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9/30/2020

Age of Ravens: Tinkering with Spies-  A NBA Retuning

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I'm back on my hacking high hobbyhorse. I’ve played a bunch of GUMSHOE: Ashen Stars, Mutant City Blues, Bubblegumshoe, The Esoterrorists, Trail of Cthulhu, The Yellow King, and even some hacks for things like Victoriana. Thanks to Mike Ferdinado I the chance to try out Swords of the Serpentine (which I’d preordered). I love lots about GUMSHOE but in many places it doesn’t fit with my GMing style—basically how I like to run and the pace of play.

Night’s Black Agents has been bugging me for several years now. It’s a great premise and the books are amazingly well written. But it’s also arguably the GUMSHOE iteration with the most crunch, rules specifics, and details. That combined with the single d6 resolution made me steer away from running it. I bought all the books, but never ran or played.

But I'm determined to get it to the table—to retune it, not do a full hack. I’ve been doing the same thing with 7th Sea and L5R (which I’ll talk about in other posts). Much of this retuning draws from the amazing Solo Ops which does some really cool stuff with the NBA system. I love SO for one-on-one games—I wasn’t sure how it would work adapted to a larger group. I think it would require rebalancing and maybe using fewer of the cards/aspect things (though The Yellow King uses these mechanisms).

Anyway, a handful of objectives shaped this:
  1. I wanted small ability lists.
  2. I wanted to use the pool/push mechanic from TKiY.
  3. I wanted a more straight line harm system
  4. I wanted a resolution system with more than one die and degrees of success. In this case I lifted PbtA structures.
  5. I wanted a combat system with less crunch but with some tactical considerations handled broadly.

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​RESOLUTION
For most rolls we use the following move. It will be custom modified on the fly.
Standard Check
  • 10+ Full Success
  • 7-9 Mixed Success. This is success with a cost you must pay. Costs include: injury, alerting foes, heat, burning cover, debt, reduced effectiveness, extra time, etc. This is chosen by the GM. In some cases the GM may ask if you wish to carry through with that cost. If so, you may decline and the action stops.
  • 6- Miss. Failure. You suffer the consequences of your action.
Some costs are called Burdens. These are situational effects which must be dealt with. These include things like Out of Ammo, Assets Frozen, Signal Jammed, etc.

COMBAT
Combat works a little differently. Individual foes and the group as a whole have stress tracked by the GM. At the start of the conflict we decide two things. A) Superiority: Does one side have overwhelming strength and abilities. This is about weaponry, armor, supernatural powers, vampiric strength. That determines what move you make to engage in combat. B) Edge: Does one side have a positional, informational, or awareness edge on the other side? Do the bad guys have people everywhere, do they have clear communications, etc.? If the bad guys have that, then players roll combat with disadvantage. If the players have that, they may roll with advantage.

Strength is harder to change in a combat, but actions may be taken to neutralize it. Edge can shift between players. If the bad guys have the edge, the GM sets a clock for it (usually four tics). Actions may be taken to fill that clock and remove the edge. Then the players may choose to work to fill another clock to gain the edge. Costs for actions may be paid in gaining or losing tics on the respective clocks.

Combat Against a Superior Foe
  1. On a 12+ deal harm and choose one: suffer no harm, change the environment, give advantage forward to someone (including yourself)
  2. On a 10-11 Exchange harm with your foe. You may narrate position and circumstances.
  3. On a 7-9 Choose: deal no harm but you get to narrate how you are pushed back or deflected OR exchange harm with your foe and suffer an additional cost (bad positioning, changed focus, etc)
  4. On a 6- You suffer the full brunt of your failure—harm, a condition or burden, and a GM reaction..
Combat Against an Equal Foe
  • On a 12+ Deal harm to your foe and suffer no harm. Choose two: deal more harm, take or give advantage forward, shift the edge, reposition the conflict, other benefit as negotiated.
  • On a 10-11 Deal harm to your foe and choose two: deal more harm, suffer no harm, take or give advantage forward, shift the edge, reposition the conflict, other benefit as negotiated.
  • On a 7-9 Deal harm to your foe and choose one: deal more harm, suffer no harm, take or give advantage forward, shift the edge, reposition the conflict, other benefit.
  • On a 6- Suffer harm and deal no harm.
Combat Against and Inferior Foe (or groups of thugs)
  • On a 12+ you dispatch them without a scratch. Take advantage forward.
  • On a 10-12 deal harm and change the positioning to your benefit.
  • On a 7-9 choose: deal harm, force them in a direction, pin them down helplessly.
  • On a 6- choose: exchange harm with them or deal no harm. Then the GM reacts.

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CHASES AND PURSUITS
If the PCs are collectively trying to escape or pursue, we use a special sequence. If they’re split in any way we use standard resolution. Why? Dramatic reasons.

For the Chase/Getaway, we have three exchanges to resolve the full sequence. We stop off in each exchange to establish the fiction and color the results. Each round one player’s the primary roller-- the person we’ve got the camera on. If the group’s together, a player can Support by describing how they’re helping (if they’re not driving then they’re shooting, mapping, etc). If we have players in different locations then we divide them into three sets. We alternate between players in each exchange.

The PCs begins with a score of 1. Each exchange adds to the final result total. A 10+ result adds 4 points. A 7-9 result adds 2 points. A 6- result adds 1 point. Add to that the usual costs and complications of those results. So if you rolled a 6- in this part, you might take a hard move like a damage, loss of a contact, destruction of resources, or increase in heat. Ideally each of these three exchanges wouldn’t slide into another rolled move outside the sequence
In the end we total up the scores from those exchanges to resolve the final results from the Thriller Sequence. Roughly, that would be:
  • If the final total is 6-, then the characters have failed. They’ve been caught or lost the target they were following.
  • If the final total is 7-9, then the character succeed, but there’s a significant cost for the group. I’d probably go with a list of picked costs here.
  • If the final total is 10+, then they’ve succeed completely and are scot-free or bring their quarry to ground.

TAKING DAMAGE
Player Characters have 5 HP for Health and 5 HP for Stability. When you take harm—as the result of a failed move or cost—subtract that from your Health and/or Stability depending on the situation. Then roll the Take the Hit move at +Number of Harm taken from the blow.

The GM may also ask players to mark a condition as a cost or result of a hit. There are three of these connected to General Abilities. Injured for Physical, Shaken for Operational, and Unfocused for Specialist. These give ongoing disadvantage to abilities in that category. The latter two conditions require Shrink to recover from. Players may opt to mark one of these conditions if they’re not already marked to negate 2 damage from a hit or to skip rolling the Take the Hit Move.

Take the Hit
When you suffer harm, roll +harm suffered.
  • On a 6-, just mark the harm.
  • On a 7-9 you choose one: lose your footing/fall/lose control; drop something important; lose track of someone or something you’re supposed to be on top off; or give a tic of Edge to your foe.
  • On a 10-11 the GM chooses one: lose your footing/fall/lose control; drop something important; lose track of someone or something you’re supposed to be on top off; give a tic of Edge or Superiority to your foe.
  • On a 12+ choose one: you’re out of action: unconscious, trapped, incoherent or panicked; lose a body part; mark a conditions.

Armor and Damage
We shorthand armor possibilities. If agents have time and resources to prep, they can get body armor which will stop one harm from all sources. Being caught wearing this kind of armor will draw heat and attention. With a more significant resource spend, characters might be able to get combat armor which stops two harm—but this is bulky (disadvantage to physical actions), highly visible, and a sure way to draw heat. Players might buy more specialized armor depending on the circumstances, like neck protection or modest body armor which only applies to low-velocity attacks (like blades and fists).
A basic weapon which you can conceal easily like a knife or small pistol does one harm. Larger pistols, swords, fire axes, basic rifles, SMGs deal two harm. Nastier things do three (or even more). It’s a pretty narrow band of damage. Depending on the situation, the GM might give advantage for the use of automatic weapons in dealing with troops, shifting the edge, or pinning a group down.

Healing
Out of combat, players can clear one harm that they took in that scene if they have time and space to rest. Further healing requires a one to one spend from Medic or Shrink. Clearing conditions requires a one to one spend and some narration. Total the points spent this way. One takes an hour, two a half a day, three a day, four a three days, more becomes weeks. The GM may allow rolls (meaning a risk) to do this quicker.

