I ran my first session of Trophy Gold last week, and I have some thoughts—thoughts that will hopefully be helpful to folks getting ready to run or the play the game themselves. These thoughts aren’t meant to be authoritative, nor are they presented in any particular order. They also assume you are familiar with the basics of Trophy Gold. Character creation is fast and fun As in core Trophy, character creation in Trophy Gold is really quick. Basically, you choose some elements from a set of tables—Name, Drive, Occupation, Background, Backpack Equipment, and Rituals—write them down, and you’re done. You don’t roll any dice or assign ability scores, but you still have a lot of interesting choices to make. What’s particularly cool about Trophy is the wide variety of character configurations you can end up with. You can have a Bankrupted Merchant who is now an Historian trying to raise money in order to arm the resistance against Lord Haffir’s tyranny, or a Grief-Stricken Poet who is now a Sorcerer trying to buy the orphanage where they were mistreated. There are so many interesting combinations, and each is rich with storytelling opportunities. We actually used the Trophy Gold character generator by Ramanan S, which made the process even quicker. You can find that right here. We also used the character keeper by Evan Bucholz for online play (note: set the zoom to 75% for a better experience). You can find that here. Character elements have a huge impact on both story and gameplay The characters may not have any numbers associated with them—and they might be seemingly-shallow compared to other fantasy game characters—but the various elements that make up each character have a HUGE impact on both story and gameplay. I think an example is best here: In our game, Fraser was playing an Oracle called Kel. Kel’s Oracle occupation gave him the skill Trances. When Fraser was deciding what to narrate in order to trigger a Hunt Roll, he decided Kel might be using his Trances skill to actually expand his consciousness and examine the wider terrain around him. I thought that was a great idea, so I gave him a Hunt Roll to search the area, with a light die coming from the Trances skill. He described how Kel was burning incense, meditating, and so forth, in order to go into his trance state. He got a 5 on the Hunt Roll, meaning he was successful (+1 token), but he’d also have to face a danger of some sort. I described how tapping into this divine consciousness attracted a large, arachnid-like creature with the model of a tiny city on its back. Fraser responded to this danger by invoking another skill he got from Oracle, Gods. He described how the Gods skill would allow him to actually commune with the spider creature, who he deemed to be a minor deity. We did a Risk Roll and Kel successfully avoided the danger, but as the result of a Devil’s Bargain, he had to take a child of the spider deity into his body. As you can see from the example, the mere presence of a few words on Fraser’s character sheet lead to very cool story outcomes, all of which were the basis for die rolls. If you’d like to see how this all played out, check out the embedded video at 01:05:00. Equipment and creative problem-solving Related to the above point, the characters’ equipment lead to a lot of very interesting and creative problem-solving by the players. Unlike in a PbtA game, where simply getting a 7+ on a die roll leads to your character overcoming a diffculty, you have to use your smarts as a player to solve problems in Trophy Gold (this is true of most OSR games). As the GM, it was very enjoyable watching the players puzzle over how their pot of grease or 300’ of twine could be used in a situation (and so they could get an all-important light die in a Hunt Roll or Risk Roll). I’ll also add here that the Dungeon World-like equipment slots are another fun avenue for creativity, though, unlike DW’s Adventuring Gear, Trophy Gold equipment has a bit more of a creative constraint in that you can only choose from a list of approved items. In play, though, it felt really similar to Adventuring Gear, which is one of my favorite rules from DW. The “push your luck” aspect of the game is ever-present When I interviewed Jesse Ross, the author of the game, for Fear of a Black Dragon, something he emphasized in the conversation is the “push your luck” aspect of Trophy Gold’s gameplay. On paper, I understood what he was talking about, but it wasn’t until I saw the game in action that I truly appreciated this aspect of it. Hanging over everything are the characters’ Burdens—essentially, the price of coming back to town in order to rest up—and these Burdens inform so much of the players’ decision-making. Importantly, as the players are collecting tokens from Hunt Rolls, they are tempted to use some of them in order to collect treasures, which will help them meet their Burdens and, ultimately, allow them to save up to satisfy their Drive. On the other hand, they need save enough tokens to actually complete the goals of the dungeon, and the longer they spend doing Hunt Rolls in order to collect tokens, the greater chance they have of running into some sort of danger that will kill them. And this tension is SO palpable at the table. The “push your luck” aspect also comes out in combat, but we haven’t quite yet seen that in our game. However, I can say that… Combat is INTENSE Holy shit. It has been a long time since I’ve played a game where combat felt truly lethal and where the stakes of each die roll were extremely high. We only had one combat in our session (prior to that, the players were using Risk Rolls to avoid it) but the players immediately understood what was at stake. They could probably survive one or two bad die rolls, but a third bad die roll would almost certainly have killed one of them, or, at the very least, it would have made going back to town a much more expensive proposition (since they’d have to spend their hard-earned Gold on healing). Fortunately for them, they defeated the creature in one roll (they rolled a 9 on two black dice when they needed an 8 or higher). But right up until the dice results were revealed, the tension was thick. The presentation of sets is a key GM skill in this game This may not necessarily be how Jesse intends for the game to go, but I think the presentation of sets is really, really important when running Trophy Gold. The thing about sets is they represent discrete areas of the adventure, and they don’t necessarily equal each other in terms of geographical area covered or length. So, for example, in our session we managed to get through 2 sets: the first was a miles-long journey to the dungeon and the second was just 2 areas in that dungeon. No matter the size of the set, it’s completed whenever the players spend 3 Hunt Roll tokens to do so. I think in order for players to properly judge when to go ahead and pull the trigger on completing the set, they need to understand the goal of the set, whether that