship will be explored - increasing touches of Chinese mysticism are likely to occur Subject Matter A Wuxia drama that is set in a dark time. We will explore authoritarian oppression, heroism, the hero's journey (and failure) and the effect of tyranny on those you love and hate. What I am achieving here is letting the players know my expectations in this game. The sort of story I want to tell with them, the tones and themes to expect. It forms a contract of sorts between myself and anyone who wants to sign up to the game. I used CATS to great effect last year when I ran four different games of Masks: A New Generation - each set in a different genre of comics. When I ran my Cosmic setting it was clear we were going to riff off Guardians of the Galaxy. Arcane was my Vertigo inspired magic heavy setting. For that one I made the CATS document editable by the players and we refined the game into a dark southern gothic adventure. The CATS frames the sandbox, you take those fuzzy edges and give them more definition by asking framing, or world building questions. I tend to run a ‘session 0’ where we build the characters and the world with some world building questions. I aim for about two per player - and choose the most relevant ones for the group at that time. These were some of the ones I used for The Four Masters Episode 1 - The Broken Blade Question
Custodian Tian, someone I expected to be a one shot villain, became the recurring villain of the series and had a daughter that became the rival and lover of one of the characters. That arc and character was way more epic than anything I would ever have come up with on my own. You can see the whole Four Masters Saga as one of my earliest Actual plays here. https://youtube.com/playlist?list=PLKaVqoVBo79hHFl6USAmhnAr4LO7YIViA Build your Story with the Players This leads into the benefit of building with players and helping them to be creative with you as a GM. Increasingly I am seeing this built into games - Becky Anison’s Bite Marks has a great example of this in how you build the Werewolf pack’s traditions, duties and taboo’s. Co-created with the players this provides the drama and aligns players from their own disparate ideas of what a werewolf is to a common theme. I like to ask questions at the start of a session. I am signposting some of the things we were likely to encounter in this session and allowing the players to incorporate their ideas into the story. Back to Hearts of Wulin - a number of NPCs came to the fore in the first session and I wanted these tensions at the heart of the next session - so the following establishes questions I asked in the first 20 mins of play. Episode 2 - Honour Amongst Thieves Questions:
Whilst, in contrast, the B-Plot introduced the Assassin Moonlit Raven as a recurring villain of the story. Both players who answered those questions were really engaged and drove the story in this session. That, dear reader, was my entire game prep. The players did the rest of the work for me and all I had to do was reincorporate the answers into the half a dozen bullet point set pieces and situations I had considered might occur. Part Two Later This Week ![]() 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. Our next Gauntlet Community Open Gaming event is only three weeks away! Several times a year, the Gauntlet hosts a weekend of online gaming open to everyone free of charge! The next GCOG runs Thursday, June 24th through Sunday, June 27th. Please click here for more information (including how to sign up), and we hope to see you there! Star Wars Saturday
Bounty of the Week 2nd edition (Session 5) Rich Rogers runs for Brandon Brylawski, Danielle B., Francisco Olivera, and Steven Watkins The Raptor crew undergo the dreaded "makeovers" before their rescue mission on Uleria. Hutt Cartel (Session 5) Will H runs for Alexi S., Anders, Rich Rogers, and Steven Watkins ESCAPE! The aftermath of the two-pronged rescue of the Vizicks has left our temporary alliance of scum & villainy both battered, bruised - and burnt! Anez the crimelord is forced to break things off with ETEMA THE SPY, driving the rebel back into the arms of her mysterious handlers. Trying to salvage as much from this mess as possible, Etema offers a seat offworld to not just innocent Ebla but also SCARA THE ASSASSIN. But Scara is determined to get her friend Tren away from 1313 too - and they nearly come to blows over the reputation of the troubled street hawk. Meanwhile SARAL MUUVA gets a new partner, the Anzellan TUKTUK who is closer to the truth than the Chiss realises! Their battle of wits and evidence tampering nearly lands the fleeing exiles in trouble, but the truth dies easy on 1313... Gauntlet Calendar Against the FAE Conspiracy (Session 3 of 3) Alun R. runs for Brandon Brylawski, David Morrison, and Will H The daughter of Jesusita, the Analyst, refuses to talk to her after the embarrassment at the circus but then goes missing; all the evidence suggests she's been taken by the Conspiracy. Andy the Handler finds out as much as he can from their mole in Summer while Mark the Assassin approaches his mentor Reece who has a history with Winter. Finally Jesusita bugs the circus to discover how to reach her daughter. Cut to a faery circle on Hampstead Heath...and then to the Winter Court. There's a tacky frozen corporate dinner dance, icicle doormen, and a VIP area. Then a daughter imprisoned, a partner chained and a deal...what a deal... The Between (Session 5 of 5) Alun R. runs for Donogh, Mendel Schmiedekamp, and Steven S. When a Pinkerton leaves their card, Angel the American visits a grand hotel, where a Scotland Yard detective regrets interrupting her. Meanwhile Hence, the Vessel, and Moore, the Factotum, head to Cremorne Gardens where there's a young lover implicated, a creature confronted and a pearl exchanged...and that's before the hunters seek a vampire in the storm drains below Limehouse...there will be blood... Hearts of Wulin: In the Court of Crimson Blades (Session 3 of 4) David Schultz runs for Chase Ordonis, Josh H, and Shane The first rays of dawn emerge and our story reaches its end as Xin Ling makes their final move to take the throne once and for all, Harmonious Ivory is locked in deadly single combat, and Gentleman Bao-Yin finally uncovers the terrible secret behind what is inside the ancient reliquary. Hearts of Wulin: Numberless Secrets (Session 4) Lowell Francis runs for Jamila R. Nedjadi, Patrick Knowles, Sherri, and Tyler Lominack The detectives finally confront the killer! Then with that case closed they deal with their own issues and a tournament filled with secrets, resentment, and old grudges. Trophy Gold: The Death Ziggurat (Session 1 of 4) Mike Ferdinando runs for Blake Ryan, Jesse Larimer, Josh, and Tim A team of treasure-hunters take on a well-paying job to stop a demon from re-entering the world. What could possibly go wrong? Dune: Adventures in the Imperium (Session 0) Lowell Francis runs for Brandon Brylawski, Danielle B., Fraser Simons, and Harry We develop the details and characters of House Anthier, a Minor House being raised up and gifted the abandoned planet Birindar as part of the Emperor's games. Other Games Against the Dark Conspiracy: NBA (Session 1 of 4) Alun R. runs for Lowell Francis, Paul Rivers, Pawel S., and Will H In this off-calendar follow-up to Lowell's NBA Express campaign, Jimmy Rook the former Criminal and deniable MI6 Burglar returns as part of a new team comprising Lena Karppi, a Handler with the Finnish NBI until her partner went missing; Vlad Rostov who used to do SIGINT for the GRU until the Conspiracy betrayed him and he ran; and Eun-Jung Rhee an ex-NSA Assassin who had a close encounter with 'something' in Austria that tested her faith. We open in the Jordanian desert overlooking the Dead Sea where the team are set to rescue a missing asset. There's goats, a box, a big bang, and a surprise, before they head to Amman in pursuit of a suspicious business woman. Then...a corporate villa, a shadow that moves, and slaughter...before an escape and an interesting offer... 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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