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8/28/2020

Gauntlet Video Roundup - August 28, 2020

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

Gauntlet Community Open Gaming

Annalise: The Mysterious Voyage of the Auspicious
Donogh runs for Andrew, Kim Riek, and Shannon
In Annalise, the characters have all fallen under the influence of a vampire, a creature of the night that gains its sustenance from others. The year is 1798. The Auspicious, a newly acquired vessel of the East India Company, had been in harbor in Calcutta for some time being provisioned and taking on cargo. The night it was to leave, it caught fire and was almost totally destroyed. Now, months later, it has been rebuilt and has just entered the open seas on its way back to England. The crew is nervous and ill omens abound, but the voyage is underway and the East India Company needs the ship to make it back to Southampton with all due speed.

Star Wars Saturday

Bounty of the Week (Session 4 of 4)
Rich Rogers runs for Greg G., Jon Grim, Josh H, and Will H
The crew of the Wraith steal swoop bikes from some tree punks, steal a bounty from Boonta the Hutt, then... free him?

TGI Thursday

Veil'd Fantasy: Sects in the City (Session 4 of 4)
Lowell Francis runs for Dan Brown, Jesse A., Josh H, and Steven Watkins
In our finale, the group confronts the only agent of the Blinders of Ages they know: Zilsaron. It does not go as well as they hope. They regroup and make decisions about their future.

Gauntlet Quarterly

Checkpoint Midnight: Waltz of Treachery - Season 2 (Session 4 of 5)
Alexi S. runs for Jesse A., Leandro Pondoc, Puckett, and Steven S.
New alliances are formed and old ones tested in Cold War Vienna. Jack tries to broker peace between Emilie and Timofei, Emilie has an unexpected reunion with an old flame, Joske proves he really does know everyone, and Valentine wheels and deals as netherworld intrigue threatens to overtake the city.

Gauntlet Hangouts

Ultraviolet Grasslands: Season 6 - In the Shadow of the Near Moon (Session 3 of 3)
Horst Wurst runs for Abe Lincoln Jr., Dennis Matheson, Nathan Harrison, and Puckett
Three Sticks Lake

Hearts of Wulin: The Immortal Throne (Session 6 of 7)
David Morrison runs for Bryan, Lara Boerth-Dryden, Maria M., and Puckett
The heroes ascend Mount Fang to find a little piece of hell on earth. Zhang Long prepares a sealing ritual with the aid of the spirit of Faithful Lotus, Yaling Liu considers a change in employment, Mirror of the Clouds brings the house down, and Lei Ning makes a power play. With the spirit of Faithful Lotus laid to rest, the heroes return to the palace - though one of them does so in chains.

ALIEN: The Hunt (Session 4 of 5)
Jason Zanes runs for Alun R., Jamila R. Nedjadi, Paul Rivers, and Will H
Sitka regains consciousness in time to fight aliens, fly dropships, and chew bubble gum. Noah sends a message, Darius shows us how to use a pulse rifle, and Bryant gets a spiked tail through the thigh.

3:16 Carnage Amongst the Stars: Oscar Sector (Session 3 of 4)
Donogh runs for Anders, Gerwyn Walters, Jim Likes Games, and Puckett
After a counter-boarding exercise against the other Companies in the Battalion, the Brigade invades Titian, having identified the Apes there as a potential uplift candidate. A bloody genocide against the peaceful species follows, and some don't take to it as well as others.

Leverage: Hustler's Convention (Session 4 of 4)
David Morrison runs for Diana Moon, Jim Likes Games, and Philip Rogers
The crew cuts to the chase at the McLellan sawmill, and discovers that their mark is rich on paper. Lenny takes a blow for the people he is protecting, Sasha has a run-in with the law, and Adora makes an online purchase.

Trophy Gold: The Source of True Purpura (Session 4 of 4)
Sam Zimmerman runs for Dan Pucul and Maria Mison
In this deathly exciting finale of The Source of True Purpura, Kiva and Ria fight a spectral mage, investigate rivers of flowing ink, and ravenously consume the contents of a library. Will anyone survive?

Hearts of Wulin: No Mercy - The All Valley Championship!
David Walker runs for Erez, Jim Likes Games, Kieron, and Steven desJardins
In the thrilling climax of season one of No Mercy! The rivalry between the Bock Hunter Action Academy and the Crimson Dragon Dojo threatens to ruin the school dance. As our heroes reach the All Valley Championship - who will be crowned champion?

Free from the Yoke: Rokugan (Session 3)
Lowell Francis runs for Patrick Knowles, Scot Ryder, Sherri, and Tyler Lominack
The Crane manage to handle affairs in the south, The Phoenix calm the spirit, and the Crab persevere with the Emperor's Bridges, but the Unicorn suffer tragedies as they conflict with the Scorpion.

Better the Devil Who Serves You (Session 3)
Jamila R. Nedjadi runs for David Morrison, Joel N., Sam Zimmerman, and Sherri
In this session we meet The Wedding Coordinator and their long suffering assistant. Vel has a run in with an old friend, K'vira discovers the most magical thing EVER, Jel takes care of the unsightly in a way most unique to her, and Miss Bond plays matchmaker!

Gauntlet Campaigns

Keepers of the Cards: Our Magical School (Session 2)
Darold Ross facilitates for David Schultz, Joel N., and Sherri
Our Keepers deal with the choices they made last episode. While Ainsley is saved by Doot and Taylor, Victor crosses paths with the mysterious student council member in a place he definitely shouldn't be. Megan is disappeared by her butler, leaving the others to investigate the pocket dimension and also attend a party hosted by one of the school's popular girls. But when the guest of honor is revealed, this party has so much more riding on it than getting to flirt with a crush.

Keepers of the Cards: Our Magical School (Session 3)
Jamila R. Nedjadi facilitates for Darold Ross, David Schultz, Joel N., and Sherri
Our kids face down a dangerous magician in the club but Doot and Victor embody their magic and do what's needed to protect everyone! Doot discovers the key to her magical golem and we're surprised to discover who her drift compatible co-pilot is! Despite Megan acting like a brat for most of the episode, they save Taylor when it matters most. We end the episode on a cliffhanger, as our kids are lead deep into treacherous school grounds to seek out more answers...

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.

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!

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8/26/2020

History of Licensed RPGs (Part VI 1999-2000)

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ONE YEAR LATER
I’m back these lists again, and not a moment too soon. We’ve had a variety of high profile license announcements lately: Rivers of London, Dragon Prince, Hellboy, Legends of Grayskull, Dune, Stargate, Altered Carbon, etc. So here’s a quick list of licensed rpgs actually released 2019-2020.
  1. ALIEN
  2. Champions Now
  3. Dishonored
  4. The Expanse RPG
  5. Fallout Wasteland Warfare
  6. Jim Henson’s Labrynith
  7. Judge Dredd & The Worlds of 2000 AD
  8. Lyonesse: Fantasy Roleplaying Based on the Novels by Jack Vance
  9. The Princess Bride
  10. Robotech: The Macross Saga Roleplaying Game
  11. Sea of Thieves
  12. The Tingleverse: The Official Chuck Tingle Role-Playing Game
  13. Uprising (Dystopian Universe)
  14. Usagi Yojimbo Role-Playing Game
  15. Warhammer Age of Sigmar: Soulbound
  16. Zorro
And we’re not even done with the year.

LICENSING OFFICE
This list focuses on products which adapt novels, movies, video games, or comic books. I’ll generally restrict myself to official licenses. My comments offer a mix of context, commentary, description, and review. If you see something I’ve missed from 1999 to 2000, please tell me in the comments.

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PREVIOUS LISTS
History of Licensed RPGs (Part I 1977-1983)
History of Licensed RPGs (Part II 1984-1985)
History of Licensed RPGs (Part III 1986-1989)
History of Licensed RPGs (Part IV 1990-1992)
History of Licensed RPGs (Part V 1993-1995)
History of Licensed RPGs (Part VI 1996-1998)
History of Universal RPGs
History of Post-Apocalyptic RPGs
History of Steampunk & Victoriana RPGs
History of Cyberpunk RPGs
History of Superhero RPGs
History of Horror RPGs
History of Wild West RPGs
Samurai RPGs

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1. DC Universe Roleplaying Game (1999)
West End Games filed for bankruptcy in 1998, the year before publishing DC Universe. It came out from a WEG restored as "d6 Legacy," a division of French publisher Humanoids. Originally the publisher of Metal Hurlant/Heavy Metal, Humanoids evolved into one of the most important European creators of graphic novels, with DC briefly working with them to publish in the United States. This new organization published both DC Universe and The Metabarons rpg, until Eric Gibson bought WEG in 2003. So we have a high-profile US comic book license developed by a semi-bankrupt company under the auspices of a French publisher.
 
Despite those challenges, WEG managed to put together a strong and solid game. DC Universe uses the d6 Legacy system. That offers an interesting compromise between rules-light and granular mechanics. The character sheets, even for simple characters, pack a ton of information- lists of skills and abilities with die values. The write-ups resort to teeny-tiny font to fit everything in. Other elements make the game feel very classic and conventional. Pages have an intrusive sidebar that eat up text real estate. The designers subdivide broad areas into increasingly smaller bits in the form of specializations. These apply across skills, combat talents, and powers. That's an approach closer to the older DC Heroes than more open systems like Champions or Marvel Heroes. Despite that DC Universe isn't that heavy in play (unless you use the optional rules and countless modifier charts there). The weight of the game rests on character creation and trying to figure out exactly what you can do in play.
 
DC Universe did well enough that WEG published several supplements- for groups (JSA Sourcebook), locations (The Daily Planet Guide to Metropolis), and concepts (Magic Handbook). If you like the d6 system, you should consider tracking down a copy of this (or d6 Powers). If you loved DC Comics in the 1990's, you could do worse than this as a sourcebook for the period.
 
2. Dragonball + Dragonball Z - Il gioco di ruolo (1999)
While DB and DBZ originated in the mid-1980s, it wouldn’t come to the US until 1990 and late 1996 respectively. It came out slightly earlier in Italy. This complete game combines aspects of role-playing and boardgames. Sections of the rules show how to simply play out extended combats between the characters. That’s something I remember strongly from the early days of Champions. The clinical point-buy system established a standard everyone had to abide to without a GM.

The RPGGeek entry mentions something interesting about the Italian RPG scene: “(these games) have been distribute(d) in Italian newspaper kiosks. At less than 10 euros each, both the full colour boardgames and the RPG have been a successful way to promote the hobby among non-players enthusiasts of Japanese cartoons, that are very popular in Italy since the state television started to broadcast them in 1978.”