be in-character or out-of-character knowledge. Here’s what I did: much like moving from Ring to Ring in core Trophy, I actually announced to the players “You are now moving into the next set.” I even went so far as to give the players a lot of explicit, out-of-character knowledge about the set. So, in the first set I said “This set is about the journey to the ancient tomb. The goal of the set is the find the entrance to the ancient tomb.” In the second set I said “This set is the False Tomb. Your characters believe it is the real tomb, but as players, you know your goal is to locate the entrance to the True Tomb.” Since the spending of Hunt Roll tokens is a strictly out-of-character thing (your characters have no sense or notion of this), it made sense to me that the presentation of goals should also exist on the same, meta plane. And I’m here to tell you: it worked beautifully. The characters get to have their dangerous, thrilling, hopefully-lucrative adventure, while players and GM work together to advance the story in a way that makes sense. The Hunt Roll scales beautifully The Hunt Rolls were very effective. In fact, I think everyone at the table was pretty shocked by how great this particular mechanic is. My comment on The Gauntlet Forums about only using the Hunt Roll for large areas should be disregarded. In fact, it scales beautifully to both large areas and small areas. Once you get the hang of it, the Hunt Roll is a very intuitive rule. Basically, as the GM, you describe a thing in the environment. If a character goes to investigate, you have them do a Hunt Roll. This leads to the core gameplay loop of Trophy Gold: Hunt Roll leads to danger presented leads to Risk/Combat roll. Spend your tokens and move on to the next set or engage the gameplay loop again by doing another Hunt Roll. It worked great and the players loved it once they understood how it worked. The main thing I think you need to consider when it comes to the Hunt Roll is how flexible you are able to be in the moment as a GM. In the sets I was using, the dangers and treasures presented were enough to satisfy most Hunt Rolls and token spends, but there were a couple of occasions where I had to make up a treasure on the fly, and if that’s not something you are comfortable doing, you may want to have a treasure table handy (the one in the Trophy expansion found in Codex - Emerald works great). I didn’t need any on-the-fly dangers, but I could see a situation where it might be handy to have something like that in your back pocket, too. I strongly recommend watching the video embedded below (gameplay starts at 39:46) to see how to effectively use Hunt Rolls. The Risk Roll from Trophy is very sturdy in this context In core Trophy, the Risk Roll is paramount; it governs every conflict in the game. Trophy Gold has a couple of new rolls to help it better tell a classic fantasy adventure story, but the Risk Roll is still quite prominent and is highly-functional in this new context. The changes to the text of the roll, particularly the addition of allowing equipment to give you a light die, helps make it fit into this OSR-ish frame. And, as ever, the Devil’s Bargain remains a terrific engine for collaborative story telling. Questions I had I did have a few questions about the game as I was running it. I’ll address those here. Do you pool hunt roll tokens? The text of Trophy Gold isn’t clear about whether you can pool your Hunt Roll tokens in order to achieve the set goal. I conferred with Jesse and he said that you can, in fact, pool them, which is the call I made during the game. How do Rituals work in combat? We had a moment where we weren’t quite sure how Rituals were handled in combat. I made the call that they were simply fictional positioning—that you still made the Combat Roll as normal, but that you could use your Ritual to narrate what your character was doing in the scene. Jesse told me this was the right way to handle it. What will going back to town be like? We haven’t yet returned to town and engaged the various procedures there, and I’m curious how this is going to go from a storytelling standpoint. As written, it’s a very mechanical process (spend Gold to satisfy Burdens, spend Gold to lower your Ruin, spend Gold to get new equipment slots, store Gold away, etc.). I’m curious whether and how we will get some story there, since there isn’t a lot of textual support for building narrative into these procedures. The bestiary is intriguing, but I wonder how it feels long-term. I really liked the bestiary as a sort of high-level form of character advancement; it was really fun to name the encountered monsters and to know that that knowledge outlives the characters. But we haven’t yet played long enough to experience the mechanical advantages you get from the bestiary, nor to just generally understand how it affects the long term gameplay and story. I’m intrigued, but need more data. Overall impressions I loved Trophy Gold. It is exactly how I want to do OSR-style fantasy adventure from now on. I thought I’d never find a game to wean myself off World of Dungeons with, but this is definitely it. It has the feeling of an OSR game—of rich, deadly dungeon exploration—but with a flexible, narrative system that appeals to me. Session video You can check out the session we played in the video embedded below. To jump straight to the gameplay, go to 39:46. Trophy Gold can be found in Codex - Gold, which will be available on DriveThru in November.
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Greetings, and welcome to the weekly Gauntlet Hangouts video roundup! Enjoy these new recordings of online games organized through Gauntlet Hangouts and the Gauntlet RPG community. These recorded sessions represent only a portion of the wide selection of games available every week, and anyone is welcome to join in the fun! If you'd like to play in new games (or catch up on the back catalog of recordings), check the links at the end of the post. Star Wars Saturday
