Episode 10 of the podcast is here! In the opening segment, we discuss Mark Diaz Truman’s The Deep Forest and Sebastian Hickey’s Hell for Leather, among other games.
For the main topic, “Dreaming of a Second Edition,” we discuss games we really dig, but would love to see revised versions of, including Jason Morningstar’s Danger Mountain! and The Shab-al-Hiri Roach, and Epidiah Ravachol’s Dread.
I would love to get some substantive feedback on the topics we discuss in this episode. You can just post a comment here. As always, we will share (and respond to) the really good ones on next week’s show.
Enjoy!
Here is the iTunes link: https://itunes.apple.com/us/podcast/the-gauntlet-podcast/id951113347?mt=2&ign-mpt=uo%3D4
Here is the iTunes link: https://itunes.apple.com/us/podcast/the-gauntlet-podcast/id951113347?mt=2&ign-mpt=uo%3D4
I’m venturing into Pandora territory here (where I may regret opening this topic up), but I would love to see Cthulhutech done without the difficult-to-predict and fiddly Framewerk system. And without the unnecessary rape overtones.
Also, I’ve always loved the idea of Eclipse Phase, but I don’t want to deal with stating up a new character every time I jump into a new body. Something that makes it quick and easy to switch bodies, but also mechanically meaningful.
Basically, my biggest desire in a new edition is for a setting I love with a less overhead-intensive system.
I’m venturing into Pandora territory here (where I may regret opening this topic up), but I would love to see Cthulhutech done without the difficult-to-predict and fiddly Framewerk system. And without the unnecessary rape overtones.
Also, I’ve always loved the idea of Eclipse Phase, but I don’t want to deal with stating up a new character every time I jump into a new body. Something that makes it quick and easy to switch bodies, but also mechanically meaningful.
Basically, my biggest desire in a new edition is for a setting I love with a less overhead-intensive system.
I am still so confused by this idea:
http://en.wikipedia.org/wiki/D6
why do RPGs have to be so complicated 🙁
I am still so confused by this idea:
http://en.wikipedia.org/wiki/D6
why do RPGs have to be so complicated 🙁
So, Jason Morningstar told us on a separate thread that The Shab-al-Hiri Roach is already getting an overhaul, so that’s pretty cool.
So, Jason Morningstar told us on a separate thread that The Shab-al-Hiri Roach is already getting an overhaul, so that’s pretty cool.
Ooh, sweet.
Ooh, sweet.
And he gave us his blessing to re-work Danger Mountain! and release it as a charity game.
And he gave us his blessing to re-work Danger Mountain! and release it as a charity game.
Danger Mountain would be an excellent Gauntlet Game Repair game, I look forward to it!
Danger Mountain would be an excellent Gauntlet Game Repair game, I look forward to it!
The player elimination is such a tricky problem for me, because I totally get how that can feel! I was in a con game, where my character died midway through–they didn’t even die to the monster, they were one of those foreboding deaths that happen by freak accident maybe 30, 35 minutes in.
I enjoyed it…buuuuuut that’s largely because I was having a good time listening to everyone else, and not everyone would feel that way.
The player elimination is such a tricky problem for me, because I totally get how that can feel! I was in a con game, where my character died midway through–they didn’t even die to the monster, they were one of those foreboding deaths that happen by freak accident maybe 30, 35 minutes in.
I enjoyed it…buuuuuut that’s largely because I was having a good time listening to everyone else, and not everyone would feel that way.
Another interesting thing that I observed, especially, about failure in Dread: you will succeed…..if you’re willing to risk biting it. You can always choose not to pull, in which case you do flat-out fail. If you picture pulls as being responses to Apocalypse World-style hard moves, it gets really interesting.
EDIT: and I think that’s a weird/interesting thing about Dread: it’s a game that relies on having GM-as-Director for pacing. I don’t think it’s the ideal setup…but it’s a very interesting game through that lens. It’s weirdly about unfolding the events around the players, bringing the pressure in the fiction and using that as a way to pressure players into making pulls. Reading the GM notes, it feels very much like a system where the GM needs to be using pull opportunities to regulate tension.
Another interesting thing that I observed, especially, about failure in Dread: you will succeed…..if you’re willing to risk biting it. You can always choose not to pull, in which case you do flat-out fail. If you picture pulls as being responses to Apocalypse World-style hard moves, it gets really interesting.
EDIT: and I think that’s a weird/interesting thing about Dread: it’s a game that relies on having GM-as-Director for pacing. I don’t think it’s the ideal setup…but it’s a very interesting game through that lens. It’s weirdly about unfolding the events around the players, bringing the pressure in the fiction and using that as a way to pressure players into making pulls. Reading the GM notes, it feels very much like a system where the GM needs to be using pull opportunities to regulate tension.