This was the only release for the product’s line.

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3. Dragon Ball Z (1999)
In the late 1990s, R Talsorian leaned heavily into their Fuzion system, a hybrid which drew from their Interlock mechanics and HERO System. As I mentioned in my History of Universal RPGs list, Fuzion had an active web presence and discussion group. Most games didn’t have anything beyond the most rudimentary message board and webshop. Fuzion created a strong negative reaction in our area, mostly from older (dare I say grognards) like me. Looking back I’m surprised at how negatively I reacted to the possibility of change.

By the time of this release, R Tal had laid down and refined the basics of licensed Fuzion with Bubblegum Crisis and Armored Trooper Votoms. DBZ offered a modular but crunchy system with the ability to play out complex fights with detail and balance. The core book contained lots of background material and resources. My fav pull quote from the back cover is “Compatible with any scale of Dragon Ball Z Action Figures!”

R Tal would release two supplements for DBZ: The Frieza Saga in 2001 and The Garlic Jr.-Trunks-Android Sagas in 2002. Both were pretty hefty coming in at around 100 pages each. And that’s more material than you might imagine, given the density of layout in those days.

There’s an argument to be made that DBZ represented a real generational split in gaming. The CCG boom had become less explosive, we didn’t have d20 to kick around yet. DBZ appealed to a younger range of gamer who had grown up with significant volumes of anime on TV and available on video. Robotech was old to them. They had new games to think about and D&D wasn’t really that interesting.

While there may have been a Japanese rpg adaptation of the license I haven’t tracked that down yet. Despite its popularity, Dragonball wouldn’t see another licensed version until 2016. Several fan-made versions popped up in the interim some with several supplements.

4. Dungeons & Dragons Adventure Game: Diablo II Edition 
In 1999 TSR released this boxed set intended to be a stand-alone D&D product to simulate the Diablo II setting. Diablo was huge, one of the most popular PC games of the time. The intent was to grab that player base and let them play out those adventures at the table. Could it be satisfying to players who wanted that click-n-kill experience? Could it provide the kind of rich, out of the dungeon stories other players might want? How about no.

Weirdly they then released a product to let existing AD&D players bring Diablo stuff into their game with Diablo II: The Awakening (1999). And then there’s Diablo II: Diablerie (2000) which does the same thing, but with the D&D 3.0 system. But then there’s also Diablo II: To Hell and Back (2001) which also seems to be adapting 3.0 to this…like I can’t even follow what’s happening here and my biggest go to, Designers & Dragons, doesn’t have anything on this.

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5. Feng Shui (1999)
Feng Shui’s based on Shadowfist, one of the few CCGs to survive the original boom. It folded at one point, only to be resurrected by Z-Man Games (before the broke big with boardgames). Shadowfist had color and a wild setting. It never hit the heights of Magic or even Jyhad, but it remained a solid niche product for years.

So the RPG adaptation of this setting, Feng Shui, probably belongs on my 1996 installment, the 1999 edition is where Feng Shui finally found a foothold. Last Unicorn Games’ in 1996 edition was a massive, glossy, over-produced full color book. It was gorgeous to look at and read, but less useful at the table.

But Atlas’ 1999 hardcover with b&w interiors actually caught on. Whether that was a result of a change in distribution, cost, or support isn’t clear. There’s an argument to be made that by 1999, rpgs had shifted to be better prepared for story-gamey, dramatic combat. Atlas would release several support books for the line before letting it kind of sit.

The 2014 Feng Shui 2 Kickstarter however, pushed it back into the limelight. It was one of the early big rpg success stories, with lots of stretch goal goodies. The game built on the existing Feng Shui setting, rather than bringing in developments in the card games meta-story. It also eliminated some key setting features, like the near future genemod villains, which bug some people. (Maybe not that many, but it bugged me).

6. Guardians of Order
GOO released three new licensed anime games during this period, along with the 2nd edition of their flagship Big Eyes, Small Mouth RPG. That system formed the basis of their generic Tri-Stat System. You can see more on that from my Universal RPGs list. It’s worth noting the owner/publisher Mark MacKinnon’s not a good dude, with shady business practices, so maybe think about that before you buy the latest BESM edition. For more on that see this the Designers & Dragons FB post on the issue.
  • Demon City Shinjuku (1999) Originally a novel adapted into a OAV movie (and then a live action one. It’s a gothic, near future action story. The rpg builds on the DCS setting to offer a toolbox for building your own dark horror anime game. At the same time it gives a decent sourcebook for fans of the anime.
  • Dominion Tank Police (1999) Based on the manga/anime from Masamune Shirow (Appleseed, Ghost in the Shell). It’s a whiplash mix of dark themes and weird high-comic material. It’s weird and was one of the earliest anime you could easily get on VHS, creating a strong American fandom. It’s a show about cops and that hasn’t aged well—especially given their attitude and methods.
  • Tenchi Muyo: We’d seen the Japanese licensed of this in ’96 with Tenchi Miyo in Love using the MAGIUS base system. This one also uses Tri-Stat. They’d follow it up with Tenchi Universe in 2001, Tenchi in Tokyo (2002) and a GM screen.
GOO also followed up to their Sailor Moon RPG with two “character diaries” (for Sailor Scouts and Knights). That used to be a thing. As well as The Complete Book of Yoma Volume 1. There would be no volume two and this would be the end of the Sailor Moon games from GOO. Instead they moved on to richer pastures elsewhere.

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7. GURPS
Steve Jackson provided yet another wild set of choices for licenses in these two years. First GURPS New Sun adapted Gene Wolfe’s stylish and weird fantasy novels. They’re strong examples of the “Forgotten Earth” genre, alongside Moorcock’s Dancers at the End of Time. Wolfe writes striking prose and there’s world building. Shadow of the Torturer and its succeeding book have an allegorical feel set in a strangely discordant world. At times it reads like Candide, at others like a grimdark version of Vance’s Dying Earth. What’s strange is that I’ve always seen these as a niche fantasy series. They’re critically respected and admired, but don’t number among the popular big quadra-tetraologies. So producing a GURPS version feels like a vanity project.
 
GURPS New Sun aims primarily to be a sourcebook- and offers a complete history of the original series as well as the Urth of the New Sun. That means it’s spoiler heavy. The few reviews I’ve found are mixed, with even the most positive praising more the general info than the style, presentation, or playability. New Sun jams a ton of material into a single 128-page book. That’s always the challenge with GURPS supplements. They know they likely aren’t going to get another bite at the apple, so they have to distill everything they can.
 
The other four GURPS licenses all draw from games instead of books or movies. GURPS Myth (1999) seems the oddest choice in many ways. Myth was a fantasy rts from a pre-Halo Bungie in 1997. It got favorable buzz but never grabbed attention like Starcraft or Age of Empires. A sequel came out at the end of 1998. By the time this supplement came out, Bungie had already shuttered development on the series to focus on Halo. They would shut down the official game servers at the start of 2002. The GURPS adaptation tries to present Bungie’s deep lore for the game, but ends up being dry and not that compelling.

GURPS Castle Falkenstein (2000) is an interesting beast. It released the same time SJG made a big genre push, releasing GURPS Steampunk in 2000 and Steamtech in 2001. There’s something-- I don’t want to say perverse-- but at least weird to see one of the most experimental and cutting edge die-free proto-storygames converted over to one of the crunchiest system foundations available. SJG would support this with a new supplement, Ottomon Empire, covering an area not dealt with in the original. It’s…something.

For the last two adaptations, SJG poached from their own backlog. GURPS In Nomine (2000) adapted a French rpg from 1990 which had been translated into English in 1997. It’s a battle between angels and demons rpg, with lots of crunchy bits. Your reaction to this will depend on how much you dig high powered GURPS games. The other pick, GURPS Ogre, adapts one of the earliest Metagaming/SJG wargames into a role-playing setting. Given that Ogre’s about tanks, guns, and vehicles, you can imagine how this plays into GURPS core strength: the ability to write up long and detailed sheets for every piece of equipment. There’s a certain kind of tech and detail fetishism that I never got, even in my most trad years.
 
8. Twilight Imperium: The Role-Playing Game (1999)
In ’99 Fantasy Flight hadn’t yet become the powerhouse it would. On the rpg front, they’d only released a few Call of Cthulhu modules. They hadn’t yet published the massive boardgames which would put them on the map. Instead they were known for two products: the long running Diskwars series and the colossal Twilight Imperium boardgame, which had four expansions by this point.

This stand-alone rpg used all of that TI lore to create a fairly flat game which didn’t appeal to role players or board gamers. The few reviews online are pretty savage citing stereotypical presentation, lack of interesting choices, and little support for the GM. While it had a relatively simple rules system, overall it brought little to the table. FFG released one modest supplement, Mecatol Rex: The Star in the Crown, but ultimately dropped the line.

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9. Dune: Chronicles of the Imperium (2000)
What happened? That’s the big question. I remember being at Gen Con the year Last Unicorn Games had this on sale. I still kick myself for not picking up a copy, because they never reprinted past that initial runs. Shanon Appelcline has the full story of LUG in Designers & Dragons ’90-’99. I’ll give an abbreviated version.

Last Unicorn originally had the Dune license for a CCG. Even that wasn’t complete as they only had it for material inspired by the David Lynch movie. That would eventually change when Brian Herbert saw the chance for some money. (Ever wonder why there are only Dune prequels? Apparently Frank Herbert stipulated there could be no sequels…). As the CCG market waned, LUG secured the Star Trek license (see the previous list) which did really well for them.

So riding on that and having the Dune license they produced the RPG. But at that time, Last Unicorn wasn’t doing so well financially. In stepped Wizards of the Coast in 2000 to buy them, releasing two final games before the completed merger, including the Dune RPG. But the arrival of WotC on the scene made the Herbert estate demand significantly more money for the license, resulting in WotC/LUG losing it completely. A d20 adaptation ready to go, for example, had to be cancelled.

The book itself was a striking, full-color work. It adapts the ICON system they used for their Star Trek game to this. It’s what you’d expect: dense, amazing art, and lots of cool setting material. It’s uncertain how this would have done in the marketplace, but it had potential. It was announced earlier this year that Modiphius had acquired the license and will be releasing a 2d20 version. Their press release focused on the diverse team they’re bringing to the project.
 
10. Star Wars Roleplaying Game (2000)
Wizards of the Coast changed the rpg scene with the release of D&D 3.0. It’s such a major tipping point—the rebirth and expansion of a major IP, unification of system mechanics, and the first open game license. It would create a boom which would last until WotC popped it with the release of D&D 3.5.