Bounty of the Week (Session 3 of 4) Rich Rogers runs for Blaise, John Campbell, and Rob Ruthven The Bounty Hunter team adds a member on a hunt for nexu on Canto Bight! Gauntlet Sunday Legacy Fantasy (Session 4 of 5) Lowell Francis runs for Ary Ramsey, Patrick Knowles, Robert Angus, and Sherri The families regroup and then finally turn to deal with the threat in the south, but an expedition leaves multiple PCs dead and sets the stage for the Turning of the Age. TGI Thursday Amber Diceless (Session 3 of 4) Lowell Francis runs for Eli S., Peter Mazzeo, Steven Watkins, and Will B Our Amberites must find a way out of the weave-world trap, but first they must face down two elder Amberites or at least their woven duplicates... Gauntlet Quarterly Masks: Prospect Academy (Session 3) Leandro Pondoc runs for Erez, Gerwyn Walters, Ryan M., and Sabine V. Even with the expected chaos of a superhero student council election, nobody expected the dragon in the quad. Mary is further haunted by the actions of her future self, Serenade remembers an old memory of the implant's, Jay is burdened by expectation after expectation and Princess Hollyhock of the Vale of Storied Dreams has come to look for her lost playmate and have fun in the process. Gauntlet Comics Nahual (Session 3 of 4) Rich Rogers runs for Alexi S., Eli S., Sarah J., and Sherri The Nahuales face down a Type 4 demon and win...but then things get worse. Indie Schwarze Auge [DEUTSCH] World of Aventurien: In Liskas Fängen (Session 5) Gerrit Reininghaus leitet eine Session für Andrea, Rye, Sabine V., und Tina T. Follows our heroes again through the Nivesensteppe in our calm and introspective treasure hunt. Sometimes, the most heroic thing to do is to help to repair rather than taking revenge. But when otter demons send their dreams, painters and brewers have a hard time not to turn greedy. Gauntlet League Wrestling World Wide Wrestling: Gauntlet League Wrestling 2019 (Session 8 of 8) Lowell Francis runs for Chris Newton, Gene A., Jeff Bernstein, Matt A., and Tyler Lominack Here it is the big PPV and everything's up for grabs. Witness the Gauntlet Gamble, see management interfere, watch two belts go up for grabs! Stay for the shocking finish! Gauntlet Hangouts Unincorporated: Juggalos in the Mist Bethany H. facilitates for Barry and Chris Newton Gus confronts a former bandmate who tried to pay him off with a stolen ring. Cory's attempt to train a new assistant goes horribly wrong. Brook plots to keep the love of his life from marrying someone else. Surely an appearance by the legendary monster of Barber Pond will stop the wedding. Right? Spectaculars: The Virtuosos (Session 3) Mikel Matthews runs for Alexi S., Michael Mendoza, and Pearl Zare Sigil - The Virtuosos take on a group of 9er Mercs who've taken over a government building. The strange sigils they've seen before have appeared again and it appears that Alicia "Sherlock" Bennet is watching Thunderclap as she tests her gauntlets. Magnetar discovers some side-effects from his suit and Your Buddy Made of Mud finds that being a 9' Golem makes you stick out a little. Spire: Ironshrike (Session 2 of 4) Leandro Pondoc runs for Gabriel Robinson, Kyle H., and Pawel S. Ironshrike seethes. Somewhere in its knotted web of relationships, from desperate drug peddlers to venal gun-running arsonists, religious matriarchs and would-be righteous squires, somewhere in the sea of desperation, is the key to killing a market. Varda seeks to prioritize looking after the weak and dispossessed, Nirvic orchestrates a masterful strike to precipitate social change and Joz carefully demonstrates the principle of, "Punch first, never apologize ever." Achtung! Cthulhu Dark: The Depth of the Horror (Session 3 of 4) Alun R. runs for Dan Felder, Paul Rivers, Pearl Zare, and Will H Arthur Blake returns to Dunkirk and his decent French and reasoned argument enables him to avoid detention by a suspicious German patrol. Reunited with the team a plan is hatched to investigate reports of an SS presence at the quayside. There follows daring dashes and bloody knife-work before an ancient statue is blown up and disturbing visions revealed. But where, exactly, is the Fish Witch... Hit the Streets: Defend the Block: The Golden Oldies (Session 3) Rob Ruthven runs for Alun R., Leandro Pondoc, and Steven Marcus abuses his position at the care home to create an opportunity for the Golden Oldies to investigate the Lightning Beverage Plant, Morgan is forced to choose between helping the team or reconnecting with her daughter, and Aemilia receives a warm greeting from an old acquaintance. Apocalypse World: Loudness Wars (Session 2) Sawyer Rankin runs for Puckett, Rich Rogers, and Saribel P. The excursion to a re-imagined plantation ends up in a slave revolt and a dead master, as it should, thanks to our intrepid heroes(?) before a chance meeting with one of the Idols of Gnashville ends with her dead and rent apart by a coaxed mob. The Psychic Maelstrom is invoked to start an uprising that will alter the course of Gnashville forever. Apocalypse World: Loudness Wars (Session 3) Sawyer Rankin runs for David Morrison, Rich Rogers, and Saribel P. Our house Mutha goes shopping out in the Dust and stands up to a cruel Idol who had dared to bring her Family into this. Or, at least, a stupid pantomime of threats. Our Hocus seems to be losing our Skinner's affections for good until the Idols storm their high falutin' dinner party and all hell breaks out. What ends in a ravaged battle exposes the fear of Goddess-hood by the dancer and primes the other two fine ladies for war. Downfall Stentor Danielson facilitates for Kirk Rahusen and Kristina Our Hero had to deal with relationship trouble in the midst of a society exchanging seasonal cuisine for soylent and switching from mandatory 6-letter names to 3-letter ones. 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 project 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!
The Trophy actual play podcast is now live!
Before I begin talking about Ring 3, I want to let you know that The Gauntlet is now producing an actual play podcast for Trophy. The first series is a play-through of The Flocculent Cathedral incursion, featuring myself, Fraser Simons, Bethany Harvey, and Lowell Francis. If you have been following this blog post series, I strongly recommend taking a listen to this podcast. The production values are very high, and each episode is a manageable 30-40 minutes long. Importantly, each episode is a different ring of the incursion, and you get a really good sense for how to run and play this game. You can find the series right here. Now let’s talk about Ring 3 of the incursion. These notes are not presented in any particular order, nor are they meant to be “authoritative.” They are simply my observations from running the game. The calm before (and after) the storm Ring 3 is situated just after the hard environmental challenges of Ring 2 and just before the monstrous terrors of Ring 4. It is a bit of a decompression phase, a chance to breathe, and you should treat it as such. This isn’t to say it’s a “slow” or less dramatic part of the game (in fact, it can be the most intense ring, emotionally-speaking) but it is a time for the treasure-hunters to take stock. Have you had any scenes at camp yet? If not, Ring 3 is a great opportunity to do so. Did something particularly intense happen between two characters in a previous ring? If so, frame a scene in Ring 3 so they discuss it. Focus on the personal Minimize environmental dangers, minimize direct attacks from the forest, and emphasize personal matters. The danger and drama of Ring 3 comes from seeing how people in an extreme situation cope with each other and themselves. Even when you have no choice but to pose external threats in Ring 3 (perhaps because of a Devil’s Bargain), you should ask the players questions about how that external threat affects their treasure-hunter personally. A very loaded and leading question will