In combat, players may attempt to offer quick healing. Medic requires tools and Shrink requires the ability to speak with and steady the target. Roll, but subtract the amount of harm the target’s already suffered (at most this can take it to a -2). (Note: Medic and Shrink have talents which offset this penalty)
  • 12+ Restore three harm or clear a condition and restore a harm.
  • 10-12 Restore two harm or clear a condition.
  • 7-9 Restore one harm or clear a condition if they target has one harm taken (on either track)
  • 6-Deal one harm to your target or mark a condition (on yourself or them).

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INVESTIGATIVE SKILLS
If appropriate, you can spend a Push with an Investigative skill to +1 to an attempt or refresh a general ability pool by 1. Appropriate investigative spends may work to change the balance of Strength and Edge in a combat. They may be used in a chase/pursuit.

ACADEMIC
Accounting
Criminology
Culture
History
Military Science
Occult
Research
Vampirology

INTERPERSONAL
Bullshit Detector
Bureaucracy
Flirting
High Society
Questioning
Negotiation
Streetwise
Tradecraft

TECHNICAL
Chemistry
Cryptography
Data Recovery
Forgery
Medicine
Notice
Surveillance
Survival

General Abilities
PHYSICAL (Condition: Injured)
Athletics
Driving
Evasion
Filch
Fighting
Infiltration

OPERATIONAL (Condition: Shaken)
Cool
Cover
Network
Observation
Preparedness
Shooting

SPECIALIST (Condition: Unfocused)
Digital Intrusion
Disguise
Explosives
Mechanics
Medic
Shrink

CHARACTER CREATION
Choose name, pronouns, nationality, and service (take list from books). Role is a shorthand descriptor of what your character does (use NBA backgrounds). You don’t have to write in a cover right now, you can do that later in the process.

There are four mechanical steps to making your character.

Investigative Abilities: These are broken into three groups. On the keeper, the ability names are greyed out. Pick 11 abilities you have competency and training in. You automatically begin with Notice as well. To mark that you know an ability, change the font to black show it shows up.
 
Investigative Pushes: You have 11 points to distribute across those three areas. If you have an ability, as per usual GUMSHOE you can always get basic info on it. But you can also spend a push to gain an extra benefit. You must spend push for a specific ability from the category pool. Spends can be to get extra info, change the situation, boost a general skill, etc. If most cases, one push will be enough. These refresh at the end of mission.

General Abilities: These are also broken into three categories. By default we assume you know all of the abilities in the Physical and Operational group. You have 16 points to spread across the three areas. When you want to make a test with a general ability which you know, you roll 2d6 at +0. If you want to roll better, you can spend points from the area pool 1 for 1 (max. +3). These pools also refresh at the end of a mission, but you can also take actions or sometimes spend from investigative skills to refresh your pool.

You pick which Specialist abilities you know. You can know up to 1 ability from the group per point you assign to the category. So if you make your Specialist pool 3, you can pick three abilities you know. Strikethrough the other ones to show you don’t know them.

Talents: Pick three talents. These are connected to General Abilities. You can only take a talent for a Specialist ability if you know that ability. These are drawn from the Cherries in the core book and Masteries in Solo Ops. ​​

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9/25/2020

Gauntlet Video Roundup - September 25, 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

Coruscant Comrades (Session 3)
Rich Rogers runs for Cody Eastlick, Mark (they/them), Sawyer Rankin, and Steven Watkins
The Revolutionaries of the Voiceless gain New Republic support that catapults their movement to free Coruscant farther and father, but the Imperial strike back steals their voice. Will the Comrades wreak bloody vengeance?

Gauntlet Quarterly

Checkpoint Midnight: Waltz of Treachery - Season 3 (Session 3 of 4)
Alexi S. runs for Jesse A., Leandro Pondoc, Mark (they/them), and Puckett
The end is in sight for our operatives. Jack, Emilie, and Joske bring fire and death down upon Lady Aurelia's mansion. Skye confronts the forces of Dr. Thorne and attempts to work a miracle. Together the operatives grapple with whether what they do is worth it, and Jack learns the secret at the heart of his own resurrection...

Gauntlet Comics

Masks: Back to School (Session 3 of 4)
David Morrison runs for Rich Rogers, Steven S., and usnavi
On the surface, Carson Rime seems to be a picture-perfect student, but one of his extracurricular activities is serving as the hero Cold Snap, the Red Exorcist's Protege. He and Sheila trade words, and skip out on detention together. While Pryor is forced to make some tough decisions about his commitments.

Gauntlet Hangouts

Labyrinth the Adventure Game (Part 3, The Lands of Yore)
David Walker runs for Donogh, Ozzy, and Sabine V.
This is part 3 of a 4 part actual play of Labyrinth the Adventure game, the RPG from Riverhorse games. The heroes enter the lands of Yore with a bump! Scraggle's sticky fingers catch up with them, Squeek takes on a goblin fortress on his own, and Lily finds why falling into the bog of eternal stench is a bad idea.

Ultraviolet Grasslands - Season 7: Prismatic Fires on the Horizon (Session 3 of 3)
Horst Wurst runs for Abe Lincoln Jr., Brandon Brylawski, and Steven S.
Ferry Graves II

Sentinel Comics: Starter Kit (Sessions 2 and 3 of 4)
Mikel Matthews runs for Brandon Brylawski, Bryan, Jake, and Terry (He/Him)
Tacyhon, Bunker, Wraith, and Absolute Zero in the aftermath of the Obliveaon Event are dealing with multiversal intrusion into their reality.

Agon: The Celtic Otherworld (Session 2 of 3)
Alun R. runs for Alexi S., Sabine V., Sawyer Rankin, and Will H
One Hero is welcomed back into the body of the warband as Aethelflaed Lion-Hearted is chosen to take their place and lead the next stage of the quest to decide the fate of the Otherworld. Blacwyn Silver-Handed's Courage leaves him scarred by the Cauldron of Storms; Iamon Monster-Hunter shows his Acumen and slays a Wyrm before finally owning his title as Prince of Elmet; and Vecinda Man-Tamer is the embodiment of Passion as she tries to convince a brigand that there is a better way. Then there are more Wyrms, a Wyrm-rider and...a strife that proves impossible to resolve.

Plutonian Shore: Crew of Scoundrels (Session 2 of 2)
Alexi S. runs for Chris Newton, Jex Thomas, Joel N., and Leah Libresco Sargeant
We conclude our two-parter of scoundrels in space with the Voidweaver crew navigating a treacherous salvage mission and perhaps proving even more treacherous themselves. Bela Tarkar walks blindfolded through a ghost freighter crawling with the undead, trusting the guidance of the Void. Ulysses Fielding Middleton confronts the ghosts of past trauma by unleashing the heavy artillery. Orana Vikorr allows some scavengers to falsely believe she is the captain. And KCH-22 must embrace his destiny as the Last Hope of the Solar System as Starbreaker cultists descend on a dangerous artifact the crew has claimed.

Surreal Estate
Donogh runs for Kyle H. and Steven S.
The rising star TV psychic Chrysanthemum Nocturne and her producer Brad Zhang are seeking a house to host their new season. Realtor Noah Miller has several properties in mind but they all hold surprises that will make the Buyers' lives very interesting...

Swords of the Serpentine (Session 1 of 3)
Mike Ferdinando runs for Chris Newton, Dan Brown, Jason Zanes, Jo Lene, and Lowell Francis
Our saga opens at sea, with our heroes' ship attacked by the pirate ship Squandered Hope, led by the fearsome captain Precia Cointongue! But not all is as it appears...

Swords of the Serpentine (Session 2 of 3)
Mike Ferdinando runs for Chris Newton, Jason Zanes, Jo Lene, and Lowell Francis
Our saga continues with deals made with captives, corpses bought and sold, and a stakeout in The Tangle. Welcome to Eversink!

Karanduun: Make God Bleed (Session 3)
Lowell Francis runs for Jane, Maria Mison, Puckett, and Will
With the panginoon defeated, the Heroes look to what happens in the wake of their actions. As they consider their place, new threats--including soul collectors pursuing Lillia--emerge.

Apocalypse Keys: The Note Desolation Plays (Session 3 of 4)
Leandro Pondoc runs for Brandon Brylawski, Jim Likes Games, and Sabine V.
After taking stock of the matter at hand, our band of DIVISION monsters move to confront the Distended Conductor at the heart of Dublin's hauntings. But in doing so, they risk tearing into the darkness teeming within their hearts. Hope grapples with the possibility of her involvement in this apocalypse, Anther takes control with firmness and some lack of tact and Shard's shattered past rears its ugly head.