The Star Wars RPG used a d20 system and built on the then-existing goodwill for the new SW trilogy. It received a lot of support from the company with a living campaign, tons of pdf mini-adventures, and some rich sourcebooks. It did well, even in the shadow of the new D&D 3.0 behemoth.

It also managed to overcome some of the WEG Star Wars nostalgia through that support and appealing to a mass of gamers who’d never even heard of the d6 system. Star Wars also had a “3.5” edition, here called revised. That didn’t have the knock-on effect on other publishers which D&D had but did shake the faith of Star Wars players who expected more expansions and not a reboot. They would take the hit again just a couple years later when WotC revised the rules to the Saga Edition, a proto form of D&D 4e.

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11. Ghost Dog: The Way of the Samurai (2000)
Throughout these lists, I’ve pointed out the most obscure licenses. This may well be the most obscure and niche. It’s certainly in the top ten. The source of a movie by noted arthouse director Jim Jarmusch (Stranger than Paradise, The Dead Don’t Die). In it Forrest Whittaker plays a mafia hit man who models his life on an interpretation of the code of the samurai. It contains references to the work of Seijun Suzuki and Jean-Pierre Melville.

Interestingly the game’s co-written by David L. Pulver who also did several of the GOO anime adaptations mentioned above. Supposedly the studio approached the company about doing the rpg. It uses the same Tri-Stat system.

So what’s the game? It’s kind of a crime/mafia game with some discussion about changing perspective and PoV as exemplified in the novel and film Rashomon. But regardless of the high-brow themes in the movie, it’s basically a crime game. From the cover blurb, “This role-playing game and resource book re-creates the gangster genre as a cross-cultural fusion of Eastern philosophy, mob drama, and urban darkness. Inside you'll find an exhaustive analysis of the film, insightful bios for all the characters, and an engaging study of Mafia organized crime in America.”
 
12. Alternity Adventure Game: StarCraft Edition (2000) 
When WotC bought TSR they carried over a ton of IP as well as some in-progress projects. Alternity was one of these, sci-fi game with a unified central resolution system. They would release two well regarded settings, Star*Drive and Dark Matter, both of which have fans even today. Alternity built some of the foundations of the D&D 3.0 engine.

But by 2000 energy and attention had been pulled away towards that major release. The StarCraft rpg would end up being a disappointment for fans of Alternity and Starcraft. Rather than an expansion of the rules it stripped them down into a lighter version for play. It also didn’t serve as a great sourcebook for fans of Starcraft. Oddly it launched as a box set at a time when those were falling out of favor. 

​History of Licensed RPGs (Part I 1977-1983)
History of Licensed RPGs (Part II 1984-1985)
History of Licensed RPGs (Part III 1986-1989)
History of Licensed RPGs (Part IV 1990-1992)
History of Licensed RPGs (Part V 1993-1995)
History of Licensed RPGs (Part VI 1996-1998)
History of Universal RPGs
History of Post-Apocalyptic RPGs
History of Steampunk & Victoriana RPGs
History of Cyberpunk RPGs
History of Superhero RPGs
History of Horror RPGs
History of Wild West RPGs
Samurai RPGs

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8/21/2020

Gauntlet Video Roundup - August 21, 2020

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[Gauntlet Hangouts: Indie RPGs. Story Games. OSR.]
Greetings, and welcome to the weekly Gauntlet Hangouts video roundup! Enjoy these recordings of online games organized through Gauntlet Hangouts 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

Bounty of the Week (Session 3)
Rich Rogers runs for Greg G., Jon Grim, Josh H, and Will H
The crew of the Wraith capture their quarry and free some droids, but the plots get deeper on their next hunt.

TGI Thursday

Veil'd Fantasy: Sects in the City (Session 3)
Lowell Francis runs for Dan Brown, Jesse A., Josh H, and Steven Watkins
After dealing with an attack, the group splits into pairs leading to confrontation, justification, and defenestration. Then they consult a necromancer.

Gauntlet Quarterly

Checkpoint Midnight: Waltz of Treachery - Season 2 (Session 2 of 5)
Alexi S. runs for Jesse A., Leandro Pondoc, Puckett, and Steven S.
Our game of supernatural Cold War spies continues, with Joske being framed for murder at the art auction, Jack losing control to the personality in one of his arms, Emilie realizing the dangers of the painting she stole, and Valentine collecting the gossip of two different worlds.

Checkpoint Midnight: Waltz of Treachery - Season 2 (Session 3 of 5)
Alexi S. runs for Jesse A., Leandro Pondoc, Puckett, and Steven S.
Electrifying missions for our supernatural operatives: Jack and Emily share a tender moment, then resolve to track down an old nemesis. Joske and Valentine investigate a site of Nazi crimes that retains a supernatural stain, then join their allies to invade dreams and summon up netherworld monsters.

Gauntlet Hangouts

Back Again from the Broken Land: The Journey's First Step
Alexi S. runs for Brandon, Chris Newton, and Leah Libresco Sargeant
The Doomslord has fallen, but, for a trio of small adventurers, there is still a long walk home ahead. Liriel the Shepherd, Belby the Burglar, and Harding the Turncoat set out on their journey, during which they will share stories, reveal burdens, and brave perils. Will they elude the Hunters? And how will our fellowship have changed by the time we reach home?

Puppetland: The Terrible Fire!
Donogh runs for Horst Wurst, Joe A., and Robbie Boerth
"Come see the dragon!" cried Monsieur Babypants. Overhead, the pale moon floated in the sky, the light of the flames reflecting off its luminescently painted surface. Over the next hill was Puppettown, and the world. Join us as Mr Pebbles, S'maul Greenfelt and General Chuckles try to save Puppettown from the Terrible Fire!

ALIEN: The Hunt (Session 3 of 5)
Jason Zanes runs for Alun R., Paul Rivers, and Will H
Bryant, Noah, and Darius spend the session fighting and also battling Xenomorphs. Hoping Jamila can join us next time because no one wants to see Bryant trying to fly a dropship.

Trophy Gold: The Source of True Purpura (Session 3 of 4)
Sam Zimmerman runs for Dan Pucul, David L., and Maria Mison
Orlen and Masero continue their exploration of the valley of Purpura, and discover a few new friends along the way! Hopefully their lapis lazuli talking skull doesn't drive them insane.

3:16 Carnage Amongst the Stars: Oscar Sector (Session 2 of 4)
Donogh runs for Anders, Jim Likes Games, Pawel S., and Puckett
[Content warning: child abuse in character's past shared in flashback from 2:09:30 to 2:10:30.] The Brigade follows additional clues found on Holbein about the mysterious uplifted enemies they have encountered. Full throttle to the outer rim of the solar system to land on Monet where they fight their most alien adversary yet!

Hearts of Wulin: Measure of the Soul - Season 2 (Session 3)
Jamila R. Nedjadi runs for Darold Ross, Joel N., Maria M., and Sherri
We enter the gates of hell, prepared for anything...well, almost anything. Here there are strange lights that hang higher in the air, buildings made entirely of glass that stretch towards the clouds, and a screaming snake of metal that rushes through the sky. What has happened? We're in an Urban Shadows AU, of course! Tenten allows their heart to be claimed, Bao faces down werewolves, Jin discovers she was born to play the dark dominatrix, and Horizon finds betrayal and heartbreak awaits.

Hearts of Wulin: No Mercy! (Session 2)
David Walker runs for Erez, Jim Likes Games, Kieron, and Steven desJardins
Inspired by Cobra Kai and Karate Kid, this actual play of a Hearts of Wulin hack sees the students of the Brock Hunter Action Defence Academy and Crimson Dragon Dojo deal with teenage drama as they train for the All Valley Championship. When Brock Hunter comes to town, the Jones kids take their opportunities to stand as star pupils for the All Valley tournament. Angelica is shocked to find Tommy's girlfriend Olivia has Joined the Crimson Dragon Dojo whilst William struggles with the feelings he is developing for Olivia and his own temper. Oh - and you just won't believe the shit Madison pulls at Anderson's birthday.

Free from the Yoke: Rokugan (Session 2)
Lowell Francis runs for Patrick Knowles, Scot Ryder, Sherri, and Tyler Lominack
The Lion hosts the first Winter Court since the ascension of Emperor Torturi. He calls on the clans to commit themselves to the building of 7 bridges for the 7 clans, but these demands compete with the needs of our protagonists.

Hearts of Wulin: The Immortal Throne (Session 5 of 7)
David Morrison runs for Bryan, Chris Sellers, Maria M., and Puckett
Zhang Long steels himself in his resistance to Golden Soul Scholar, Min Yang risks having a secret revealed, Mirror of the Cloud is targeted by assassins, and Yaling Liu pulls the threads of court. Together, the heroes draw the ire of Golden Soul Scholar, and leave the palace for Mount Fang.

Leverage: Hustler's Convention (Session 3 of 4)
David Morrison runs for Diana Moon, Jim Likes Games, Lowell Francis, and Philip Rogers
A voice from Lenny's past draws the crew to McClellan's Ford, New Hampshire where a local businessman is buying up land. Adora struggles with the backwater internet, Eun Jung plays tourist, and Sasha meets someone unexpectedly.

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.

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!

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8/20/2020

Age of Ravens: #MoveMonth & #RPGaDay Part 1

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This month coincides with two Twitter initiatives: #MoveMonth and #RPGaDay2020. Both have interesting sets of prompts and I've been posting those daily on the Gauntlet Twitter feed...because I can. Yes, its a naked abuse of my power. On the other hand: Content!

With August halfway done, I thought I'd share what I've come up with so far (since it will be easier than one massive truckload post at the end. #MoveMonth (from @stophackandroll) gives a word or phrase and asks you to write a PbtA-style move for it. #RPGaDay2020 (from Autocratik) OOH invites small meditations on roleplaying. Here's days 1-16.

#MoveMonth

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1 Passion of Heartbreak
When you duel with your love, roll. On a 10+ something intervenes: a friend, other enemies, realization. On a 7-9, one of you is wounded (choose) but each gains an insight about the other. On a miss, you cradle them in your arms as they die, so much left unsaid.

2 A Poll of Players
When you agree to put on the play, poll the players on what they wish to perform (comedy, tragedy, farce, etc). Randomly assign roles (director, lead, effects, costume) as adults never listen. In order players pick: title, hurdle, advantage, and why the play's cursed.

