Here is the info for our first Gauntlet Game Jam, to be held on Monday, May 12th.

Here is the info for our first Gauntlet Game Jam, to be held on Monday, May 12th.

Here is the info for our first Gauntlet Game Jam, to be held on Monday, May 12th. 

Mechanical Constraint: Must be a hack of Apocalypse World. A common set of moves – no play books. 

Thematic Constraint: The tropes and logic of video games.

Feel free to brainstorm in the comments. 

12 thoughts on “Here is the info for our first Gauntlet Game Jam, to be held on Monday, May 12th.”

  1. Since this is the very first Game Jam, I’m going to put my thumb on the scale a bit. For future Game Jams, I’ll simply post the constraints, but for now it might be helpful to kickstart everyone’s creativity. 

    Here’s my idea: One GM, multiple players. The players collectively control a single character making its way through a video game level. One player has control of the character and uses its stats to clear obstacles. When he dies (say, on a 6-), a new player takes control and works his way through the level from the beginning. The other players use moves that allow them to hack and mod the level as needed. Maybe they air drop in a friendly NPC, change things in the level, etc. 

  2. Since this is the very first Game Jam, I’m going to put my thumb on the scale a bit. For future Game Jams, I’ll simply post the constraints, but for now it might be helpful to kickstart everyone’s creativity. 

    Here’s my idea: One GM, multiple players. The players collectively control a single character making its way through a video game level. One player has control of the character and uses its stats to clear obstacles. When he dies (say, on a 6-), a new player takes control and works his way through the level from the beginning. The other players use moves that allow them to hack and mod the level as needed. Maybe they air drop in a friendly NPC, change things in the level, etc. 

  3. leveling up (gaining new moves) = unlocking achievements

    a few examples below.  I am sure anyone who uses steam knows what I mean.

    The Goblin Cleaver:  kill 10 goblins. each time you kill a goblin take a +1 forward on the next hack and slash roll against a goblin.

    explorer: look in every room/tunnel/secret area of a dungeon/cave.  gain a discern realities question: “Have I missed anything?”

    Five finger discount:  max out your carrying capacity with stolen goods from a merchant.    gain the ability to hide small items, up to 3 weight, on your person even when searched

  4. leveling up (gaining new moves) = unlocking achievements

    a few examples below.  I am sure anyone who uses steam knows what I mean.

    The Goblin Cleaver:  kill 10 goblins. each time you kill a goblin take a +1 forward on the next hack and slash roll against a goblin.

    explorer: look in every room/tunnel/secret area of a dungeon/cave.  gain a discern realities question: “Have I missed anything?”

    Five finger discount:  max out your carrying capacity with stolen goods from a merchant.    gain the ability to hide small items, up to 3 weight, on your person even when searched

  5. Daniel Fowler I think that’s an interesting idea. 

    When a few of us were discussing this the other day, we were very interested in the idea of a story that obeys the logic of video games (such as dying repeatedly and restarting the level, or unusual terrain navigation limitations). I also love the idea of the “meta” story-within-a-story concept, which I think makes space to reference a lot of video game tropes (such as achievements). 

  6. Daniel Fowler I think that’s an interesting idea. 

    When a few of us were discussing this the other day, we were very interested in the idea of a story that obeys the logic of video games (such as dying repeatedly and restarting the level, or unusual terrain navigation limitations). I also love the idea of the “meta” story-within-a-story concept, which I think makes space to reference a lot of video game tropes (such as achievements). 

  7. jump state and crate piling.  maybe a discern realities question “can I stand on something here?” , “is there anything not nailed down here?” (assume most things are), “is there something visible that I cant reach?”

  8. jump state and crate piling.  maybe a discern realities question “can I stand on something here?” , “is there anything not nailed down here?” (assume most things are), “is there something visible that I cant reach?”

  9. two pitches, the character gets 60sec (hourglass) to pick one.  both GMs get to counter-sell the other option until the character picks one (less control over decisive players.  the fourth guy runs the hourglass and can add tension by referencing time running out (ex “10 secs left”, “3…2…1..” or a drumroll)  if the time runs out the fourth player gets to dictate a “hard move” like the bad guys catch up, a trap springs, an opportunity is lost, ect.  they rp the scene but it ends on a cliff hanger.  the fourth player becomes the current character.  any future GPM can offer a scene where the cliff hanger is resolved either positively or badly depending on the rp.  ex “you find that other guy hanging from the cliff, do you help him?”, some guys are shoving a prisoner in a van”  and such.

    this adds some drama and urgency.  hopefully allowing some horse trading while avoiding AP.  maybe use a chess clock and give the player 5 minutes of decision time total.  I guess that only works if he is trying to accomplish something or some number of scenes.

  10. two pitches, the character gets 60sec (hourglass) to pick one.  both GMs get to counter-sell the other option until the character picks one (less control over decisive players.  the fourth guy runs the hourglass and can add tension by referencing time running out (ex “10 secs left”, “3…2…1..” or a drumroll)  if the time runs out the fourth player gets to dictate a “hard move” like the bad guys catch up, a trap springs, an opportunity is lost, ect.  they rp the scene but it ends on a cliff hanger.  the fourth player becomes the current character.  any future GPM can offer a scene where the cliff hanger is resolved either positively or badly depending on the rp.  ex “you find that other guy hanging from the cliff, do you help him?”, some guys are shoving a prisoner in a van”  and such.

    this adds some drama and urgency.  hopefully allowing some horse trading while avoiding AP.  maybe use a chess clock and give the player 5 minutes of decision time total.  I guess that only works if he is trying to accomplish something or some number of scenes.

Comments are closed.