For the Honor! (Session 3 of 3)
Sam Zimmerman runs for Bethany H., Jex Thomas, Maria Mison, and Steven S.
In the magical world of Rathael, our characters Nosha, Nocturne, Solara, Prince 003 and Insecta infiltrate a magical, underground castle in the hopes of finding each other and stopping a dark ritual.

Eotenweard: The Great Mire (Session 4 of 4)
Alun R. runs for Bodhi, Lowell Francis, Paul Rivers, and Pawel S.
'Black Russel' the Outlaw dives into the fen waters in search of whatever the soldiers of the Emperor sacrificed there. Unfortunately, the Great Mothers take offence and send their warriors to retrieve their treasure. Hoel the Monster Hunter springs his trap while Cunobacha the Pagan Mystic unleashes his wrath and Icenius the Sword of God tests the value of St George's horseshoe. There is a return to the fenlander village, mayhem, and Lord Gotefrid...then a deadly arrow, mercy to a ship's crew, and the power of a cross revealed.

Swords of the Serpentine (Session 3)
Mike Ferdinando runs for Chris Newton, Dan Brown, Jason Zanes, and Lowell Francis
White Ruin, Bryzantimus, Raz, and Elder Caburi face down the necromancer responsible for the series of murders, make short work of his henchman, tangle with a horror of necromancy, and bring the house down in the climax!

Gauntlet Campaigns

Brinkwood: Refuge (Session 3)
Jamila R. Nedjadi runs for Josh, Maria Mison, and Sherri
In this session Toland the Historian joins us! This opens up the Library in the refuge too! Ashtarae turns to Toland for help in deciphering the markings in the cave that are connected to their tragic past. Suddenly a fae ghost appears and demands Ashitaka and Rayith to face their own past! Afterwards we wind down a bit and check out the library, and hang out with gossiping books and interesting NPCs. We end on a Ritual of Wisdom, and build up the library!

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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9/18/2020

Gauntlet Video Roundup - September 18, 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

Coruscant Comrades (Session 2)
Rich Rogers runs for Mark (they/them), Sawyer Rankin, and Steven Watkins
The Voiceless Insurgency protect their fellow revolutionaries during a protest that the Stormtroopers try to squash with violence. A factory is destroyed and a comrade barely escapes with his life. Have they really drawn the notice of the New Republic, or is it an Imperial plot?

Double or Nothing (Session 1)
Rich Rogers runs for Donogh and Sabine V.
The A to Z Squad is sent on a "babe-sitting" mission (as in "a total babe"). They must keep Val Killian out of trouble OR ELSE! Oh those Imperial Entanglements!

Gauntlet Quarterly

Checkpoint Midnight: Waltz of Treachery - Season 3 (Session 2 of 4)
Alexi S. runs for Jesse A., Leandro Pondoc, Mark (they/them), and Puckett
Our operatives uncover answers and cross new lines in Cold War Vienna. Jack comes face-to-face with his origins in Dr. Thorne's lab. Emilie ignores her conscience to pursue a deadly mission. Joske finds old friends around every corner, but most of them want him dead. And Skye uses her doctorly instincts to stabilize a very mysterious patient.

Gauntlet Comics

Urban Shadows: Coven Prime Deja Vous (Issue #1)
Jim Likes Games runs for Alexi S., Jamila R. Nedjadi, Joel N., and Steven desJardins
The occult heroes of Coven Prime are cleaning up old messes, as well as making a few new ones.

Masks: Back to School (Session 2 of 4)
David Morrison runs for Maria Mison, Pawel S., Rich Rogers, and usnavi
We meet Sammi or "Saint" the Star, who challenges Nightbolt with a date as the prize. Things get wild at Randy Rabbit's Amusement Park, with Knockback struggling to protect those they care about, and Buggane struggling to keep control.

Hit the Streets: Defend the Block (Session 2 of 4)
Michael Mendoza runs for Bethany H., Brandon Brylawski, Jon Grim, Saribel P., and Shane
We meet the heroes of Riviera, a struggling neighborhood in New Gauntlet City. They cope with work at a drug treatment facility and confront powered punks who prey upon homeless persons on the street.

​Gauntlet Hangouts

Eotenweard: The Great Mire (Session 2 of 4)
Alun R. runs for Bodhi, Lowell Francis, Paul Rivers, and Pawel S.
'Black Russel' the Outlaw, Cunobacha the Pagan Mystic & Icenius the Frankish Sword of God catch up with Hoel the Monster Hunter, and together they discover what is in the casket they saved from the skinchanger at the end of session 1. Then they introduce themselves to Widuc, Eorl of Synhamm, and his advisors and there is a costly confession, an opportunity for gain, a difficult meeting with some marsh men, the power of Nodens...and then...a head...and some spine...

Haven: Buried Sins (Session 1)
Steven S. runs for David Morrison, David Schultz, and Ryan Windeknecht
The second session of our three-session run of C.M. Ruebsaat's Haven, a game of Belonging Outside Belong about a secret community of witches attempting to survive within a hostile world. In this, our first full session of play, the witches travel through the dark woods, where Maria discovers the history of her bloodline and we make good on the series title. Helena attempts to enforce Haven's oldest traditions while Macintosh rebels, Garland speaks with the woods, and an old power is released into the world. Shout-out to Sawyer Rankin, who designed the Neophyte playbook.

Plutonian Shore: Crew of Scoundrels (Session 1 of 2)
Alexi S. runs for Chris Newton, Jex Thomas, Joel N., and Leah Libresco Sargeant
We kick off our game of scoundrels in spaceships by creating characters and dropping them right into a spooky space freighter salvage mission. Bela Tarkar the Fallen captains her vessel while wrestling the Void. Ulysses Fielding Middleton the Scarred finds a powerful armament and places a dangerous call. Orana the Prodigal is just trying to enjoy her mid-life crisis, but reminders of her family's dark reach keep cropping up. And KCH-22 the Prototype steps up to pilot the ship into stranger and stranger territory.

Ultraviolet Grasslands - Season 7: Prismatic Fires on the Horizon (Session 2 of 3)
Horst Wurst runs for Abe Lincoln Jr., Brandon Brylawski, Puckett, and Steven S.

Labyrinth: The Adventure Game (Part 2, The Hedge Maze)
David Walker runs for Donogh, Maria Mison, Ozzy, and Sabine V.
This is part two of a 4 part actual play of Labyrinth: The Adventure Game, the RPG from Riverhorse games. Lily, Wanko, Squeek, and Scraggle are confronted by the Goblin King as they accuse Lily and Scraggle of trying to take the throne from them. Scraggle tries to win through democratic voting. Wanko learns never to eat fruit given to them by a fairy and Squeek steals a hot air balloon from a Goblin patrol.

Cartel: Welcome to Durango (Session 3 of 5)
David Morrison runs for Pawel S., Rich Rogers, Steven S., and Will H
The dead are buried as the drug war intensifies, but the past refuses to remain the same way. Abel faces threats both internal and external, Juan has a crisis of conscience, Elena works hard to come out on top, and Angelina the Sicaria returns to Durango after some time away, only to be caught up in the twisted world of the drug war again.

For the Honor! (Session 2 of 3)
Sam Zimmerman runs for Bethany H., Jex Thomas, Maria Mison, and Steven S.
In the magical world of Rathael, our four heroes Nosha, Nocturne, Solara, and Prince 003 are joined by the totally-not-a-spider Insecta and continue to fight over their newfound crystalline treasure. While they continue squabbling, a new danger emerges and threatens the very structure of Rathael itself.

Karanduun: Make God Bleed (Session 1)
Lowell Francis runs for Jane, Maria Mison, Puckett, and Will
The Unholy Trinity has killed the world. Meet the heroes who will kick back at the crushing weight of their dominion and climb the ladder of Gahum.

Karanduun: Make God Bleed (Session 2)
Lowell Francis runs for Jane, Maria Mison, Puckett, and Will
They rush to the top floor of the hollowed out god, caught between a drug dealer and furious lawgivers. but still take time to fanboy out about a trio of manananggal assassins.

Free from the Yoke: Rokugan (Session 6)
Lowell Francis runs for Patrick Knowles, Sherri, and Tyler Lominack
Pans within plans go awry and tragedy haunts the steps of two of our heroes as another shows how far they will go to purge Shadowlands taint.