3 A Thousands and One
When the chances of anything coming from Mars are a million to one, roll. On a 10+, a slight disorder of the stomach caused you to imagine the Martian explosions. On a 7-9, it is a hoax causing panic and fear. On a miss…But still they come. (apologies to Jeff Wayne)

4 Shift Narrative Control
When you enter the big chase set-piece, the GM describes the camera POV for the 1st sequence up to the huge obstacle, then passes narrative control to player 1. They describe how that's overcome, then up to the next obstacle. Continue until the GM resolves a finale move.

5 Go Fast
When you kick in the boost in a desperate play to make it over the finish line, roll. On a 10+ you sail through to victory. On a 7-9 one of your rivals grabs the drift and steals first place from you. On a miss, the Blue Shell catches you.

6 Backroom Deal
When you flashback to a deal made w/ the villain's lieutenant roll. On a 10+ they point a gun at their boss, giving you an edge. On a 7-9, the mastermind cackles as the incinerator doors open under their former assistant's feet. On a miss, It's a double-double cross!

7 Under the Hood for Fellowship 2e
by @Sam Z (he/him)
What is thy bidding, my master?

When you take this move, immediately narrate a scene where you reveal a greater threat than the current overlord.
Create a new level 1 Overlord with 5 stats. The current Overlord is demoted to General.

8 Clocks on Clocks
When it's the final countdown, roll. On a 10+ you unburden yourself and speak what you always kept secret. On a 7-9, you both speak, interrupting each other but that moment's almost enough. On a 6- you've waited too long & left so much unsaid. Perhaps in the next life.

9 Temporary Permission
When you add that podcast feed everyone's talking about, roll. On a hit, you download it easily. On a 10+ it’s well organized and tagged letting you find what you want. On a 6- there are too many episode and you run thru your data plan. On any result, leave a review.

10 Out Maneuver
When you try to exit after they start telling you about their character, roll. On a 10+ you extricate yourself. On a 7-9, you escape but must throw someone else under the bus. On a miss, you're penned in and forced to nod along. Mark exhaustion.

11 Out of this World
(for MotW) by
@Max Kämmerer (he/him, they/them)

When you first encounter something so strange, terrifying, or otherworldly that you can hardly comprehend it, each player rolls + Cool. This move is meant for ancient or even alien creatures. A regular old vampire won’t get you this riled up, but an ancient Old One or extraterrestrial being might… the Keeper decides when this move is triggered, but players may suggest that their character should have to roll it if their character is particularly vulnerable to this kind of creature.

On a 10+ you keep your cool and take 2 Hold.
On a 7-9 you barely catch yourself and take 1 Hold but -1 Forward to your next aggressive action. On a 6- you are terrified, stunned, the GM may make a move as hard as they want. Take -1 Ongoing when acting aggressively against it until you Roll a 10+ doing so or you had a moment to gather yourself.

When spending hold describe how that looks in the fiction.

Spend Hold 1-for-1 to:
  • Get in a cheap shot. Take +1 Forward to your next aggressive move.
  • Take Cover. Take +1 Forward to your next defensive move.
  • Distract it. Give someone else +1 Forward to their next move.
Spend Hold 1-for-2 to: Help someone catch themselves. Change another Hunter’s Roll from a 6- to a 7. Comprehend the incomprehensible. Tell the group something about this creature giving them +1 Forward when first acting on the information. (Once per Group per Encounter)

12 Qualifying Statement
When you finally gather yourself together and confess your love, roll. On a 10+, you don't manage to confess, but through a misunderstanding they invite you along with them to some non-romantic event, reinforcing their cluelessness. On a 7-9, your confession's interrupted by something (a duel challenge, fire drill, charging bull, etc). On a 6- choose: they reject you, they don't remember you, they interrupt to ask advice on confessing to someone else.

13 Learn from Each Other
(for Hearts of Wulin) When you start a dual training montage both participants roll 2d6, pick one die, and then reveal their choice. On a 10+ you both work in harmony—picking up on each other’s strengths & weaknesses in a fantastic ballet. Both of you take +1 Forward to Duel or New Technique & gain a bond w/ the other. On a 7-9, the practice fighting turns more intense. The PC who put forward the low die marks an element. The PC with the high die may mark XP or create a bond. On a tie, both characters do both.

On a miss, the training reveals the tension between the two and the fighting becomes real. The PC who put forward the high die marks an element and reveals a secret to the other. On a tie, both characters do this.

14 A Radical Crawl
When you bow down before your overlord in hopes of changing their viewpoint or behavior, roll. On a 10+ their laughter at your idealism is sincere, but their promises are not. However they spare you punishment. On a 7-9 your temerity irritates them and they inflict mild but ongoing punishment at random. On a miss choose one: you “disappear,” they inflict harsh penalties on you and your loved ones, you’re completely co-opted by their system.

15 Reverse XP
When you roll with your lowest stat and score a hit, mark XP.
 
16 Action Reaction
When you try to rewind time, roll. On a hit you make your move again. On a 7-9 the move has an additional complication: suffer harm, break something valuable, hurt a loved one. On a miss, fate recoils. The original result happens w/ a bonus GM hard move. 

#RPGaDay2020

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Day 1 Beginning
While the Gauntlet began in Houston, the first time many heard of it was through our dual podcasts: The Gauntlet Podcast, looking at indie games played, and Discern Realities, dedicated to Dungeon World. Online gaming, organized via Meetups+ complemented that.

Day 2 Change
The big change for The Gauntlet came when we started our Patreon to support the podcasts. Jason wanted folks to get their money's worth and so started Codex Magazine, which would grow into an amazing thing supporting rpg writers and artists.

Day 3 Thread
The thread running through The Gauntlet's history has been a focus on playing-- actually getting games to the table. We started with a couple of meeting apps-- and got kicked from one because we got too big. That led us to create our own dedicated calendar app.

Day 4 Vision
This year the Gauntlet Community's leaned into our vision as an online gaming club working to support, teach, and introduce folks to online gaming. We've done 2 free open gaming weekends so far & we're working on another round of GM workshop/camps open to everyone.

Day 5 Tribute
Last year we lost Paul Edson, a friend of community. He'd been editor for Fear of a Black Dragon, sharing an ENnie for it. His death hit everyone. He's still missed. Rich Rogers' ENnie-winning Hit the Streets might not exist w/o him. Same for Gauntlet Comics Universe.

Day 6 Forest
Anyone run a game and describe something as a forest and then go, "wait, are these actually woods? Is there a difference? is it a stand of trees? is there another word I ought to be using?"

Because home stay has increased that like 300% for me with lots of words.

Day 7 Couple
Has your relationship to dice changed? Handfuls and dice varieties used to be the standard, but we've swung back to single die-type pools and two dice resolutions.

Not as satisfying to shake in a Crown Royal bag.

Plus now nearly all rolls are virtual... 

8 Shade
Dear Past Self: You know what would be cool? Writing down the names of NPCs you create off the cuff, maybe with a little statement about who they freaking are. Would that be too hard?
–Sincerely Self About to Run the Next Session.

9 Light
Which weighs more, a ton of D&D or a ton of PbtA?

10 Want
We have a free program Gauntlet Gameway giving early rsvps to our online calendar to gamers from marginalized communities (BIPOC, LGTBQ, genderfluid, women, etc) and/or under financial hardship. We want that accessible to more people.

11 Stack
Yes, the second edition of Nobilis is gorgeous, wondrous, and a singular work of art. But it just doesn't fit on a shelf with the other books...

12 Message
If there's a message we want folks to take away from The Gauntlet online session it's a) that online play can be dynamic & fun and b) playing with safety tools enhances and focuses the play. We want to model that with every session we post, record, and talk about.

13 Rest
Take a breather. Pre-Covid I'd run 5 sessions a week, 3 on the Gauntlet. I love, love running, but realized I was burning out. I cut a game, now doing just 2 per for us. I had weird guilt. You want to be the good GM, but you need to take care of you.

14 Banner
(as in Bruce) The biggest tension in gaming is between the superhero rpg which has deep stories & character play and that which has involved power & combat mechanics. How do we get the feels of Masks and the conflict complexity of Mutants & Masterminds?

15 Frame
Running online isn’t like running f2f. There’s a set of techniques and frameworks to make it click. But those shouldn’t be a barrier. We have a collection to help here: 
https://www.gauntlet-rpg.com/blog/online-gaming-resources-a-collection

If you need help or have questions, message us. 

16 Dramatic
Yes, it’s harder to read cues and reactions when you play online. But that just means you have to be bigger, flashier, more expressive. Make faces, lean into the camera, gasp at events. React big and bold when cool things happen in other folks’ scenes. 

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8/17/2020

Davokar, Colonized: Symbaroum and White Fantasy

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By Darren Brockes (cross-posted from Medium) @AgonySongGames
Fria Ligen’s Symbaroum, like all media, does not exist in a vacuum. To consider its place in the works of western, roleplaying games, we need to consider both its textual and metatextual elements, something which is obscured in a way by the unreliable narration of the text — save for the sparse sections set aside to explain game mechanics, every product in the Symbaroum line is written with a diegetic voice to purposefully immerse the reader in the setting, much like any other work of fiction. Just as a book implicates the reader, so does a game with its player(s): Although the authors didn’t write this game as a political commentary, it is one.

To read Symbaroum is to read a western perspective on the world at large — a centered perspective looking toward the periphery — one in which the west has colonized much of what is not the west. This is foundational to Symbaroum even though it is not an explicit part of the text and why I do not call it a subtext: There is nothing subtextual about the coloniality. It is right there on the page; it is a metatext, too, how a white understanding about the world and history we inhabit informs the creation of another world.

Obscured as the metatext is, we can use the text as it is presented to reflect back to us the circumstances of our world that center a particular culture, one side of a narrative, within the game — a recognizable center where there does not have to be one, from where it presumes the player will look out toward the periphery.

I’ll summarize Symbaroum’s setting and discuss “white fantasy” as a metatext; an enabled narrative-object that can (and does) cross product lines.

(Before I begin, let me note: The product is called Symbaroum and there is an empire within the game named Symbaroum. I’ll italicize the product’s name and not the empire’s name.)

The story of Symbaroum begins with the eponymous empire, which stretched far across the continent through its imperialistic reach. Eventually, because of Symbaroum’s (ruling class’s) abuse of magic — and, further, their abuse of the corruption that their abuse of magic caused — the empire collapsed on itself, its power convulsing inward very suddenly and destroying itself. This, naturally, left regions and communities unmoored, suddenly untethered from a central identity. The manner of collapse left an existential wound on the continent, which the elves, from the indeterminate west, were swift in coming in to contain the corruption that could easily destroy the world.