usually get the job done. An example: The treasure-hunters are facing down a wild cat in Ring 3 as the result of a Devil’s Bargain. One of the treasure-hunters has a drive related to impressing his disapproving father. Before a risk roll takes place, the GM asks the treasure-hunter how this wild cat reminds him of a hunt he was on with his father—a hunt that went poorly and caused his father to upbraid him. Don’t forget conditions! As the GM, you should always be asking the treasure-hunters questions, and in Ring 3, those questions should focus on the personal and interpersonal. How did it make you feel when Kasien lost the map? Why is this mission worth enduring this misery? What does Orlen do at camp that drives you crazy? Importantly, don’t forget to ask about conditions. In practice, because you’re so focused on environmental dangers and the characters’ drives, it can be very easy to forget that one of the treasure-hunters is now behaving in a very strange way, or has some kind of strange physical affliction. Ring 3 is an excellent opportunity to remind the players of these strange things, and you can do so by asking them a question as simple as “How does it make you feel?” And, of course, if the situation warrants it—say, because a fellow treasure-hunter’s condition is particularly disturbing—invoke ruin rolls. Sow the seeds of betrayal The seeds of betrayal that are planted in Ring 3 should, theoretically, bear fruit by Ring 5. Terrors in Ring 3 are almost always about how the treasure-hunters begin to mistrust one another. If you are following the text of the incursion closely, you shouldn’t have any trouble getting the treasure-hunters to turn on one another, even if it’s just in small ways for now. The reduction roll also has a major part to play here. I almost always have a treasure-hunter hit Ruin 5 somewhere in Ring 3. The first time this happens, you should take a minute to remind the players of the consequences of hitting Ruin 6 and then explain how the reduction roll works. Then, you should very explicitly ask the player of the treasure-hunter at Ruin 5 if they would like to have a scene in order to trigger a reduction roll. They will almost always take you up on this (much to the chagrin of the other players) and, before you know it, treachery and villainy abound. Greetings, and welcome to the weekly Gauntlet Hangouts video roundup! Listed below are links to recorded sessions of online games played under the Gauntlet Hangouts banner and other games organized through the Gauntlet online RPG community. These recorded sessions represent only a small part of the giant selection of games available every week, and anyone can join in the fun! Details on how to become a part of the community are listed at the end of the post. Special AnnouncementWe now have a new way to enjoy Gauntlet Hangouts games! Thanks to Gauntlet Community member mystery_dough, the recorded Gauntlet Hangouts sessions listed in this roundup are now also available in audio podcast form! Browse episodes and get subscription information at http://gauntlet.hellomouth.net/. Gauntlet Hangouts Videos Star Wars Saturday
Bounty of the Week (Session 2 of 4) Rich Rogers runs for Rob Ruthven and Sabine V. A short and sweet end of a hunt as Johanna rescues the Ombudsman's daughter while Quake stays behind on the station to hold off Pandit Morg. Gauntlet Sunday Legacy Fantasy (Session 3 of 5) Lowell Francis runs for Ary Ramsey, Patrick Knowles, Robert Angus, and Sherri The Age Turns and we see how the lands change after almost a decade, but what has been built comes under threat as horde of Elves sail from the East, bearing destructive God-Bleed sorceries. TGI Thursday Amber Diceless (Session 3 of 4) Lowell Francis runs for Eli S., Peter Mazzeo, Steven Watkins, and Will B Trapped in the woven world, the trio come upon other Amberite siblings, but trust does not come easily, especially when earlier betrayals come to light. Gauntlet Quarterly Masks: Prospect Academy (Session 2) Leandro Pondoc runs for Ludovico Alves, Ryan M., and Sabine V. Prospect Academy's snap student council election seems to have a surefire winner: the perfectly poised Future Superhero of America known as Diamond Dust. Not if our heroes have anything to say about it. Kasey gains a new identity to do the work she needs to do, Serenade stands up to a foe (with no punching!) and Mary works to provide a more wholesome alternative to Diamond Dust, even as she is confronted by her future. Gauntlet Comics Urban Shadows: Coven Prime Ongoing (Session 6) Jim Likes Games runs for Alexi S., Misha B, Pearl Zare, and Sarah J. The occult heroes of Coven Prime walk into the lions den, some of them invited, some of them not. Cliff-hanger ending! Urban Shadows: Coven Prime Ongoing (Session 7) Jim Likes Games runs for Alexi S., Misha B, Pearl Zare, and Sarah J. The occult heroes of Coven Prime work to save Lucas, discuss Mutually Assured Destruction, and respond to unique job offers. Indie Schwarze Auge [DEUTSCH] World of Aventurien: In Liska Fängen: Otter & Schweine (Session 4) Gerrit Reininghaus leitet eine Session für Andrea, Sabine V., und Tina T. A goblin boar ritual including a goat organ, landscape painting, the boar-lifecycle-dance and a snake roasting tree. When the old mage dies, the otter takes over control. Gauntlet League Wrestling World Wide Wrestling: Gauntlet League Wrestling 2019 (Session 7) Lowell Francis runs for Chris Newton, Gene A., Jeff Bernstein, Joe Zantek, Matt A., and Tyler Lominack The cast revolts and rejects the Creative Committee's booking, leading to a complete reworking of the card, The Weasel's brief triumph, and more insight into the awfulness which is "Yellow Rose" Dave Dallas. Gauntlet Hangouts Silent Titans (Session 2 of 4) Jesse A. runs for Asher S., Jason, Jason Zanes, and Sherri Our heroes explore the towns of Elles Mere and Legions Fort, meet some interesting people and are set on a collision course with a group of Wreckers... Hearts of Wulin: The Four Masters (Session 7) David Walker runs for Leandro Pondoc, Pearl Zare, and Sabine V. The Winter's Kiss - Tiger Eye confronts betrayal and their own heart, Sable Serpent is given guidance by an old enemy, and Perfected Starfall brings balance and explosive fireworks. Warning: contains flashing lights in the last 45 minutes. Monsterhearts 2: Ballhir: On Thin Ice (Session 2 of 3) Donogh runs for Dan Pucul, Sabine V., Sarah J., and Steven Eoin's dance practice turns into a public recital, with Muirín's song bringing things to a mournful close. Donovan the Sasquatch's lurking turns into something more active, while Ajit's school blog takes off. A party where the awkwardness of the whole situation plays off the slow unveiling of Malachi's (aka Muir Iasc's) true nature, and feelings. Spectaculars: The Virtuosos (Session 2) Mikel Matthews runs for Michael Mendoza, Pearl Zare, and Sabine V. What May Hatch - The heroes search down the source of the cyborg attackers, force an Italian restaurant to do