Hearts of Wulin: Measure of the Soul - Season 2 (Session 6)
Jamila R. Nedjadi runs for Darold Ross, Joel N., Maria M., and Sherri
Tenten struggles with the truth and pushes away all that could help them, Still Heart Bao can't quite reach through to his friends but perseveres, Horizon can't find the strength to believe in himself, while Jin completely grows into her own person. The battle between Mei and Crane rages on, forcing the city of hell to tremble in response. By the end of this session, several characters go into directions they can no longer walk away from... (ALSO WE END ON A TITLE DROP YEEEEES. Ahem.) Content Warning: Romance, veiled BDSM, veiled trauma

Eotenweard: The Great Mire (Session 3 of 4)
Alun R. runs for Bodhi, Lowell Francis, Paul Rivers, and Pawel S.
Hoel the Monster Hunter and 'Black Russel' the Outlaw implement a cunning plan to turn a prisoner into a guide. Later, Icenius, the Frankish Sword of God, allows pride to lead him to a fall and it is Cunobacha the Pagan Mystic who finds a way to do what they came for, and not get their heads torn off...and then...there's a giant serpentine fish, a vision of the past, silver bracelets, and a mosaic that shows the way...they hope...

Gauntlet Campaigns

Brinkwood: Refuge (Session 1)
Jamila R. Nedjadi facilitates for Joel N., Maria Mison, and Sherri
Brinkwood is a game of revolution, of using what remains of fae magic to fight back against vampiric oppressors. But Refuge is a game of the folks who keep the revolution running in the background, who care for each other as they heal through the trauma. It's a slice of life game that stands on its own but can be played between sessions of Brinkwood. In this playtest we create our characters and jump into play. Each player is a character and physical aspect of the Refuge: The First and The Hearth, The Changeling and the Sanctuary, The Healer and the Healing Tent, and The Warden and The Grove. Things get emotionally complicated in the healing tent, and a little god is tended to in the grove. We get a little too excited and immediately level up one aspect of the refuge that we're most excited about!

Apocalypse Keys: The Ouroboros (Session 1)
Jamila R. Nedjadi runs for Lowell Francis, Matthew Arcilla, Patrick Knowles, and Sherri
Our monster agents arrive in Manila to assist the Sisters of the Broken Crucifix and the Mananaggal community. Who is stalking the Mananaggal, what twisted ritual terrorizes these monsters? The agents scour the apartments to find the keys to the apocalypse, and soon they will open doom's door to find the truth...

Brinkwood: Refuge (Session 2)
Jamila R. Nedjadi facilitates for Joel N. and Sherri
(Session split into two videos.) In this session Ashtarae finds themselves entertaining children in a surprising way, we discover Mother Myrtyle's dark secret in the sanctuary, and Rayith reflects on her painful past in an intimate moment.

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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9/16/2020

Wulin Heroes Against Darkness

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On the most recent episode of The Gauntlet Podcast Jammi spoke about their experience running the Supernatural/ Fantastic add-on for Hearts of Wulin. I'm previewing some of the new rules and ideas for that. These try to bring elements from movies and shows like The Untamed, Painted Skin, Bride with White Hair, Magical Nights of the Glorious Tang, and A Chinese Ghost Story. If you want to see our earlier previews of the new Courtly add-on see this post and this one. You can see last week's post on Playing Fantastic Wuxia here. 

Playbook Adjustments 

To play a more supernatural and fantastic game, the following suggested changes should be made to the playbooks. Each playbook has a new optional Role for players to choose, and each playbook has moves that should be removed and new moves that should be swapped in their place. 

The Aware Playbook
New Role: Sorcerer
There is a lot of symbology and association of Taoism with magic in these stories. Some of that comes from an effort by historical Taoists to present themselves as possessing such powers. It might be better to use a more neutral name for this role. In any case, think Yin Chik-ha from A Chinese Ghost Story or Priest Tsui from Encounters of a Spooky Kind.

When you Duel with supernatural forces, take +1 Ongoing.

Changes to Aware Playbook Moves
Remove the following moves from the Aware playbook: Clans of Intrigue, Hidden Dragon, and A Touch of Zen. Add the following moves:

Furious Sword, Mad Flowers
When you Deal with Troops, on a Hit you may choose one of the following additional options: force the group into another location, bind them to prevent their movement, disarm them of arms or equipment, or dispatch them quietly so as not to raise alarms or attention. 

God of Gamblers
When you compete in a game of chance, roll. On a Hit, you win. On a 10+ you cause financial distress or obligation to someone playing. On a 6-, you still win but you are cut off, kicked out, or accused of cheating. However, if you roll two 1’s with this move, you lose the game and this move until you complete a quest or task of the GM’s discretion.

Phoenix Flying in the Sky 
You can communicate across vast distances via some supernatural medium (messenger familiar, dreams, visions, voices, etc.). You must know the person you're talking with. If you have a Bond with your target, they can speak back.

The Bravo Playbook
New Role: Monster Hunter
You have dedicated your life to tracking down monsters. In your time on the road you have learned their tricks and ways. Think Xia Bing from Painted Skin or Xiaolan from Monster Hunt.

Your experience allows you to use the Study Move on supernatural creatures without access to experts or records. When you try to see through the illusions and disguises of monsters and supernatural creatures, roll Study. Without spending hold you may ask: What is this creature called? If the target is above your Scale, your Study questions may offer impressions rather than specifics. You begin with an additional Entanglement to either a ghost who loves you, a monster you protect, or a creature seeking revenge tied to someone they care for.

Changes to Bravo Playbook Moves
Remove the following moves from the Bravo playbook: Golden Knight, Laughing in the Wind, and Legend of the Fox . Add the following moves:

Along Came a Tiger
When you stalk someone quietly, roll. On a Hit, they have no sense of your presence before you appear. Take +1 Forward against them. On a 10+, you may also choose one: change the environment in a subtle way, remove something from their person, substitute something for an item of the same relative size and weight, or have a hidden path of escape. On a Miss, you’ve played into their hands. 

Legend of the Wolf 
Take +1 Ongoing to orchestrate an act of revenge against someone who has harmed a person named in one of your Entanglements. 

Shadowless Sword
When you reveal you know a second combat style after rolling for a Duel, raise your level of success (6- becomes a 7-9, 7-9 becomes a 10+). Write in the name and Element of this style. If the new style’s Element differs from your starting Style Element, it replaces that one and is used for both styles going forward. Then erase this move. Choose another move at the end of session, but keep the second style (and Style Element, if different) as part of your character’s backstory. 

The Loyal Playbook
New Role: Alchemist
This can represent a fantastical version of Chinese medicine or acupuncture. Think Egg Shen from Big Trouble in Little China or Hu Qingniu from The Heaven Sword and Dragon Saber.

When you Duel someone equal to your Scale, you may enflame one of their Elements. Say which Element you wish to target. If the Duel roll is a hit, in addition to the normal results, they are driven by one of the negative impulses associated with the Element until treated. On a 10+ they will be completely unaware of the source. On a Miss in the duel you enflame yourself in addition to other results.

Changes to Loyal Playbook Moves
Remove the following moves from the Loyal playbook: Heaven Sword and Dragon Sabre, Paladins in Troubled Times, and Rage of the Tiger. Add the following moves:

Hell's Wild Staff
When you Duel or Deal with Troops, you may always choose to move the conflict to a nearby location, even against foes of superior Scale. Take +1 Forward when you Deal with Troops from a secure point (bridge, gate, doorway, etc.).

In the Hand of Buddha
When you search for mystical locations or fonts of power, roll. On a Hit, you find one. On a 10+, clear an Element and you may utilize the location’s power immediately. On a 7-9 there's a seal, obstruction, or guardian. On a Miss, the source is corrupted and unleashes new dangers.  

Once Upon a Time
When you use your techniques to read the world, you may Study to uncover events and details from even the distant past related to a scene or object. 

The Outsider Playbook
New Role: Cursed

You are bound by the forces of fate and destiny. This may have a concrete form, such as a mystical person who has control over you. Think Nip Siu-sin from A Chinese Ghost Story or Lian Nichang from The Bride with White Hair.

You have a four segment count-down clock. In play, you may add a tick to the clock to give yourself +1 to your roll. Additionally, you may add a tick as a cost or consequence. When your countdown clock fills, a future scene will showcase a terrible event involving a close NPC. They might be injured, haunted, or seek revenge. You reset this clock when you deal with their issue.