The elves will be reintroduced in the history of the setting, but I include them here to comment on the timeline because elves are very old and humans, in their short lifespans, are very forgetful.

After generations, humans have essentially no recollection of Symbaroum and have developed separate ethnic identities with only a guess that they could be related. In this time, the elves had planted a forest to contain the corruption of Symbaroum — named Davokar — and kept watch over it. Not all of the elves, either: a special volunteer force named the Iron Pact, who willingly left their homelands to clean up the humans’ mess. Aside from the elves, some humans remained who divided into a tribalistic society, related but never creating any sort of bloc or, really, claiming any land. They knew, somewhere in their histories, and trusted the elves.

South of Davokar, a mountain range. South of that, Alberetor, a kingdom in the classical, western European sense. Wholly separate from Davokar, the elves and the humans north of them; separate to a point of ignorance. A magical catastrophe strikes in the form of war with Dark Lords — sorcerers practicing the same sort of magic the ruling class of Symbaroum did (yes, the historical recursion is a literary device). Alberetor is devastated in this war, the land literally killed off and unable to grow even the hardiest plant. The king had been killed and the crown princess had been kidnapped, ultimately rescued. The war ends and the Alberians look north because they cannot survive in the devastated Alberetor.

Past the mountain range, they find a rolling, verdant plain. A couple of clans of other humans. And then, 20 years later, the now queen of Alberetor decides that is where her kingdom will be relocated. She invades, committing genocide against one of the clans that inhabited the region and subjugating the other, assimilating them completely. The queen names the region Ambria.

It is important to recognize that the Alberians were refugees fleeing a dying land. They were not welcomed into the region by the clans who already lived there — they swept in, swinging swords and never thinking to ask questions. If there were some discrepancy in how a refugee population could muster or maintain such a fighting force to conquer a region, it is is mostly handwaved, but there is an important change in religion for the Ambrians (formerly Alberians): Near the end of the war with the Dark Lords, Alberetor abandoned the pantheon of deities it worshipped in favor of one of them, named Prios and given the epithet “the lightbringer.” The text is very clear to establish zealous fervor as the reason why.

This fervor is used to sanctify and rationalize a manifest destiny, finding not only the genocide and assimilation forgivable (acceptable; natural), but, further to the central conflict of the setting, also the looming conquest of Davokar itself — painted as a manifestation of the evil of the world that must be burned out literally or figuratively.

Let me emphasize that all of this is presented from an Ambrian perspective. Those humans who are not Ambrians are referred to as “barbarians” throughout each product’s text. There is no attempt to give them an identity beyond one palatable for the Ambrian narrators, which is evident with the sparse material written from a barbarian’s perspective (in that material, they refer to themselves as “clanfolk”). Elves are viewed as alien and treated with an abundance of paranoia for their aggressions against Ambrians who presumed to control and exploit Davokar for their own ends. Goblins are at best indentured laborers and the text readily admits they are abused for menial labor.

The text continues like this, laying harsh truth after harsher truth of the Ambrians in front of the reader, but it also never complicates that. Everything written is presented as the state of the world; simple truth. There is only one way of understanding the world of Symbaroum and that is from the center looking out — the text cannot imagine a barbarian perspective, much less an elven one, even if it does give their reasons. All of them, to include other peoples found deeper in Symbaroum’s lore, are literary devices; complications to the proposed moral quandaries that the player characters might encounter.

This is the line, however, that is drawn from the text to the metatext, from the writer to a greater sociocultural understanding of truth in storytelling (to include historical accounts). If a game is written from a western perspective, it defaults to a colonialist perspective. A western perspective requires a construction of the world that has both a center and a periphery — in so many other binaries: An occident and orient; global north and global south; and so on. A required construction of an other and/or subaltern. It is a worldview constructed on systems of power and hierarchies of control.

It is Alberians conquering a region and giving it a name when its previous inhabitants hadn’t named it…or the Alberians simply didn’t ask. It is Alberians renaming themselves, but never asking for the names of the barbarians.

The text is inextricable from both its writers’ perspectives and the forced colonialist perspectives of its Ambrian narrators. The writers’ perspectives are inherently colonialist because it defaults to presenting the world from a hegemonic, imperialistic society and culture and reinforces that by othering the non-Ambrians of the setting and the setting itself by what is included and the choice of how to include the information. The Ambrians become a player vehicle for colonial fantasies like touring and conquest.

Symbaroum invites you to join in the adventure! Explore the vast forest of Davokar in the hunt for treasures, lost wisdoms and fame. Visit the barbarian clans to trade or to plunder their treasuries.

However, I think Symbaroum is a successful roleplaying game precisely because it lays its imperialistic cards on the table, coloniality and all. One of the most glaring criticisms, though, is that it does not make this metatext explicit.

This metatext is white fantasy, a genre distinct within the greater science fiction and fantasy umbrella and cousin to dark and heroic fantasies. The white fantasy leverages the proliferation of cultural identifiers and modes through imperialistic soft power. The widespread translation and sale of Tolkien’s Lord of the Rings, Wizards of the Coast’s market dominance with both Dungeons & Dragons and Magic: the Gathering, ... These works and others are so intrinsic to the (western) fantasy canon that they create a common ground — a center — from where it is easy to reject peripheral stories. How else could humans, elves and goblins be portrayed? To do otherwise would be radical and would rob white fantasy of its vehicles that are able to convey the reader through and across works.

There is no guide for how to engage with Symbaroum as game masters and players, which is a failure of the product. This failure is repeated across products as well, far beyond Fria Ligen’s catalogue. Was it avoided to prevent alienating a demographic of consumers? Was it even considered? As we increasingly see with games across mode, most are unwilling to engage in this critical work and to ask or expect their consumers to do it.

There are ways to engage players critically without overloading them. It begins with asking them what it means to come from an imperialistic culture, to include their own in real life. If a player chooses not to be Ambrian, then what does it mean to be(come) subaltern?

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8/14/2020

Gauntlet Video Roundup - August 14, 2020

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[Gauntlet Hangouts logo]
Greetings, and welcome to the weekly Gauntlet Hangouts video roundup! Enjoy these recordings of online games organized through Gauntlet Hangouts 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

Bounty of the Week (Session 2)
Rich Rogers runs for David Miessler-Kubanek, Greg G., and Will H
The crew of the Wraith board the space station Port Jericho and make some trouble. They capture a bounty and some droids, and take out a Tapani noble in the process.

TGI Thursday

Veil'd Fantasy: Sects in the City (Session 1)
Lowell Francis runs for Dan Brown, Jesse A., and Steven Watkins
Our protagonists hit the streets in search of jobs and coin, but things take a turn when demons sabotage a textile works, nearly killing them.

Veil'd Fantasy: Sects in the City (Session 2)
Lowell Francis runs for Dan Brown, Jesse A., Josh H, and Steven Watkins
While three of the group confront a haggard noble about who is targeting him, our Orcish cook follows his demon's commands and steals a sinister pet carrier from a lurking tengu.

Gauntlet Comics

Apocalypse World 2e: Apocalypse Angels (Session 1 of 4)
Sawyer Rankin runs for Bethany H., Jim Likes Games, John Campbell, and Kyle H.
We set up the slice of Chain's End we're at. The Apocalypse Angels ride into the world and find...trouble. Trouble is definitely brewing. With the way people are having to set up alliances and to try and get information things are already going badly. Let's hope it doesn't get much worse without heroic intervention.

Apocalypse World 2e: Apocalypse Angels (Session 2 of 4)
Sawyer Rankin runs for Bethany H., Jim Likes Games, John Campbell, and Kyle H.
Our Angels learn more of what is happening. Swan's Song is being protected by American Empire soldiers while Freehold is housing a secretive Nazi Assassin. How do our Angels keep the peace and fight neofascism? Tune in to find out!

Gauntlet Hangouts

Apocalypse World 2e: The Outlands (Session 1 of 5)
Sawyer Rankin runs for Jo Zantek, Joel N., Kyle H., and Steven S.
We set up our beautiful world of wonders and begin with a lovely tea ceremony that is interrupted by drug addled greed. Slowly the ruler of our hold begins to pick up Henry the 8th vibes by threatening to off his current wife and had eyes on our precious Skinner! The Battlebabe and Faceless think it's easy to kill a Baron and with the Hocus helping it is accomplished swimmingly. The grateful "Widow" Bach throws a celebration for her new coronation and learns that tactics will be desperately needed to keep everything together.

ALIEN: The Hunt (Session 2 of 5)
Jason Zanes runs for Alun R., Paul Rivers, and Will H
Surprise, surprise. Our band of hunters discover that they've been caught in Weyland-Yutani's treacherous web. In the dark places, they find something rather unpleasant.

Beam Saber: Human Gravity (Session 5)
Leandro Pondoc runs for Bethany H., Lara Boerth-Dryden, Michael G. Barford, and Rob Ruthven
What should be a textbook mission (retrieve the corpse of a fallen soldier) turns chaotic as vendettas rear their ugly heads and the Recon Squad finds themselves swamped by the forces surrounding them. JD learns of a plot to steal their home, Verb connects with the strange technology of the Church, Crux unleashes hell on the enemy and Naga tries to put their rival down.

Ultraviolet Grasslands: Season 6 - In the Shadow of the Near Moon (Session 2 of 3)
Horst Wurst runs for Abe Lincoln Jr., Dennis Matheson, Nathan Harrison, and Puckett
Glass Bridge

BALIKBAYAN: Taking Back Earth (Session 4)
Jamila R. Nedjadi runs for Gerrit Reininghaus, Max Kämmerer, SalamanderJames, and Will
In this session the hammer comes down. Godric pushed too far with his psychic powers and now he has fallen into CORP hands. It gets worse from there as the plans of the CORP unfold in earnest, in a way that will shake the city down all the way to its heart. The revolution will begin in earnest, in violence and desperation. But above it all, the song of love and yearning breaks through it all.

Apocalypse World 2e: Outlands (Session 2 of 5)
Sawyer Rankin runs for Brandon, Jo Zantek, Kyle H., and Steven S.
Our lovely weirdos meet a new weirdo who had been thought dead by most. His war vehicle makes a great alliance with the gang and they go to give Baron Zenko his divorce gift: Who will come out on top when an all out war is brought to bear?