the right thing, go on Colbert, and try to make a deal with the Department of Defense. Achtung! Cthulhu Dark: The Depth of the Horror (Session 2 of 4) Alun R. runs for Dan Felder, Gerrit Reininghaus, Paul Rivers, and Pearl Zare Her Majesty's Pursuivants organise a follow-up mission based on the information obtained behind enemy lines last time. They must go to the Belgian seaside town of Nieuport...which was fine when they planned it but King Leopold of the Belgians has just signed a surrender to protect his cities from German bombing. Suddenly Sgt Strauss is escorting 2 agents into occupied territory (again)! Intense Viennese analyst Adriana wins the Sgt's respect for coming up with a cunning plan while former actress (and student of semiotics), Egglantine, plays a number of parts to get them to the centre of the occupied town in broad daylight. There they surprise, confront, and overcome, plainclothes members of SS Sondergruppe KFW2 and rescue captured archaeologist Marcel DuChamp. Private Reggie Wooster discovers what war is like at the sharp end, all the time conscious that Her Majesty's Pursuivants have a hold over him that means he has no real choice in his involvement. Sgt. Strauss tears a strip of the upper class lad, who refused the King's Commission, and that is making Reggie think seriously about the path he is embarked upon, and that maybe this will not be the 'jolly jape' he'd hoped. Adriana races back to British lines with the rescued archaeologist while the others take refuge in a Nieuport basement with a group of Belgian soldiers determined to fight on... Monsterhearts 2: L.A. Noir: Hollywood Babylon (Session 2 of 4) David Walker runs for David Morrison, Jim Likes Games, Pearl Zare, and Sawyer Rankin Adam gets an unwelcome early call that leads into a spiraling conspiracy of death, devils, contracts and magic. The young vampire Rudy makes a deal with a mogul. Hacksaw is murdered, twice and the queen of Hollywood shows her fangs. Kingdom: Dwarf Mountain (Session 3 of 4) Michael Mendoza facilitates for Luiz Ferraz, Richard Moser, and Robbie Boerth A reluctant ruler, a noble exile, an expat elder, and a kobold captain struggle as a recovering dwarf kingdom debates how to aid dwarf hills under attack by the Wyrmblood King. Heart: Playtest (Session 1 of 2) David Morrison runs for Donogh and Leandro Pondoc Ishkran is a Witch - the victim of an eldritch blood disease giving him unnatural power - shunned even by the oppressed Drow of the Spire, and drawn to the Heart by its siren song. Morrow is a heretical priestess of the Moon Beneath, with a mysterious past and a burning desire to find physical proof of the existence of her goddess deep within the Heart. Together, the pair leave the relative stability of the town of Midden to journey to Nightmarket, a mysterious - and cursed - encampment of traders. Morrow trusts in her goddess to light the way through the dark, and Ishkran exhibits an uncanny affinity for the beasts of the Heart. Reaching Nightmarket, Morrow learns of the next step in her journey, while Ishkran makes an offering to the Heart... Night Witches: Pashkovksaya 1943 (Session 3 of 4) Jim Likes Games runs for Bethany H., Maria M., Mike Ferdinando, and Puckett The 588th successfully completes the Campaign to Defend the Caucasus, and looks ahead to their next duty station 8 months later. You can see all these videos (plus all the ones that have come before) on The Gauntlet YouTube channel playlists, and be sure to subscribe to catch all our great podcasts! If you'd like to play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced. To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Hangouts games, but Patreon supporters get extra options like priority RSVP for Gauntlet Hangouts games and joining the Gauntlet Slack team where special events and pickup games are announced. Enjoy, and have a great weekend! by Jesse Ross For the past year, I’ve been dreaming up an OSR game based on the rules of my tragic fantasy RPG, Trophy. An on-the-rails horror storygame might not make the most obvious starting point for an open-ended, gold-grabbing adventure. But for a world full of monsters and with desperation fueling every action, I could think of no more perfect foundation.
Because of its heritage, Trophy Gold is an entirely new take on OSR gaming. It keeps the spirit of old school D&D, but uses totally different mechanics to get there. With so many excellent old school systems to choose from, why use Trophy Gold? 1. Trophy Gold is light. Character creation takes five minutes (or less, if you use Ramanan’s incredible treasure-hunter generator), the rules are simple, and you’re only ever rolling d6s (though you’ll need two different colors of dice for maximum effect). Everything about your character is minimal but evocative. Your class (which is made up of a background and an occupation) tells you who you were, who you are, and what you’re skilled in. But it only takes 7 words. For example, you might be an "Escaped Cultist (deception) Oracle (gods, rituals, trances)" or a "Cured Beastbitten (transformation) Ranger (beasts, hunting, traps)". Rituals—the spells of Trophy Gold—are also minimal. They’re all level-less and anyone can cast them, which simplifies their management even as it increases their danger. They’re also all described in just a single line of text. This isn’t me being a lazy designer. This is because I want GMs and players to negotiate the actual effects at the table. Trophy—and Trophy Gold by extension—is all about collaborative play. Let’s take the Trophy Gold equivalent of the standard Fireball spell: Kindle. The entire description for Kindle is just "produce fire from oneself." That’s all it says. How much fire? Is it projectile? Can I control it? I don’t know! Work with the GM to see what makes sense! Trophy Gold trusts the creativity of players to do awesome things with a few simple words. 2. Trophy Gold is risky. Every die roll asks you if you want to risk your mind or body to improve your odds of success. Push yourself, put your five or fewer hit points on the line, and try to achieve your goal. Make a bad roll? Push your luck and try again. Most pure OSR games emphasize that combat should be quick and deadly. Trophy Gold makes combat quick by collapsing a fight down to the equivalent of one or two Morale rolls, adjusting the difficulty to account for taking advantage of terrain, special tools, and prior knowledge. It makes combat deadly by increasing the odds of injury the longer combat goes on, making death a very likely outcome if fights stretch beyond two rolls. Trophy Gold also mechanizes the chaos of combat. Having more allies in a fight increases the chance of a quick victory, but also increases the likelihood of death by friendly fire. And if you get into a battle where you’re in over your head, as an individual, you can easily get out of it. However, to do so, you need to pick one of your allies to remain in the fight and expose them to even more danger. 