Changes to Outsider Playbook Moves
Remove the following moves from the Outsider playbook: All Men Are Brothers, A Deadly Secret, and The Imposter. Add the following moves:

Eerie Moon and Evil Star
You have been hurt by otherworldly forces in the past, leaving you marked. When you enter a place clearly tainted by a supernatural presence, now or in the recent past, roll. On a Hit, you perceive the hidden energies and may ask a Study question about it. On a 10+ take +1 Forward in dealing with it and learn the manifestation’s purpose. Additionally you may always mark an Element (choice) to have a supernatural foe engage you before other targets. 

Ghost Villa
When you flee to your private refuge, describe it and roll. On a Hit, you reach your sanctuary. On a 10+ choose one: bring someone with you, clear an Element, or discover an omen suggesting your next course of action. On a Miss, choose: the way is blocked and you find yourself in immediate peril or you reach it but reveal the location to someone dangerous. 

Secret Rivals
When you conceal a small object (knife, gem, message, etc.) on your person, it cannot be found. Anytime someone tries to take a small object away from you, roll. On a 10+, you may hide or hand the object off without anyone noticing. On a Miss, you fumble the object, or the other person get the item, GM's choice.

The Student Playbook
New Role: Exorcist
Through study or experience, you have learned how to protect yourself and others from malign forces. Think Ning Choi-san from A Chinese Ghost Story or Abbot Fahai from The Sorcerer and the White Snake.

When you create a barrier to expel or bar a supernatural spirit, roll. If the spirit is of a higher Scale, mark an Element (choice). On a 10+ you do so, forcing the spirit away for a time. You may ask one question about the spirit. On a 7-9 you do drive them away, but there’s a complication. Choose: mark Element (choice), someone is left out, something breaks, someone becomes vulnerable, or the effect is fleeting. On a Miss, your efforts make things worse for you and others.

Changes to Student Playbook Moves
Remove the following moves from the Student playbook: Rage and Passion, Savior of the Soul, and Smiling, Proud Wanderer. Add the following moves:

Book of Heroes
When a nearby ally would mark an Element, you may mark one instead. If you do so, gain a Bond with them. 

Coiling Dragon
When you protect a group of innocents or bystanders, roll. On a Hit, you provide them safety from whatever threatens them. On a 10+, choose one: relocate them a distance away, gain a Bond with them, push someone reluctant to action, or inspire an ally who may take +1 Forward or clear an Element. On a Miss, the most vulnerable are caught outside of safety and suffer the full effect of the threat. 

Eternal Love
When you remember a past-life connection to someone, describe it and take +1 Forward in dealing with them. When you reveal that connection to them, roll. On a Hit, choose one: halt their current action, clear an Element (you or them), make them answer a question, or drive them off. On a 7-9, roll Inner Conflict over what you're not telling them. On a 6-, your past-life story connection tragically and you turn them against you fully. 

The Unorthodox Playbook
New Role: In Human Guise
You are secretly a monster, drawn to the human world through desire and love. Think Susu or Qingqing from The Sorcerer and the White Snake or Xiaowei from Painted Skin.

You hide your true face from others, including fellow PCs. Decide what your tell is (birthmark, fear of jade, obsession with jewels, etc.). You have +1 when you use Hearts & Minds to create or enhance misunderstandings between people. At the end of a game session, if you have created complications with another PC’s Entanglement, clear an Element.

Changes to Unorthodox Playbook Moves
Remove the following moves from the Unorthodox playbook: Everlasting Chivalry, His Name is Nobody, and Kid with the Golden Arm. Add the following moves:

Emperor of the Underworld
When you strip away your mask to reveal your baleful visage, roll. On a Hit, any gathering of people below your Scale will flee. On a 10+ choose two; on a 7-9, choose one: no one is injured, you direct their flight, or their memories of this will be incomplete. On a Miss, the gathering turns upon you.  

Painted Skin
You can change your physical appearance and dress instantly. You need only a moment out of view to appear as someone completely different.

Pursuit of Vengeance
When you try to evade pursuit, roll. On a Hit, you do so successfully. On a 10+ choose two; on a 7-9 choose one: humiliate your pursuers, bring others along, they all follow you, double back on them, or trap them for a time. On a Miss, you fall into their clutches.

If you missed the Kickstarter, you can pre-order Hearts of Wulin here. ​

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9/11/2020

Gauntlet Video Roundup - September 11, 2020

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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

Coruscant Comrades (Session 1)
Rich Rogers runs for Cody Eastlick, Mark (they/them), Sawyer Rankin, and Steven Watkins
A prison break leads into a crawl in the subterranean tunnels under the duracrete streets of Galactic City on Coruscant, then our new Comrades stop a Stormtrooper massacre.

Before the Rebellion (Sessions 1 and 2)
Rich Rogers runs for Keith Stetson, Sabine V., and Will H
Three folks in a tiny town called Womp Rat on a backwater world decide to hide a rebel spy despite Imperial threats. When the dust settles, one of them won't be there anymore.

Transmission Burst Monday

Liturgy of the Dragon
Steven S. facilitates for Bodhi, Brandon, and SalamanderJames
Father Wing, the fanatical Trap-master Sir Ralf, young Mira, and the elderly Tea-kobold Kami play host to various visitors to our small shrine to the great dragon-gods of old, and our kobolds find themselves setting up a feudal healthcare system, navigating inquisition suspicions, and offering advice on inter-species romance.

Edge of the Galaxy
Steven S. facilitates for Bodhi, SalamanderJames, and Stentor Danielson
As part of Transmission Burst Mondays, the group plays two hacks of Ross Cowman's Fall of Magic by Mina McJanda. In Edge of the Galaxy, the crew of the Polaris race towards an ancient ring world whose location is right in the title. Featuring Nebula, a "scavenger" of other people's belongings, Quill, a sentient sea urchin with artistic ambitions, Nummanunnimmamumannanimmamananunna, a void fish more interested in spreading word about their indie rock group than the quest, and Coron, a former worker-bug looking for a new place to call home.

Whispers of the Green
Steven S. facilitates for Bodhi, Brandon, and SalamanderJames
As part of Transmission Burst Mondays, the group plays two hacks of Ross Cowman's Fall of Magic by Mina McJanda. In Whispers of the Green, our explorers embark upon a doomed expedition to the lost city of Imlutha. Featuring Erasmus, a bohemian musician from Paris, Jimmy, an everyman dock worker drawn by family lines to the dark city, Rutherford, a former cultist fleeing from his past, and Ward, a mysterious shadow out of time attempting to find its way home.

Gauntlet Quarterly

Checkpoint Midnight: Waltz of Treachery - Season 3 (Session 1 of 4)
Alexi S. runs for Jesse A., Leandro Pondoc, Mark (they/them), and Puckett
We kick off the third and final season of our quarterly game of supernatural spies in Cold War Vienna! Jack makes a passionate stand to the proprietor of Checkpoint Midnight. Emilie uses her powers to petty ends with disastrous results. Joske chases a monstrous conspiracy and falls right into a trap. And Skye washes back up in Vienna, but must somehow allay the furious jealousy of the Danube.

Gauntlet Comics

Masks: Back to School (Session 1 of 4)
David Morrison runs for Pawel S., Rich Rogers, and usnavi
We explore the district of St. Edmonds in the north of New Gauntlet City, and learn about the newest heroes to come up there - all students at Samuel Klaymann Public High School. Sheila O'Brien is new to the school, but her ancient bloodline allows her to transform into the monstrous but heroic Buggane. Pryor Perez struggles to distance himself from his more immediate family, fighting against the influence of his father - the villain Superia - to don the mask of the hero Knockback. While Samuel Dekker struggles to control the elemental power that flows through him, but unleashes it in his guise as Nightbolt. On their first day back at school, Buggane sees a face from the past, Nightbolt smokes behind the school, and Knockback almost strikes out.

Gauntlet Hangouts

Eotenweard: The Great Mire (Session 1 of 4)
Alun R. runs for Bodhi, Lowell Francis, and Paul Rivers
Travelling to a meeting with Hoel the Monster Hunter at Synhamm, 'Black Russel' the Outlaw, his cousin Cunobacha the Pagan Mystic, & Icenius the Frankish Sword of God break their journey at Danum. An unfortunate series of events ensues...then there is a warband, a raid, a box...and a skinchanger...

Cartel: Welcome to Durango (Session 1 of 5)
David Morrison runs for Pawel S., Rich Rogers, Steven S., and Will H
We introduce the game and meet our cast of characters: Abel el Narco, the Sinaloa cartel's representative in Durango, recently taking over the territory from his elderly predecessor Don Marcano; his Esposa Elena, granddaughter of Don Marcano whose loyalty is torn between both families; Juan el Cocinero, who moonlights as a cook for the cartel from his job as a university lab tech to pay for his dream of getting out of Durango; and his cousin Enrique who works as an Halcon for the cartel, handling problems with his gang of friends. Juan runs into problems with his usual supplier, and it looks like the federales may be tightening the noose, so he enlists Enrique's help to get business running again, while Abel and Elena deal with some internal problems.