Hearts of Wulin: Measure of the Soul - Season 2 (Session 2)
Jamila R. Nedjadi runs for Darold Ross, Joel N., Maria M., and Sherri
Strings of the heart connect our heroes, complex, intricate, but strong. They all prepare themselves for the difficult journey ahead: descending into Hell itself. They must find Crane of the Woods and stop her before she claims all of the power of hell for herself and completely destroys the city above. Feelings will surge and emotional truths surface, before we find ourselves at the gate of hell itself.

3:16 Carnage Amongst the Stars: Oscar Sector (Session 1 of 4)
Donogh runs for Anders, Jim Likes Games, Pawel S., and Puckett
The databanks of the wrecked Damocles gave them the coordinates of Holbein, where reports indicate the aliens have been genetically modified...even if their early encounters are a breeze, the Troopers quickly find these feline displacer aliens a tough challenge - trenches or not!

Trophy Gold: The Source of True Purpura (Session 2 of 4)
Sam Zimmerman runs for Dan Pucul, David L., and Kyle H.
Kiva and Orlen are joined by the antiquarian Masero in this second session of The Source of True Purpura. Unfortunately my internet died after our first break, so we had to cut the session short after only 30 minutes of play. Hopefully next week we can enjoy the full session!

Leverage: Hustler's Convention (Session 2 of 4)
David Morrison runs for Diana Moon, Jim Likes Games, Lowell Francis, and Philip Rogers
It's ComVention 2020, the foremost comics convention on the West Coast, and the crew have been enlisted to steal back legendary superhero Lady Danger. Adora dabbles in cosplay, Sasha helps out behind the scenes, Lenny leads a death-defying chase and Eun Jung takes on a starring role.

Spire: Shadow Operations - How To Steal A Body
Leandro Pondoc runs for Donogh, Horst Wurst, and Steven S.
It seems quite straightforward: break into a morgue in the Spire's Necropolis, relieve it of the body of a drow noble and deliver it to a temple of Charnel for a proper sending. But with a dead mortician, several interloper guards, strange temperature changes and voices crawling along the walls, it may prove a harder task than expected.

Better The Devil Who Serves You (Session 2)
Jamila R. Nedjadi runs for David Morrison, Joel N., Sam Zimmerman, and Sherri
In this session we begin our service day in earnest. A fortune teller comes by the cafe, could they help our devil butlers find love and connection? Devilish shenanigans occur and we generally have a cozy and sweet time. Miss Bond seeks perfection but needs the power of friendship to see her through, Vel almost ends up engaged, K'vira struggles to contain her full power, and Jel finds out how to make the best bread pudding!

Gauntlet Campaigns

Keepers of the Cards: Our Magical School (Session 1)
Jamila R. Nedjadi runs for Darold Ross, David Schultz, Joel N., and Sherri
Our Keepers of the Cards find the time to take a good look at the mystery before them, get caught up in classroom magic, and face off their first colossal creature of magic! ALSO WE GET INTO THE MAGICAL ROBOTS.

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.

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!

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8/13/2020

Age of Ravens: Hacks 2020

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Last year I posted on fast hacks and the hacks I’d been working on or thinking about. I encouraged everyone to just make hacks and try them out. These don’t have to be perfect: you can iterate on them, move them away from their original source or discarding that foundation altogether. With Hearts of Wulin in the hands of the editor, I can start thinking about what comes next: what games have I left on the back burner that I really want to get to.
 
REVISE RUN REPEAT
I have a few games I've talked about before which have gotten trial runs. 

Changeling the Lost PbtA
It remains a glorious mess, despite lots of cutting. We’ve eliminated moves and tightened base mechanics each time we’ve run it. But the playbooks remain delightfully over-stuffed. I’ve run several multi-session games of it. Tyler, Jamila, and Chris Newton have all run it as well. 

It’s worked best when it leans into and concentrates on the kinds of emotional stories I want to play. There’s a lot of the original CtL stuff which dropped away: full mechanical treatments for the Hedge, mantles for the Courts, clarity, complex contracts, etc, catches. I think the next iteration will take another run at the basic moves and then go through the playbook moves to find where we’re referring to things we really haven’t done anything with.

It’s moved far enough away from the original source, I’m thinking about how to shape it into its own thing. The Seasonal Courts, for example, don’t feel as universal as they ought to. I want a better want to model and interact with those. Other elements, like goblins and masks have become more my vision of how things should be than sticking to the original. You can see the material here. 

Veil’d Fantasy
Here’s another mess that I really love. I love The Veil and the kinds of stories it invites. I like the on-the-ground feel of the game. Bringing that over to fantasy has been a pleasure. I’m running another four sessions of it this month. In a previous iteration I added more material about what each playbook defines about the world. I want to push that further and make that less sloppy.

The playbooks are definitely the next big step for revising. Originally I just reskinned them for a fantasy setting (so the Executive became the Guild Agent for example). That’s worked but I want to tune them to the kind of play we’re actually getting at the table. I’ve got enough playbooks I can afford to cut a few and maybe broaden the concepts of others. I've left out some fantasy-specific archetypes need to create playbooks for, maybe from the scattered pieces of the cut one.

I made a couple of major changes in the most recent version. I dumped the concept of Values from The Veil (with influence from Burning Wheel) because they never pushed play. I also did away with a Gold cost for advancement. That was intended to create a pressure, but just felt like a disincentive to progress. So I tightened starting money and added a Lifestyle/Gigging mechanic ala Apocalypse World. Recent play has shown me I need to consolidate the basic moves as well. Some feel right for cyberpunk, but don’t necessarily need a stand-alone move for fantasy. You can see the material here. 

Neo Shinobi Vendetta
This is an anime cyberninja game I’ve run in both Action Cards and Fate. As I mentioned last year, Sherri thought that Forged in the Dark would be a good fit for it and wrote up a hack. I’ve run it twice—with some significant tweaks in between. It’s good and I would run it again. Sherri's talked about doing more and making further changes to FitD to focus in on the character play. You can see the material here. 

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NEW VOYAGES
Since I wrote that hack piece, I’ve cobbled together three new hacks, each of which I’ve gotten to play a little. I haven’t had a chance to iterate on each of these yet.

Star Trek Adventures Express
This year has made me appreciate Star Trek more and more. When if first arrived, I ran it with Star Trek Adventures' 2d20 system from Modiphus. I found it OK, but way more mechanical than I cared for. However the sourcebooks and materials offered lots of cool ideas and resources. When we talked about playing a Star Trek game a couple of months ago, I worked through and stripped down the rules.

I ditched GM threat points, the game's funky damage/effect dice, most of the detailed momentum spend options, and the GM rolling at all. Instead I set a difficulty. If it's an active/important challenge, then I use a truncated Deck of Fate (with all of the +/-4, most of the 3, and some of the 2 taken out) to modify a default 2 difficulty. We track momentum individually and I usually don't worry about it going away from scene to scene. Attacks have a set damage which successes/momentum can modify. I added a little 7th Sea tech to the damage track to make it a little more interesting. 
I rewrote all of the talents from the base and expansion books. I didn't do the same for the Species talents however; there’s too many of them. Instead revised those the PCs decided to go with. Overall I have fewer die rolls per session—letting rolls have a broader effect.

It’s worked pretty well, especially when we approach it loosely. I haven’t yet revised the starship combat rules; that’s the next big step. If I go back to do a bigger rewrite of this, I’ll probably start with the game’s talents. They’re…how best to put it?...more mechanical than evocative. Most revolve around modifying difficultly or adding successes. I’d like more talents that do cool or colorful things over those that move the needle on the dice results. Materials: Cheat Sheet and Character Keeper.

Coriolis Drive
On another sci-fi front, I spent a chunk of time on hacking Impulse Drive to simulate the Coriolis setting. That was easier than I thought it would be—partially because Impulse Drive's pretty robust and partially because Coriolis is so compelling. This was a lighter hack than most because the heavy lifting could be done in the playbooks. Here’s a post I wrote about it. https://www.gauntlet-rpg.com/blog/age-of-ravens-coriolis-drive. It was super fun, but needs tweaking. In particular some of the moves on the playbooks double up strengths rather than offering new directions and choices.

Free from the Yoke Rokugan
The other hack I’ve only just started playing. Earlier this year we tried Free from the Yoke, a focused adaptation of Legacy: Life Among the Ruins to a Slavic low-fantasy realm. It was dynamite. The system changes made play much easier and more coherent. The big change which gave focus to the game is the inclusion of an “Arbiter,” the figure who freed the realm from the Imperial yoke and now rules. The PC houses battle one another but also try to deal with the Arbiter’s demands.

It occurred to me that this could be a great way to do a high-level Legend of the Five Rings game. It would take place after the Clan War, the Second Day of Thunder, and the investiture of Toturi I. It would be a little limiting, needing players with a decent knowledge of the L5R setting/premise or those willing to spend time reading up on that. In this hack Toturi takes the place of the Arbiter and the Clans take the place of the houses.
 
Legend of the Five Rings has a lot of issues—representation, mashing together unique Asian cultures into a weird Frankenstein-thing, a festishization of Honor as a cultural drive. I hope a) taking a higher level view of the setting and b) allowing for more player collaboration in defining things will reduce (not eliminate) those issues. We’ll consider honor as a political tool used to defend ideologies, entrenched powers, and the cultural systems as a whole—rather than an objective truth.

We did the Session 0 set up for that last night. As with any stress testing, we found a few things which needed fixing (one of the Crane moves, references in the Emperor doc). But overall it held up pretty well. You can check out a folder with the materials here. Right now I’m looking at some of the mechanical changes to Legacy presented in the upcoming Shattered City rules and looking at which of those I might add in. Find Materials here.

Colony Collapse
 I wrote a bit about using the Mutant Engine to do a Sid Meier Alpha Centauri game. Long story short: it didn’t work. We played about a half-dozen sessions. I think there’s something there, but the Mutant die roll system really frustrated the players. Those mechanics work well in Mutant: Year Zero and Forbidden Lands. The keep painful pressure on the players—hurting them and draining resources. I thought that would work for this but it didn’t. Instead the player found those mechanics frustrating. So I’ve shelved this one.

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Future
I have a decent list of things I’d like to write up hacks for.
Magic, Inc: I'm still thinking about this homebrew setting I put together a few years ago.  I’ve run it with Fate, Fate Accelerated, and Action Cards. I had fun with all of those, but it didn’t completely click. All of those systems assume a level of competency. And the game’s more about the incompetent trying to succeed. I suspect to really get what I want out of this I’ll need to do a PbtA hack. Alternately if I want it even easier, I could try to adapt something like Pipedream or Trophy Gold.