3. Trophy Gold is tangible. Trophy Gold is full of elements that bring changes in the in-game world alive at the table. When you encounter some strange new monster and live to tell about it, you record it in a special document called a bestiary. The bestiary outlives all the characters, allows for in-town research to learn more about the monster, and makes future battles against the same kind of monster easier for any character who has access to the bestiary. When you do kill a monster, you don’t just mark down XP. Instead, you get a handful of dice to roll when you get back to town to see how much gold you get for its meat and bones and scaly hide. And when you work your way through a grimy dungeon or haunted forest, you get actual, physical tokens to track your progress or trade in to discover valuables. Of course, what is given can be taken away: every roll you make to explore further risks losing all your tokens, and any in-game progress you’ve made. 4. Trophy Gold is weird. It might be swords-and-magic fantasy, but in Trophy Gold, you’re not Tolkienesque elves and dwarves. Play as a human, sure. Or play as a:
The world of Trophy has lots of strangeness you can pull into Trophy Gold too: child-sized earth elementals that mine the deepest depths against their will, and dragon-dungeon hybrids that teach you space-warping magic. Anything available in any of the published Trophy expansions is right at home in Trophy Gold. 5. Trophy Gold is thematic. The game comes with a framework and a set of tools for GMs to convert existing modules into adventures that emphasize theme and narrative. Start with your favorite old school module and a couple of hours of game prep time, and end up with a collection of thrilling movie-like set pieces that are easy to run at the table. 6. Trophy Gold is hackable. Like all good OSR games, Trophy Gold is built on a series of independent but interconnected elements that can be adapted and swapped as needed, to make the game you want. Don’t like the way the Trophy Gold encounter tracking works? No problem. Swap it out for for Carapace, or Progress Clocks, or good old fashioned “strict time records.” The whole game is also under a Creative Commons license (CC-BY), so you can make, distribute, and sell your own games based on Trophy Gold. Please do, and then come tell me what cool stuff you’re dreaming up! This is a project that I’ve been itching to bring to life for a long time now, and I’m super excited to share it with you all. You can get Trophy Gold in Codex: Gold right now by backing the Gauntlet’s Patreon at the $6 level. Greetings, and welcome to the weekly Gauntlet Hangouts video roundup! Listed below are links to recorded sessions of online games played under the Gauntlet Hangouts banner and other games organized through the Gauntlet online RPG community. These recorded sessions represent only a small part of the giant selection of games available every week, and anyone can join in the fun! Details on how to become a part of the community are listed at the end of the post. Star Wars Saturday
Bounty of the Week (Session 1 of 4) Rich Rogers runs for John Campbell, Rob Ruthven, and Sabine V. The crew of hunters set off after the kidnapped daughter of a Trade Federation Ombudsman...and find dangerous enemies. Gauntlet Sunday Legacy Fantasy (Session 2 of 5) Lowell Francis runs for Ary Ramsey, Patrick Knowles, Robert Angus, and Sherri A great winged beast threatens the land, drawing the attention of the Spears, Keepers, and Silvertongues-- but their quest to eliminate the threat reveals deeper magics at play. TGI Thursday Amber Diceless (Session 2 of 4) Lowell Francis runs for Peter Mazzeo, Steven Watkins, and Will B Simon and Morgard convince Joanna to leave her Shadow Army, and the trio sets off to escape the Orca-killers and uncover the strange new threat facing their fellow Amberites. Gauntlet Comics Nahual (Session 1 of 4) Rich Rogers runs for Alexi S., Eli S., Sarah J., and Sherri In La Colina, the Nahual pack of La Pluma Azul have mundane troubles with their taqueria. Oh, and there's a cherub! Nahual (Session 2 of 4) Rich Rogers runs for Alexi S., Eli S., Pearl Zare, and Sherri In La Colina, the Nahual pack of La Pluma Azul deal with diablos and old memories. Gauntlet League Wrestling World Wide Wrestling: Gauntlet League Wrestling 2019 (Session 6) Lowell Francis runs for Chris Newton, Gene A., Jeff Bernstein, Joe Zantek, Matt A., and Tyler Lominack Mr. Fabulous goes for blood and, despite Terremotois intervention, turns heel. Meanwhile Dave Dallas continues to burn bridges as rumors swirl about possible cuts and roster shifts. Gauntlet Hangouts Apocalypse World: The Loudness Wars (Session 1) Sawyer Rankin runs for David Morrison, Puckett, Rich Rogers, and Saribel P. Welcome to Apocalypse World 2e in Gnashville in The Loudness Wars pt 1. We breeze through characters and introductions and meet some...characters in Gnashville and, in the end, everyone walks into a very obvious trap on the edges of the city. What delightful fun! Hearts of Wulin: The Four Masters: The Ghost Festival (Session 2 of 4) David Walker runs for David Morrison, Gerwyn Walters, Mikael Tysvær, and Sabine V. Tiger Eye is forced to confront a ghost and a lover for a final time. The Dirty Fist finds her long lost sister and finds out she is lover to the Emperor's Eye - the Custodian Clear Sky. Whilst the brave Iron Armed Penitent leads the Emperor's Blade Moon-Sworn Heart away from her allies to face her in a duel to the death. Achtung! Cthulhu Dark: The Depth of the Horror (Session 1 of 4) Alun R. runs for Horst Wurst, Paul Rivers, Sabine V., and Will H It's May 1940, and the Nazi blitzkreig through Northern France has left an MI6 agent with information vital to the allies stranded behind enemy lines. His Majesty's Pursuivants dispatch untried academic Arthur Blake and a sophisticated Polish courier, the Lady Zofia Odrowaza, to find Agent WOTAN amongst the chaos of the retreat to Dunkirk. They are escorted by Lieutenant, the Honourable, Philipp Blonde and cockney Sergeant, Wilbur Strauss, of the Grenadier Guards. Arthur smokes heavily, learns to use a Bren Gun and risks an Elder Sign; Wilbur discovers tank guns are easier to use than you'd think; Lady Zofia ensures a Guards Major realises who is really in charge and demonstrates her capacity to hotwire a Kubelwagen and her dedication to getting the information out...at any cost; while Lt Blonde makes some hard choices between his orders and some civilian refugees, before demonstrating heroism which will influence his family's sense of duty for generations to come... Monsterhearts 2: L.A. Noire: Hollywood Babylon David Walker runs for David Morrison, Jim Likes Games, Pearl Zare, and Sawyer Rankin We go back to the city of Angels and 1941 - this is the second in a set of stand alone urban supernatural games set in the living city backdrop of a noir framed Los Angeles. The shadow of Babylon had fallen over Hollywood, a serpent spell in crude