Labyrinth: The Adventure Game (Session 1)
David Walker runs for Donogh, Maria Mison, Ozzy, and Sabine V.
The Stonewalls - When Lily Valentine rummaged through her grandmother's old stuff she had no idea what awaited her! Join her, Wanko, Squeek, and Scraggle Neatfingers as they try to make it to the heart of the Labyrinth in only 13 hours!

Ultraviolet Grasslands: Season 7 - Prismatic Fires on the Horizon (Session 1 of 3)
Horst Wurst runs for Abe Lincoln Jr., Brandon Brylawski, Puckett, and Steven S.
Iron Pike

AGON: The Celtic Otherworld (Session 1 of 4)
Alun R. runs for Keith Stetson, Sabine V., Sawyer Rankin, and Will H
While embroiled in a mighty battle in the first quarter of the 7th Century CE four heroes are chosen to decide the fate of the Otherworld and of the mortal realms it underpins. We meet Blacwyn Silver-Handed; Iamon Monster-Hunter; Cuxsusia Far-Seer; and Vecinda Man-Tamer. Then there are portents, feuding warbands, ravens...and...regicide.

Cartel: Welcome to Durango (Session 2 of 5)
David Morrison runs for Pawel S., Rich Rogers, Steven S., and Will H
Elena schemes to keep her personal income secure as her non-profit comes under investigation. Abel survives a hit, and looks to take the war back to his enemies. Juan has a potential way out of Durango handed to him, and extends the offer to his cousin. But Enrique has the opportunity to prove his worth to Abel and move his gang up in the world.

Apocalypse Keys: The Note Desolation Plays (Session 2 of 5)
Leandro Pondoc runs for Brandon, Jim Likes Games, Sabine V., and SalamanderJames
In the weird, early morning twilight on the streets of Dublin, a fight over life and death ensues between the monsters of the DIVISION and the strange forces guiding the Coshta Bower. Shard learns to woo a carriage of death, Cameron glimpses a face long-thought lost, Anther offers a new way of passage for the dead and Hope spends a few days in Hell.

Sentinel Comics RPG: Freedom Five (Session 1 of 4)
Mikel Matthews runs for Brandon Brylawski, Bryan, Jake, and Terry (He/Him)
Oblivaeon was not the end of troubles for the Sentinels of the Multiverse. The damage to the time stream opened things up to...something else. Four of the Freedom Five, Tachyon, Wraith, Bunker, and Absolute Zero helping repair Megalopolis when a cry for help was heard! This was an intro to the Sentinel Comics RPG system using characters from the Card and tactics game.

Hearts of Wulin: Measure of the Soul - Season 2 (Session 5)
Jamila R. Nedjadi runs for Darold Ross, Joel N., Maria M., and Sherri
Tenten returns and suffers one emotional blow after another before they finally learn the terrible truth of their nature. Horizon struggles to reach Tenten and barely makes it through. Still Heart Bao spends time with Jade and soothes the shattered soul of Void Crow. Meanwhile, Jin is very, hmm, busy with Sunset Chen as he finally receives all that sweet punishment he was promised. The plot twists and turns in this session, as we hurtle towards our season finale!

Free from the Yoke: Rokugan (Session 4)
Lowell Francis runs for Patrick Knowles, Scot Ryder, Sherri, and Tyler Lominack
Emperor Toturi's grand bridge-building projects is mere steps away from completion, but a disastrous Winter Court among the Scorpion sends everything into disarray.

Free from the Yoke: Rokugan (Session 5)
Lowell Francis runs for Patrick Knowles, Scot Ryder, Sherri, and Tyler Lominack
The Age turns and years pass. We rejoin our heroes, older and much changed. Toturi announces his desire to elevate and restore the ronin, but matters of the heart and spirit distract our protagonists.

Sleepaway (Sessions 2 and 3 of 3)
Steven S. facilitates for Bodhi, Daniel, and Stentor Danielson
Our counselors confront the beast beneath the lake, a sacrifice is made, and a great evil is faced.

Haven: Buried Sins (Session 0)
Steven S. facilitates for David Morrison, David Schultz, and Ryan Windeknecht
The opening session of our 3-session run of C.M. Ruebsaat's Haven, a game of Belonging Outside Belong about a secret community of witches attempting to survive within a hostile world. In this session 0, we build the world and setting elements together and introduce our characters. The ancient Witch Helena sends beautiful young Garland into the village to recruit young people to join our haven while the mystically-powerful, surly-twenty-something Maria and techno-witch Macintosh get into a car accident fleeing some witch hunters and possibly run into something far more dangerous.

For the Honor! (Session 1 of 3)
Sam Zimmerman runs for Bethany H., Jex Thomas, and Maria Mison
In the magical world of Rathael, our four heroes Nosha, Nocturne, Solara, and Prince 003 explore the wreckage of a crashed ship. As they squabble over the ship's secrets, they also wrestle for each others' loyalty and friendship.

Gauntlet Campaigns

Apocalypse Keys: The Ouroboros (Session 0 + Prologue)
Jamila R. Nedjadi runs for Lowell Francis, Matthew Arcilla, Patrick Knowles, and Sherri
In this session we create our characters and get a bit of a prologue. Thorne our Summoned lurks and broods magnificently in the DIVISION's chapel, Atta the Pure distracts the nice naked Werewolf librarian to wander off into the forbidden archives, Ashurdan the Last places protocol above kindness and feels the guilt of it, while Daya the Fallen must resist the charms of a muse as best as he can.

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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9/9/2020

Playing Fantastic Wuxia

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On the most recent episode of The Gauntlet Podcast Jammi spoke about their experience running the Supernatural/ Fantastic add-on for Hearts of Wulin. I thought today I'd preview some new rules and ideas for that. These try to bring elements from movies and shows like The Untamed, Painted Skin, Bride with White Hair, Magical Nights of the Glorious Tang, and A Chinese Ghost Story. If you want to see our earlier previews of the new Courtly add-on see this post and this one. 

Playing Fantastic Wuxia
The wuxia genre contains many fantastic elements. Within wuxia stories, some skills and talents appear superhuman but actually come from specific training and knowledge. By default, Hearts of Wulin and the classic forms of wuxia accept things like:
  • Incredible forms of movement, often called Lightness, allowing heroes to run up walls, perform great leaps, balance on thin branches.
  • Vulnerable parts of the body which can be attacked to weaken an opponent’s powers or make them vulnerable.
  • Medicine which can perform miracles of restoration and healing.
More exists beyond this short list in wuxia stories. Groups are encouraged to define the level of fantastic within their setting—what typical martial skills can do.

Other wuxia media exist which include more elements of the supernatural: sorcerers, ghosts, shape-shifters, monsters, etc. These elements can be divided into two groups: Supernatural Wuxia, which adds these elements, and Xianxia, which takes that and turns it up to 11.

Supernatural Wuxia
Because Hearts of Wulin abstracts mechanics significantly, most of the supernatural elements can be handled by reframing and recoloring characters and ideas. Players can easily change the scale of what’s possible. Groups can play without distinct mechanics for a higher scale sorcerer. It simply changes how the players have to approach the problem.

That being said, this section provides many options to enhance playing a supernatural game. These  are divided into base mechanics—meaning those players will always likely use—and optional mechanics, which the GM and table will want to decide on together.

New Moves & Mechanics
New Move: Facing the Supernatural
In this genre, the mere act of facing the supernatural can break even the most solid of heroes. 

When you face a new supernatural manifestation alongside the unready, roll. On a 10+ your calm and determination hold them steady. On a 7-9, choose one: bear the brunt and mark an Element (choice), someone panics and spreads chaos, someone panics and causes injuries, or the manifestation claims a victim. On a Miss, the situation goes out of your control and the power of the supernatural foe increases. 

Once the unready have faced such a foe, they’re considered ready. If a PC declares themselves unready, they may mark XP. 