Fading Suns: The L5R Legacy hack  has me thinking this might be a good way to play out Fading Suns. It could let us experience the broad sweep of the setting (which is what I dig). On the other hand, I could go further and just write up a larger space opera hack for Legacy ala Dune. It would take some work to adapt the different physical space, but I think it could be done. Given that there's a Legacy SRD right now, that might be the most fruitful. 

Gotham Central: I still like the core concept of GCPD detectives operating in a world filled with the craziness and danger of superbeings. OOH recent events have made me less enthused about games which support the status quo and a broken police state. So I don’t know if I want to work on this.

If I do, I’d lean into the Batman-yness of it. I have some ideas about how you could adapt Brindlewood Bay to this. In some ways the GCPD officers have the same level of helplessness as the mavens in that game. PCs would mark on two tracks: getting worn down by the weirdness and getting wrapped up in corruption. Contacts and family would take the place of key items. The bigger conspiracy in the background could be a more conventional supervillain plot (like Leviathan or the Parliament of Owls) or it could be something bigger like as Crisis-level event. I’ve also been thinking about how BB could be adapted to do a Stranger Things/Tales from the Loop kind of story.

7th Sea: Still haven’t figured this one out. I like so much of 7th Sea, especially how open it is for different kinds of campaigns. But even after running it a couple dozen times, I still bounce off of it. I’d hoped the Forged in the Dark mechanics of Tides of Gold would work, but they’re kind of a mess and in the long run didn’t click. Rapscallion from Magpie has potential, but it’s so focused in its specific setting and play mode that hacking that would be a ton of work. And for this one I’m inclined to be lazy. Originally I thought the Mutant Engine might work—the numbers line up pretty well. But my experience with SMAC disabused me of that. 

Any hacks you're working on?

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8/11/2020

The Masks Experiment

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by David Walker (@BeardLikeAJedi)
Masks is the best Supers game I have found to date. At the start of the year I set myself a GM challenge of running it across multiple different genres, with different groups to really learn how to master the genre and structure of the game.

Below are my reflections on the experiment and a grading on myself, not the players who were all stars! Some worked better than others and is a review of my own lil' experiment.

So far have run:
Masks: Cosmic (C+)
I went into this a little to undefined, and learnt from it - I wasn't sure at the beginning if I was running Guardians of the Galaxy or Legion of Superheroes.  We lost a session due to a real life crisis and as a result my threads at the end were too convoluted.
https://www.youtube.com/playlist?list=PLKaVqoVBo79jOeKdAlkClHCGppoEDDFUl

Masks: Titans (A-)
This was a Teen Titans-like setting that put the team really in the shadow of the world's greatest team as their sidekicks in my fictional Union City. I did a lot of Session 0 work for this. It paid off as the players had effectively built my sandbox. The Maestro remains the favourite villain I have created for Masks.
https://www.youtube.com/playlist?list=PLKaVqoVBo79jL7Iu3wFIlMsBtwD7FxtmM

Masks: Neighbourhood (A)
This was envisioned as a Marvel Knights-style run, it kept that mob violence in a tight neighbourhood but ended up feeling Friendly Neighbourhood by the end with lots of Daredevil twists and turns. Keeping the scale hyperlocal worked really well - establishing the NPC and the neighbourhood kept the drift that I have experienced elsewhere. It occurred in Tri-Town, a district in Union City. While Titans could really have occurred anywhere his was a story about Union City, corruption, betrayal and trust. I had done some light playbook hacks. We enjoyed this one so much there will be a Vol 2 - and that says a lot about the dense space giving more ties for stories.
https://www.youtube.com/playlist?list=PLKaVqoVBo79gFK1PUnDZfCC94_M5xFRsr

Masks: Arcane (B+)
Time got the better of me here and a number of the playbook hacks I wanted to write I did not manage to finish. This adventure happens in Crescent City, a Southern Gothic city of supernatural shenanigans with a distinctly Vertigo feel. The players were amazing for this, but it took me about 3 sessions to figure out the story I wanted to tell and it was lead heavily by the players as we developed but the sandboxing of the genre really worked.  It hit more adult tones and by the end I really did feel I had a team of adult superheroes.
https://www.youtube.com/playlist?list=PLKaVqoVBo79gTYsEhVHS42J2daKEatLob

Masks: Beyonders (C-)
I have to put a nod out to my OG (Off-Gauntlet) Masks crew. I made a lot of mistakes in this game getting used to Masks (all the playbooks) and it was early in my experience in running games online - my style had not adapted enough for the differences. This ran over 20+ sessions and it was great. I made callback to Halcyon City, the Beyonders and the crew regularly. It was running this game that really did lock in for me that despite how simple PbTA games can be to run - they are hard to 'master'. I am glad I took the time to do it with this game.

Reflections:
The most fun part of this is that in my mind I am building a Grant Morrison complexity world that overlaps. Crescent City, Union City, Halcyon City, New Hope City, The Floating Dragon Skeleton Citadel of Duat, the Empyreans.  if you've played in it the continuity is there and you get the nod, if not it should never hold ya back.

I restricted playbooks for each setting to try and get genre appropriate setups and explore some of the playbooks. My observation on that - you will almost always get a Beacon or a Delinquent. You almost never get a Nova or a Protege.

You need to think carefully about what the playbook brings and how it fits in - for Neighbourhood I let in the Star which worked great but would have broken Arcane utterly.

I'm ready to a little break from Masks - but know I will be back. It is the standout best PbTA game for me as it provides a ready to go setting (Halcyon) that hits all the tropes, but gives a really flexible framework that can stretch pretty far and holds up very well. When I come back to it I think I have figured out how to do Days of Future Past and definitely figured out how to do a Batman '66 style setting.

That is not a break from Superheroes though - it is my favourite Genre to GM (followed by space opera/sci fi pulp, and Urban Supernatural). I'm going 90's in Sept with Teens with Attitude and adults in Oct with Galaxy in Peril and Power Beyond Doubt.

I even have a plan to hack Becky Annison's Bite Marks to do Gargoyles.

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8/7/2020

Gauntlet Video Roundup - August 7, 2020

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

Gauntlet Community Open Gaming

Tuk Fast Tuk Furious: Dubai
Gerrit Reininghaus facilitates for Donogh
We raced furiously and really fast through the world's largest mall in Dubai.

Tuk Fast Tuk Furious: Johannesburg
Gerrit Reininghaus facilitates for Monica
We cruised through Johannesburg and it was truly fast and furious and had lots of pumpkins in it.

Getting to Philosophy: How to Rule a Country
Gerrit Reininghaus facilitates for Lorenz, Michael, and Tatiana
The players argued successfully how to rule a country in the 21st century. From organizing soccer tournament for decision making to city states and theocracies down to humanistic individualistic government types, everything was in the run. See how it turned out.

Star Wars Saturday

Bounty of the Week (Session 1)
Rich Rogers runs for David Miessler-Kubanek, Greg G., Josh H, and Will H
The Bounty Hunter team take a mission to fetch a pair of Rodians and a few droids. Easy peasy, right? If only their ship, The Wraith, didn't have a sordid history, maybe that would be true.

Gauntlet Quarterly

Checkpoint Midnight: Waltz of Treachery Season 2 (Session 1 of 5)
Alexi S. runs for Jesse A., Leandro Pondoc, Puckett, and Steven S.
Our second season of spycraft and skullduggery in Cold War Vienna begins! We introduce two new operatives: Joske the Relentless Dreamstalker and Valentine the Wayward Shadow. And then we drop in on a mission at an art auction already taking a disastrous turn. Death makes demands on Jack, Emilie chases a rival thief, Joske catches scent of his nightmarish quarry, and Valentine schmoozes his way to stardom.

Gauntlet Comics Summer Crossover

Masters of Umdaar: Fragments of Futures Past (Session 4 of 4)
Chris Newton runs for Jo Zantek, Lara Boerth-Dryden, Puckett, and Steven S.
The characters bring the battle to an evil alien sorceress, a deranged cyberneticist, and a megalomaniacal robot overlord as they try to assemble the last few artifacts they need to restore the fragmented past and save their future!

Masks: School of Hard Knocks (Sessions 7-8 of 8)
Sawyer Rankin runs for David Morrison, David Walker, Jae, and Leandro Pondoc
Our anti-heroes take down the villainous School of Hard Knocks and rescue the villainous teammates who were inside. Domina Carnifex is attacked with her own style of weapon and split into different ages before being shunted to alternate dimensions. The old Gauntleteer can no longer wear the gauntlet and, at the end, someone may come to possess it. Who will shape the future now that our Firebrands are burning brighter than ever? Find out next trade!

Gauntlet Facilitator Camp

Red Markets: GM Camp Pursuivant
Will H runs for Alun R., Christopher G., and Jason
I run probably the crunchiest game on The Gauntlet outside of Horst Wurst's Ultraviolet Grasslands, the brilliant zombie-economic horror Red Markets! Mild content warning, this is a game of free market desperation (the undead are less of a threat than your landlord, really). Takers go out into the Loss to bring home the bounty and pay off some dues! Thanks to all for making GM Camp Pursuivant a thoroughly excellent and educational experience.

Gauntlet Hangouts

Under Hollow Hills: Moonlight Gloss (Session 5 of 5)
Jesse A. runs for Alexi S., Jex Thomas, and Jim C.
In which the Carnival Phantasmic makes its way to the Moonbeam Palace, beset by conflict on all sides. Florian makes an enemy, Yahil recovers himself, and remembers he is something more; and Lady Dismay attempts to make peace.

Apocalypse Keys: Season 2 The Hungry Ghost Festival (Session 3 of 4)
Jamila R. Nedjadi runs for Darold Ross, Joel N., and Leandro Pondoc
We start a new mystery inside the strange corridors and offices of the DIVISION, where each of our monsters have a moment to reflect on the omens and memories that haunt them. Our agents then fly out to Singapore, where a very strange occurrence has taken place at the ArtScience Museum, while the moon is full and the walls between this world and the next are most thin...

Apocalypse Keys: Season 2 The Hungry Ghost Festival (Session 4 of 4)
Jamila R. Nedjadi runs for Darold Ross, Joel N., and Leandro Pondoc
In this intense season finale, Panzer X is forced to bear the weight of their creator's desire, Vana comes dangerously close to reclaiming their glory, and Delilah is confronted by the cruelty of time. Our DIVISION agents get caught up as Agent Mikelson rages against her orders and the demoniac engineer Dae-Hyun risks everything to save Panzer X.