cuneiform; scandal was waiting, just out of Billy Blitzer's camera range. Corruption, excess and darkest desires. Careful what you wish for in new Babylon, no one is what they seem and you might just take a bite out of a sweet cookie full of arsenic. Night Witches: Pashkovskaya 1943 (Session 2 of 4) Jim Likes Games runs for Bethany H., Maria M., Mike Ferdinando, and Puckett The airwomen of the 588th deal with the aftermath of an attack directly on the base, and an oversight culminates in tragedy. Silent Titans (Session 1 of 4) Jesse A. runs for Jason, Jason Zanes, Paul K, and Sherri Our group of intrepid heroes who barely know their own names go toe to hoof with Dr. Hog and his Brain Apes. Band of Blades: Road to Skydagger Keep (Session 2) Mikael Tysvær runs for Alun R., Parham Doustdar, Steven, and Will H The Legion attacks a stronghold of The Knight of the Black Oak, attacking them head on! Kingdom: Dwarf Mountain (Session 2 of 4) Michael Mendoza facilitates for Luiz Ferraz, Robbie Boerth, and Steven A fallen king, a stone seer, a noble exile, and a master smith fight for control of a stagnating dwarf kingdom while volunteers intervene in a kobold civil war. Monsterhearts 2: Kingsport 1876 (Session 4 of 4) Catherine Ramen runs for Jesse A., Joe Zantek, Seraphina Malizia, and Steven desJardins The Fourth of July celebration arrives at last. Selina tries to find new allies; Johnny makes a fateful decision; Adam calls upon a strange and powerful being; Atalanta finally confronts Selina. Monsterhearts 2: Kingsport 1894 (Session 1 of 4) Catherine Ramen runs for Rich Rogers, Sarah J., Seraphina Malizia, and Vince Strange books are discovered in Watkins House; Patrick gets an unfriendly reception; Anathema advises against speaking to the dead; Margaret receives help; Herman becomes mired in the inexplicable. Hit the Streets: Defend the Block (Session 1) Rob Ruthven runs for Leandro Pondoc, Sabine V., Sawyer Rankin, and Steven Four retired supers - Aemilia Price, Arboretor, Controller, and Grandmother Superior - team up to protect the local park as a young cape trades blows with a rock monster, with little concern for collateral damage. You can see all these videos (plus all the ones that have come before) on The Gauntlet YouTube channel playlists, and be sure to subscribe to catch all our great podcasts! If you'd like to play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced. To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Hangouts games, but Patreon supporters get extra options like priority RSVP for Gauntlet Hangouts games and joining the Gauntlet Slack team where special events and pickup games are announced. Enjoy, and have a great weekend! by Jason Cordova
We are currently running an incursion-writing contest for the Trophy RPG. You may want to go check that out before you continue reading this. It can be found here. One of the ways we built-up The Gauntlet during the heyday of G+ was through the writing contests hosted by Discern Realities, our (soon-to-be-revived) Dungeon World podcast. Our attitude was “Anyone can do this, anyone can create awesome stuff for this game!” And people really loved it. Our contests were a fun, low-stakes way of getting folks involved in the act of creating TTRPG content, and they were truly the glue that held The Gauntlet together for a long time. The Gauntlet ethos has always been that no one is an island of creativity—that our best efforts in TTRPGs are community efforts. And we continued this idea of community creation through the Codex miscellany features, as well as the general Codex editorial preference for games and supplements by newer voices. Here are some specific reasons I am excited about the Trophy contest. The core Trophy rules are currently free When Jesse and I designed this contest, our number one concern was easy access to Trophy’s rules. We knew a lot of people would be learning about Trophy for the first time, and so we decided to make Codex - Dark 2, the issue of the Codex zine the game can be found in, completely free, despite the fact it is our bestselling issue on DriveThru. You can download that issue right here. The contest is highly accessible The core Trophy rules contain all the guidelines you need to write an incursion, including a sample incursion so you can see how it all comes together. Further, because Trophy is so rules-light, you can begin writing almost immediately since you don’t have to spend time internalizing a complex system. All of this leads to a standout feature of this contest: accessibility. Anyone can write something for this contest and, so long as they follow the incursion-writing guidelines (which have been finely tuned to produce dependable outcomes when followed), they can feel reasonably confident they have produced something fun and playable. It’s an inviting process, and we’ve already heard stories of parents writing entries with their kids, and romantic partners writing an entry together. Outside-the-box incursions Our officially published Trophy material is uniformly dark fantasy because we have a brand to develop, and we are certainly hoping to see plenty of dark fantasy contest entries. But there’s nothing in the guidelines that requires incursions to take place in a fantasy setting. I’m personally excited to see how people drift a lot of the assumptions about Trophy. I hope we see a wide variety of settings: Western, cyberpunk, historical, modern-day, you name it—I think Trophy can handle it. In some ways, this contest could be a bridge to whatever is next for Trophy as a system, and I find that very interesting. A fun, low-stakes way to celebrate creativity Sure, there are a few cash prizes, but honestly, that’s only because we have some money to spend. Ultimately, Jesse and I are just hype to see what people come up with, and we’re excited to provide a space for people to be creative. This contest is a celebration of creativity, and to emphasize that, we’re giving folks custom dice and a “Play to Lose” magnet just for participating—kind of like party favors. Anyway, we hope folks will get as excited about the contest as we are. I’m including all the relevant links related to the contest right here: Greetings, and welcome to the weekly Gauntlet Hangouts video roundup! Listed below are links to recorded sessions of online games played under the Gauntlet Hangouts banner and other games organized through the Gauntlet online RPG community. These recorded sessions represent only a small part of the giant selection of games available every week, and anyone can join in the fun! Details on how to become a part of the community are listed at the end of the post. Star Wars Saturday