The Study Move & the Supernatural
If players want to enhance the distinctiveness of the supernatural, restrict the Study move.  Only allow characters with an appropriate background or role to ask questions regarding a supernatural manifestation. In this case, or if the GM determines the PC need further help, use this move: 

New Optional Move: Seek Expert
When you ask an expert about a supernatural manifestation you’ve witnessed or seen evidence of, roll. On a 10+ they provide you with answers. You may ask two questions about the manifestation or make one declaration. On a 7-9 they’re cranky or recalcitrant, choose one: ask one question before they drive you away or take the 10+ result if you provide them something idiosyncratic they want (declare their superiority, provide a legendary wine, carry them across a river, etc.). On a Miss, choose: they provide you with misleading information or they’re secretly associated with or responsible for the manifestation.

Scale & the Supernatural
Like more conventional foes, supernatural villains can be of a higher Scale. Unlike conventional foes, supernatural villains don’t fight the heroes the same way. To represent this, GMs should consider their Scale Superior. Heroes cannot deal with a Superior supernatural threat within a scene the first time they face it. They may drive it off or escape. But to gain Scale, the player characters must find a Bane. This is a variation on the New Technique move. 

New Move: Uncover Bane
When you seek out a Bane by study, practice, or consultation, roll. On a 10+ you discover a Bane. It doesn’t claim another victim in the meantime. Choose one: it can only be used once, it is costly/rare, it is forbidden, a rival controls access, it harms you, or it damages something important. Describe what it is. On a 7-9, choose two and it claims another victim while you work. On a Miss, despite your belief in it, the Bane fails. Alternatively, the GM may decide it succeeds but there’s a horrific cost. 

New Variant: Options for Monsters/Supernatural Foes
Corrupting: This foe is dangerous to engage. You must mark an Element (choice) when Dueling them. Nastier versions require you to mark a specific Element associated with the being (or Wounded if that’s already marked).
Insidious: When you Duel this creature, roll +Bonds spent instead of an Element. If you cannot or will not spend Bonds, roll +0 and as if the foe is a higher Scale. 
Undying: The foe is the same Scale, but when defeated it dissipates or vanishes. The “show mercy” option is removed for Duel. The “at a cost” choice for the 7-9 result is changed to “Mark an Element, reveal a secret, or embarrass yourself.” This foe can return in a later scene. This cycle can be broken by discovering a Bane to remove this power.
Venomous: If you mark an Element as a result of a Duel, it cannot be cleared without expert knowledge about the supernatural.
Vindictive: This foe hurts innocents nearby. When facing a Superior Scale foe, this happens on all but a 10+ result. For a Same Scale foe, a 7-9 result only has two options: lose and mark XP or win at a cost (innocents or allies harmed).
Vital Points: As a cost or GM move in a Duel, this foe can lock down one your moves, your choice. You cannot use that ability until you have a scene with someone who has supernatural expertise who can assist you. A particularly powerful foe might have this as a cost to even engage them. (Note: this ability is meta and so choices don’t have to logically sync up).

New Move: Use Found Magic
If your characters come across magical talismans, wands, supernatural scrolls, or the like, they may want to use them. The first step is to Study an item. They can then use the move Use Found Magic. If a character cannot or chooses not to Study, they roll Use Found Magic at +0. 

Use Found Magic
When you attempt to use an item of supernatural power which you have found, roll. On a Hit, it works. Choose one: it must be recharged to use it again; mark an Element, while you bear the item, you can only use that Element to roll to use the item; it vanishes back whence it came after use. On a 7-9, choose one: the item does not do what you thought or there is a significant cost to using the item (harm someone dear, alienate one of the NPCs named in your Entanglements, destroy something of value, or gain a permanent mark upon your body). On a Miss, you lose control of the powers in the worst way. 

If you missed the Kickstarter, you can pre-order Hearts of Wulin here. ​

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9/4/2020

Gauntlet Video Roundup - September 4, 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 Quarterly

Checkpoint Midnight: Waltz of Treachery - Season 2 (Session 5 of 5)
Alexi S. runs for Jesse A., Leandro Pondoc, Puckett, and Steven S.
A dramatic season finale sees tension and betrayal among our supernatural operatives. Valentine is out for blood after his apartment is burned down. Jack recruits a small army of his own. Joske is dragged deeper into darkness. Emilie finally gets to attend a party. And one operative makes an unforgettable exit.

Gauntlet Comics

Urban Shadows: Coven Prime Deja Vous (Issue #0)
Jim Likes Games runs for Alexi S., Jamila R. Nedjadi, Joel N., and Steven desJardins
The occult heroes of Coven Prime are back to dealing with supernatural problems after the Summer Crossover.

Teens with Attitude (Session 1)
David Walker runs for Puckett, Sabine V., Sawyer Rankin, and Steven S.
Panel 1 - engaged in battle above the earth, the Gauntleteer battles Cosmos the Star Dragon, Devourer of Worlds. In a world-shattering swing, the dragon is thrown back into the void, cracking the gauntlet into myriad pieces. They fall through the atmosphere, with the unconscious form of the Gauntleteer.
Panel 2 - four kids, each with attitude, troubles, and dreams of superheroes in the great Gauntlet City show off their individual personalities as they hang after school.
Panel 3 - the shards of the gauntlet slam into the ground, each with a glittering gem representing one of the Gauntleteer's virtues, causing the ground to explode as they hit, covering the teens in dust.
Panel 4 - the shards crackle and a disembodied voice proclaims, "Those who wield the gauntlet are never cowardly or cruel, stand for peace and tolerance, and will defend this city and world without reward. Take me if you are worthy to wear me!"
The teens look on shocked when the bravest of them reaches forward towards the shard.
Meet Synovia, Alex, Jess, and Keisha as they take up the mantle of the Gauntleteer and fight to save Gauntlet City with attitude!


Gauntlet Hangouts

Through a Mirror Darkly
Alun R. runs for Eike K., Jim Likes Games, Kim Riek, and Max Kämmerer
A cybernetically enhanced Outsider, 'The Count', joins 'Vet' the team's lab grown Sentinel, and the company's mission Specialist, Dr Vera Albus, to investigate the Colony Ship Palantir along with Steven Ross, the only Survivor of whatever interrupted its original mission. Dark truths are revealed and horrible choices made as the Palantir tempts and torments them.

Better the Devil Who Serves You (Session 4)
Jamila R. Nedjadi runs for David Morrison, Joel N., Sam Zimmerman, and Sherri
In this session we have our season finale! A lovely wedding reception takes place. Vel stuns our audience with a beautiful a make over and a hellish duet, K'vira takes part in a righteous duel, Jel cleans up a little too well, and Miss Bond discovers the most amazing secret ingredient for Kitsune Ramen...you have to watch it to believe it!

ALIEN: The Hunt (Session 5 of 5)
Jason Zanes runs for Alun R., Jamila R. Nedjadi, Paul Rivers, and Will H
Our crew of Darius, Bryant, Noah, and Sitka battle their way to the Providence and "freedom." Aliens attack and lurk in the dark places.

Hearts of Wulin: The Immortal Throne (Session 7 of 7)
David Morrison runs for Bryan, Maria M., and Puckett
In our finale, Zhang Long confronts Golden Soul Scholar, Mirror of the Clouds levels a reckoning against Boundless Sorrow, and Yaling Liu looks to the future of the throne.

Rich Kid Problem$ (Session 2 of 3)
Maria Mison facilitates for Kazumi, Maria M., and Marleigh
We all attend an ex-presidential candidate's son fancy-schmancy bday party and shenanigans ensue as some rich kid$ chase after their dreams, find out the corruption of their families, and try to resolve the can't-be-thrown-money-at problems.

Beam Saber: Human Gravity (Session 6)
Leandro Pondoc runs for Bethany H., Michael G. Barford, and Rob Ruthven
Safely back in their abandoned theme park base, the squad try to pick up old personal matters but find that the world around them threatens to strangle them with its complications. JD gains valuable insight into their new rival's business dealings, Naga flounders trying to find her lost squad and Verb looks into a new avenue for personal godhood.

Hearts of Wulin: Measure of the Soul - Season 2 (Session 4)
Jamila R. Nedjadi runs for Darold Ross, Joel N., Maria M., and Sherri
Our characters realize the full extent of Crane's power and her twisted sense of duty. Horizon's family has been broken apart by tragedy, and he comes to realize what he has truly lost. Still Heart Bao must learn to accept Mei's growing power and her own complex destiny. Jin is caught between a rock and a hard place, if that rock was a handsome werewolf and the hard place was a demon prince...