Révolution: Dark Rituals & Robespierre (Session 4 of 4)
Sam Zimmerman facilitates for Richard Moser, Robbie Boerth, and Steven S.
The thrilling finale of our Parisian political whirlwind. In a city stricken by years of civil unrest, political revolution, and terror, a great darkness has emerged to consume the last remaining hope the citizens of Paris still possess. A vile miasma has destroyed a quarter of the city; killing everyone it comes into contact with. Will we save the people of Paris and drive back the darkness, or will our greed and lust for power spell the doom of all of France?

Beam Saber: Human Gravity (Session 4)
Leandro Pondoc runs for Bethany H., Lara Boerth-Dryden, Michael G. Barford, and Rob Ruthven
Amidst the meandering waters of Journey City, an auction is being held for a most curious item: the corpse of a Myriad soldier. But the Church will not abide any other faction feasting on their secrets. Verb descends in a machine of nightmarish grace, JD furtively sneaks through the water with the use of their drones, Crux sneaks through tunnels and vents all the while keeping her strange cube close and Naga comes across an old rival.

ALIEN: The Hunt (Session 1 of 5)
Jason Zanes runs for Alun R., Jamila R. Nedjadi, Paul Rivers, and Will H
Darius Park, CEO of Park Robotics, has won a bet with Peter Weyland V and his loyal brother-in-law Bryant, personal pilot Sitka, and personal physician Noah have escorted him to the distant moon of Nublar for an all expenses paid hunting expedition. As they make their way to the hunting chalet, the group does some sightseeing and start to wonder if maybe they should've stayed home...

Ultraviolet Grasslands: Season 6 - In the Shadow of the Near Moon (Session 1 of 3)
Horst Wurst runs for Abe Lincoln Jr., Keith Stetson, Nathan Harrison, and Puckett
The Spectrum Run

BALIKBAYAN: Taking Back Earth (Session 3)
Jamila R. Nedjadi runs for Gerrit Reininghaus, SalamanderJames, and Will
Our Elementals seek out the Duwende spy and try to learn more about the CORP's plans. We find out more about Ara's long lost beloved, a Diwata who has been torn between Sulad (the underworld) and this one for sinister reasons. Our scrappy rebellion cannot see eye to eye. Nightwhisper urges to form an army out of the Little Gods, while Joyous Chana refuses to let the shades of divinity be used in such a cruel fashion.

Hearts of Wulin: Measure of the Soul (Season 2, Episode 1)
Jamila R. Nedjadi runs for Darold Ross, Joel N., Maria M., and Sherri
The city is plunged into chaos as Crane of the Wood's plans have been revealed in fire and destruction. Our mighty heroes come together to try to save Jin, who refuses to leave the tempting purgatory that suspiciously looks like a Monsterhearts Highschool...

Hearts of Wulin: NO MERCY (Session 1)
David Walker runs for Erez, Jim Likes Games, Kieron, and Steven desJardins
Inspired by Cobra Kai and Karate Kid this actual play of a Hearts of Wulin Hack sees the students of the Brock Hunter Action Defence Academy and Crimson Dragon Dojo deal with teenage drama as they train for the All Valley Championship.

Apocalypse World Burned Over: Scars or War (Session 4 of 4)
Sawyer Rankin runs for Puckett, SalamanderJames, Steven S., and Will H
Our survivors take down the last of the aliens in Earth's atmosphere, torching the lands and setting things all askew. A new council arises, the world turns anew. What will happen in the future? Maybe we'll see in a game of Legacy one day.

Once More Into the Vortex (Parts 1-2 of 2)
Will H runs for Rob Ruthven, Sabine V., and SalamanderJames
A reskin of Jamila Nedjadi's Once More Into the Void! Over these two sessions, the sundered Companions of the 15th (16th?) Doctor are reunited to journey Once More Into the Vortex, following a Doctor they no longer quite know. This was one of my favourite games on the Gauntlet as we were able to effectively write not just a whole series of Doctor Who but sort of sketch out the previous one, thanks to some timey-wimey shenanigans we introduce at the end of Session 1. I think we easily topped Moffat or Davies here! All credit to David Walker for the original concept, and to my wonderful players. Any tardis that has a Shadowrunner, a Cyborg Highland Warrior, and a Catkin Ninja Monk is one worth watching in my book...and that's before we find out about the missing 4th companion! Beyond the fanfiction element, I felt like Once More Into the Void really sang when we started treating each 'scene' as though they could be either parts of an episode or entire episodes within the season, liberally time jumping between beats and roughly sketching the connective tissue. The 'If We Have the Time' sidequest in particular allowed us to build an entire episode of Daft Punk Cybermen Orchestra madness.

Hearts of Wulin: The Immortal Throne (Session 4 of 8)
David Morrison runs for Bryan, Lara Boerth-Dryden, Maria M., and Puckett
Returning to the Palace of the Immortal Throne, new plans are laid amidst the grounds and corridors. Zhang Long masters new techniques as he advises caution, Yaling Liu's loyalties are put to the test, Mirror of the Cloud strikes a bargain, and Lei Ning hardens her heart.

Leverage: Hustler's Convention (Session 1 of 4)
David Morrison runs for Diana Moon, Jim Likes Games, Lowell Francis, and Philip Rogers
Our new crew convene on the casino liner Neptunes Booty in the Gulf of Mexico to take down Dante Firelli while he hosts an event for the great and not-so-good of organised crime. Our Mastermind, Eun Jung Rhee, causes a stir at the poker tables, while Sasha the Thief helps land a mob boss' son in trouble. Adora the Hacker helps steer the ship into stormy weather, and Lenny the Hitter sends security into a spin.

Trophy Gold: The Source of True Purpura (Session 1 of 4)
Sam Zimmerman runs for Dan Pucul and Kyle H.
The ranger Kiva and thief Orlen discover a secret that leads them to The Source of True Purpura; a hidden valley of magical inks. Join us as we experience the wonder and danger of first encounters, magical waters, and dangerous pale men within the valley of inks.

Better The Devil Who Serves You (Session 1)
Jamila R. Nedjadi runs for David Morrison, Joel N., Sam Zimmerman, and Sherri
Demon-Lordes have been summoned from the depths of hell itself to...take care of a young witch master and server as Devil-Butlers at a cafe? In this session we have a cozy time! We create our young witch master, our home, the cafe we work at, and our characters. We also get to have our opening anime sequence and go through our morning tasks before the service day starts!

Gauntlet Campaigns

Keepers of the Cards: Our Magical School (Session 0)
Jamila R. Nedjadi runs for Darold Ross, David Schultz, Joel N., and Sherri
Jammi made an entirely new game so we could keep playing our characters from Keepers of the Cards! In this session we rebuild our characters, adding some depth and nuance to them. Our school is darker, more mysterious, with an arcane conspiracy hanging over everything.

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.

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!

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8/4/2020

Online Gaming Resources: A Collection

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We’ve found, adapted, and developed a ton of useful tools for online play at The Gauntlet. To make things easier to find, we pulled a bunch of that material together here. We'll also be adding this as an page to the website.
 
BUILDING KEEPERS
Most games on the Gauntlet use Google Sheets to create online character keepers. It lets everyone see each others’ characters. It can also be used to organize reference material and NPCs. We have a four-part series on creating those keepers
  • Introduction
  • Basics 
  • Advanced Techniques 
  • Polishing Keepers 
 
KEEPERS AND PLAY AIDS
We have a large collection of pre-made keepers for a ton of games. If you use a Keeper from our folders, be sure to make a copy of it. Then you can edit that copy. You’ll find the full folder here.  That contains:
  • Sample Aids Broken into three folders: A-E, F-0, and P-Z
  • General Templates
  • A collection of Tools & References
  • Español and Deutsch materials
  • Documentation for all our play aides.

OTHER RESOURCES
  • TTRPG Safety Toolkit Your play safety best resource is the ENnie-winning TTRPG Safety Toolkit by Kienna Sunrise and Lauren Bryant-Monk 
  • Overview of Video Options This looks at some of the available meeting software platforms. Much has changed since originally written. It needs updating but still has useful options. 
  • Helping your D&D Group Try a Monsterhearts One-Shot A blog post by Rich Rogers (+1 Forward, Hit the Streets) with advice about transitioning groups into new games and online play. 
  • Open Table: What the What? A look at the Gauntlet’s Open Table approach to online games.
  • Sharing the Cognitive Load Includes a discussion of CATS, which is the Gauntlet go-to for presenting games
  • Our Overview of Tools of the Table
 
ONLINE COMMUNITY
  • Community Code of Conduct Our CoC is based on the existing XOXO Community CoC, modified for an online gaming community. It is licensed CC 4.0, so feel free to borrow or adapt
  • GCOG material We’ve begin doing free quarterly online gaming events as a way of introducing new folks to online gaming and indie games. Here’s an overview of that program. You can find our event handbook here. If you’re planning an online event, feel free to borrow from and adapt that.
  • Community & Community Leadership A really good post by Pam Punzalan on Medium talking about the challenges of leading an gaming community
 
ABOUT THE GAUNTLET
  • We have a strong network of podcasts, including our flagship, The Gauntlet Podcast; +1 Forward, our podcast powered by the apocalypse; Fear of a Black Dragon, our OSR program; The Sixth Ring, looking at the Trophy RPG, and more. 
  • You can find out more about The Gauntlet at our website: gauntlet-rpg.com
  • We have a Patreon which supports our podcasts, gaming community, forums, publishing, and more. That’s one way to get early access to our gaming calendar and our magazine, Codex. Consider supporting us.
  • For gamers from marginalized communities or those suffering financial hardship, we have a program to give you early access to our gaming calendar: Gauntlet Gameway. 
  • The Gauntlet Forums is a place where we post calendar games, make public announcements, and talk about gaming in general. 
  • If you play a session with us, you can ask to join our Gauntlet Slack. It focuses on the games we’re playing on the calendar. We talk about plans for upcoming games, talk shop about sessions, and request/look for feedback on future sessions. Contact us at gauntletcommunity@gmail.com.
  • We have a Gauntlet YouTube Channel which we update each week with tons of actual play sessions. 
  • You can also listen to those sessions with our Gauntlet Hangouts podcast channel which converts the videos to a podcast format. 

SYSTEM GUIDES FOR NEW PLAYERS
  • Legacy: Life Among the Ruins
  • Fate
  • Fate Worlds of Adventure
  • GUMSHOE
  • 13th Age
  • Changeling the Lost 1e
  • Mutants & Masterminds 3e

If you have questions, comments, or suggestions, you can contact us at gauntletcommunity@gmail.com. 

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