Apocalypse World Tatooine (Session 5 of 5) Rich Rogers runs for Bethany H., Joe Zantek, Joshua Gilbreath, Leandro Pondoc, and Steven Watkins The fate of Mos Shuuta hangs in the balance, a Dark Force is revealed! Gauntlet Sunday Legacy: Legacy Fantasy (Session 1 of 5) Lowell Francis runs for Ary Ramsey, Patrick Knowles, Robert Angus, and Sherri Session Zero for a fantasy reskin of Legacy: Life Among the Ruins: we learn something of the magic which tore down the old world and begin to see the shape of the monsters which roam the land. TGI Thursday Amber Diceless (Session 1 of 4) Lowell Francis runs for Lowell Francis, Peter Mazzeo, Steven Watkins, and Will B We meet our scions of Amber as their paths through Shadow collide, pushed by the arrival of deadly chaos creatures with counterfeit Trumps bearing our heroes' likeness. Gauntlet Quarterly Masks: Prospect Academy (Session 1) Leandro Pondoc runs for Ludovico Alves, Ryan M., and Sabine V. Prospect Academy greets a new school year with a snap student council election and three incoming students, ready to swim or be swept upon the political mindfield that is a superhero school. Image defends the notion of a student council, Kasey receives an unwelcome present from her Dread Queen of a mother and Serenade punches a magic knight in the middle of a school hallway. Gauntlet Comics The Ward: EX.T.R.A (Session 4 of 4) Jim Likes Games runs for Barry, Dan Pucul, Sarah J., and Steven desJardins Everything comes to a head as the crew deals with the fallout from a bloody gun violence episode involving one of their own, and take stands are taken, for love, for professionalism, and for personal autonomy. Our final issue! Gauntlet League Wrestling World Wide Wrestling: Gauntlet League Wrestling 2019 (Session 5) Lowell Francis runs for Chris Newton, Gene A., Jeff, Joe Zantek, Matt A., and Tyler Lominack Roster changes bring new wrestlers into the spotlight, sparking new storylines even as old hand Mr. Fabulous has to scrap his plans for a title match and instead brings the blood. Gauntlet Hangouts Apocalypse World: Jurassic Apocalypse (Session 3 of 3) Stentor Danielson runs for Alexi S., Dan Pucul, and Peter Mazzeo Voidheart Symphony: Wake Up, Get Up, Get Out There (Session 5 of 5) Leandro Pondoc runs for David Morrison, Ludovico Alves, and Parham Doustdar Amidst a strange labyrinth of linoleum and photographs, the stage is set. Bereft of allies but armed with justice in their hearts, our rebels plunge forth into the labyrinth, fighting against awful truths and placid victims to strike true against the doctor preying on the dispossessed. Spectaculars: Muster Up (Issue #4) Trail of a Killer Mikel Matthews runs for Erez, Josh H, Michael Mendoza, and Steven desJardins The support group's found the killer's victims. Now they need to find who's doing it. A McDonald's in an old part of town, an old friend, a drone, and a visit from the 86ers accompany the players finding a kind of power that shouldn't exist. Monsterhearts 2: Ballhir: On Thin Ice (Session 1 of 3) Donogh runs for Dan Pucul, Sabine V., and Sarah J. Muir Iasc is free, and the Fannons' power overturned; Eoin the Queen is struggling with the new reality, while preparing his dance troupe for competition. Muirín the Selkie returns from the sea to investigate opportunities for her kind. Ajit the Unicorn finds his new life in small town Ireland difficult to adjust to, but starts off a new school paper. Night's Black Operators: The Van Helsing Letter (Group 2) (Session 2 of 2) Alun R. runs for Donogh, Jim Likes Games, Puckett, and Rob Ruthven This was the 2nd and final session of the last 2-shot of NBO using the Operator rule-set for play on the Night's Black Agents setting... After bringing their newly recruited Hacker up to speed and letting her do a little digging, the team set off towards the German-Czech border. There, they confront a Nachzehrere and finally confront 'Monsieur' beneath a stylish celebrity spa... Once Again, We Return (Monsterhearts 2): The Business of Misery (Session 4 of 4) Leandro Pondoc runs for David Morrison, Kyle H., Pearl Zare, and Puckett As London continues to become green, the world awaits with bated breath as to what the gods will do next. Persephone feels the consequences of her actions claw at her, Hades revels in power only to find himself overshadowed, Adrestia unexpectedly clings on after her grand invocation and Lilith gives the world one, final gift. Spire: Ironshrike (Session 1 of 4) Leandro Pondoc runs for Darren Brockes, Gabriel Robinson, Kyle H., and Pawel S. Deep within Spire lay the market of Ironshrike: the furthest one can fall. Amidst this atmosphere of desperation, as the unfortunate prostrate themselves and sell what they can for survival, a cell from the Ministry moves with one purpose: to murder this market. Hearts of Wulin: The Four Masters Part 2 (Session 1 of 4) David Walker runs for Leandro Pondoc, Ludovico Alves, Mikael Tysvær, and Sabine V. A return to the kingdom of the Four Masters in Hearts of Wulin! Ironsworn: Voyages of Vargas (Session 1 of 4) Ludovico Alves runs for Josh H, Keith Stetson, and Peter Mazzeo While at sea, the captain of the legendary ship Vargas dies under foul circumstances. Following the trail of a stowaway, our crew of heroes finds signs of strong supernal influence and the hint of an uncharted island. An abundance of goats and implied giant poultry lead to iron secrets, and a most unusual and dark wreck. Band of Blades: The Road to Skydagger Keep (Session 1) Mikael Tysvær runs for Horst Wurst, Leandro Pondoc, Parham Doustdar, and Steven The Legion gets started on the long road to Skydagger Keep, and blows up Hozelbrucke Bridge to slow the advance of the undead. Also my first try using overlays and OBS to record games. Night Witches: Pashovskya 1943 (Session 1 of 4) Jim Likes Games runs for Bethany H., Leandro Pondoc, Maria M., and Puckett The airbase is attacked directly, and the women of the 588th want some revenge. Hearts of Wulin: Emperor of Bandits (Session 1 of 2) Jim Likes Games runs for Darren Brockes, Diana Moon, and Eli S. The Emperor of Bandits has died, allowing Yu Lin City to enjoy new prosperity. In the first half of our 2-part Feature, we Entangle the characters martially and romantically, and old friends are up to new tricks. Kingdom: Dwarf Mountain (Session 1 of 4) Michael Mendoza facilitates for Luiz Ferraz, Robbie Boerth, and Steven A fallen king, a stone seer, a noble exile, and a master smith struggle as a stagnating dwarf kingdom debates whether it should offer refuge to the kobolds who helped them overthrow the dragon that plundered them for decades. You can see all these videos (plus all the ones that have come before) on The Gauntlet YouTube channel playlists, and be sure to subscribe to catch all our great podcasts! If you'd like to play in games like these, check out the calendar of events and the Gauntlet Forums where games are announced. To support The Gauntlet, please visit the Gauntlet Patreon. Everyone is welcome to sign up for Gauntlet Hangouts games, but Patreon supporters get extra options like priority RSVP for Gauntlet Hangouts games and joining the Gauntlet Slack team where special events and pickup games are announced. Enjoy, and have a great weekend! |
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