Apocalypse Keys: The Note Desolation Plays (Session 1 of 5)
Leandro Pondoc runs for Brandon, Jim Likes Games, Sabine V., and SalamanderJames
Character creation revolving around a group of monsters sent by DIVISION to Dublin, Ireland to investigate a haunting, or several. A shapeshifting Pure, a time-looping Last, a reptilian Summoned and a plantlike Found congregate as they are faced by wayward spirits and a carriage from hell meant to ferry them onward.

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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9/2/2020

Age of Ravens: #MoveMonth & #RPGaDay Part 2

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Picture
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. These kinds of things used to get a stronger response back when we had G+ (god rest its soul). But why no try to carry on the tradition. 

With August finished, I'm sharing the second half of these lists. You can find the earlier half here. #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 17-31.

#MoveMonth

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17 Copy Mouse
When you attempt to preserve a volume against vermin and the ravages of time, roll. On a 10+ you keep it safe and intact. On a 7-9 you only lose a portion of it—the cover, illustrations, a chapter, etc. On a miss, your efforts backfire and the pages become a nest for a hungry something.

18 Spinner
When you double down on a lie with an elaborate fabulist tale, roll. On a hit they either buy in completely or are overwhelmed at your audacity. On a 7-9 choose: one important person disbelieves or the construct falls apart soon. On a miss, there’s an embarrassed silence and a GM hard move.

19 Movable Objects
When you move the goalposts in your argument, roll. On a 10+ you realize you’re a terrible, gaslighting person. On 7-9 you realize but can’t apologize. On a miss, you succeed but kill a little bit of everyone’s soul.

20 Bones in There
You find an armored giant in the wasteland. When you scavenge a fallen mecha for parts, roll. On a hit, can strip out the pieces and resources you need. On a 10+ several systems share compatibility and your time jury-rigging your repairs is halved.

On a 7-9 there’s something familiar in the wreckage. Say something about your connection to the fallen pilot, AI, or mecha itself and mark stress. On a miss, the skeleton’s a trap: rigged to blow, ready to collapse, filled with corrupted circuits, laced with a mnemonic virus. (from @auzumel)

21 Capital! Ship Combat
When you take to the seas to give those louts a good thrashing, roll. On a hit, you seize the day and teach them a lesson they won’t soon forget. On a 7-9 you lose some ships, but you can’t make an omelette, eh? On a miss, who knew those fellows could fight so well? (for the P.G. Wodehouse Adventure RPG)

22 Dice in Pools
When you roll doubles, record the value of one of those doubles on a separate sheet which carries between sessions. If you gain a small straight, gain a minor boon from your good; on a large straight, a major boon. On a five of a kind, take a major boon and gain an advance.

23 Friends in Space
A move from my Scoundrels in Spaceships WIP, Plutonian Shore @Alexi Sarge
When you patch something up (a device, a person, a relationship) roll +Warm. On a hit, you’ve stabilized the target. You and anyone you’re patching up can regain an Edge or unmark a stat. On a 7–9, it takes a sacrifice to complete the work—perhaps parts scavenged from some other device, or a question answered totally honestly.

24 Prepare for the Future
For the Academy of the Blade playset from Hearts of Wulin
When you try to get dressed to the nines, roll. On a 10+ you’re breathtaking—catching the eye of everyone wherever you go. On a 7-9, choose: you look good or you look great but you had to buy, beg, borrow, or steal to get there. On a miss, you overdress for the event, wear the same thing as someone else, or have a wardrobe malfunction at the worst moment.

25 Rethink Fantasy
GM Move: During safety tools discussion establish a hard line against racial essentialism. Talk about culture & peoples as shaping personality. Even then avoid easy tropes like "the culture of Orcs is violence"

F*ck biological essentialism.

26 A Television Show
At session start, one player should present a B-Plot hook from their character’s background or lifepath. If the B-Plot story significantly intersects (or even solves) the A-Plot mission, all players may mark an XP at session end. The B-Plot player marks an extra XP.

27 Initialize Initiative
When the group first encounters a shady organization with an acronym name, go around the table in turn with each player suggesting what a letter stands for. They gain +1 Forward to taunt members of the organization when they call it this.

28 Consequences
When the arch villain attempts to redeem themselves with a single heroic sacrifice, roll. On a 10+ people see through the tissue of evasions and misrepresentations. On a 7-9 the villain’s condemned, but a few noisy apologists remain. On a miss, all the lies, murders, and betrayals are forgiven because of being bullied, “good” family, or just a single selfless action, regardless of the bodycount.

29 Stop
When play gets to a strong dramatic scene or cliffhanger, anyone may nominate it as the cutoff point of the session. Poll the table. If they agree, go to end of session moves. If not, run suggested capper scenes or continue play generally.

30 Hack
If a move has specific questions you spend hold to ask, you may adjust and modify the wording & phrasing of those questions to fit the present circumstance or events so long as they keep with the spirit and fictional methodology of the original move.

31 Roll
 When you consider tweeting your theory of GM dice fudging, roll. On a 10+ you think better of it. On a 7-9, choose: it's a flash in the pan of awful or a more dire piece of ttrpg discourse emerges. On a miss, god help us all.

#RPGaDay2020

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17 Comfort Comfort, Cold. Things have changed in the rpg community for the better in the last decades. Despite a ton of problems, representation and inclusivity have improved. But there’s a mass of folks who felt alienated and got excluded in those early days. Where could we be if that didn’t happen?

18 Meet
Last year a bunch of Gauntlet folks managed to meet in person and hang out f2f in Columbus for Origins. There's both a joy and weirdness to meeting online players irl, not least of which is to see how much their play style bleeds into their everyday life.

19 Tower
It has been 16 years since Dread was published…which should make many people feel old. OOH it’s only been a year since Starcrossed came out, and that’s about as joyful a gaming thing as you could want.

20 Investigate
GUMSHOE reinforced a basic idea in investigation games: checks for clues should move you forward. When it came out, some players who already grokked fail forward as a concept critiqued it for being obvious. But for lots of people it wasn’t.

I’ve played (and run) games where a failed perception check had stalled things until the player thought of another thing to check out. Then they risked stalling again until they finally rolled well. Or the GM got frustrated and pushed things forward regardless of the roll.

But removing investigate rolls cuts out some design space. That roll can measure the cost of investigating. Learn what you need but it: takes time, costs resources, alienates someone, alerts a foe, draws attention, hurts you, harms rep, destroys evidence in the process, etc.

21 Push
Collaboration at the game table's great, but before you jump in with suggestions for someone else's scene, take a breath and a 10 count. Give them a chance to consider their own response.Learn your fellow player's styles. Some folks respond more deliberately.

22 Rare
Inspired by a discussion about gestures to designate "at-table OOC" talk (@Dm_LSP's thread), did your group have a gesture? From @edige23: we put a hand flat on our head like a hat. We used it rarely-- to make absolutely clear it was OOC so the GM didn't gotcha us.

23 Edge
You can only intuit where edgy is for you. For everyone you have to ask. That’s why we have at-table safety tools.

24 Humour
The toughest place to balance humour is in a horror game. On the one hand cracking a joke can absolutely destroy a GM’s attempt at creating immersion. On the other you need a release valve for the tension. Good players wait until a breath-catching moment to crack wise.

25 Lever
Be the lever to help move other players into scenes. Ask fellow players to come along for your solo scenes. Offer to work on their plot threads. Be boosters for the cool things they do. Talk their PCs up to NPCs. Be generous with your play.

26 Strange
It ought to be strange that when a Kickstarter-published rpg corebook which deals with people from a marginalized community and comes from a smaller publisher doesn’t have any discussion of tabletop safety or cultural considerations.

27 Favour
There's a particularly condescending GM response where, when you ask if you can do something, they say yes, but then elaborate about how it shouldn't be possible and they're only doing you a favor, really. Yes/no/but. Don't make people feel bad for asking.

28 Close Rectangular or square tables are better than round ones at f2f conventions. They lower the distance between speakers and make it easier for folks to lean in to say something or listen closer. That means an overall drop in the noise level of the room.

29 Ride
25 Years Ago Me: "Cool, you have to buy different skills for different animal types. Makes sense."

Today Me: "wtf?"

30 Portal
Ease of and access to transport is one of the most impactful decisions you can make about a fantasy world- both for civilizations and your players ability to feel connected to a place and see the world. There's a reason you get airships so late in FF games.

31 Experience
Sharing your experience can be great-- you can help folks over the bumpy parts of the hobby or a game. But experience can also gatekeep hobbies. It can cut off explorations and discourage players. Listen to what someone asks before you advise & explain.

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