Episode 19 of Discern Realities is here!

Episode 19 of Discern Realities is here!

Episode 19 of Discern Realities is here! As a reminder, our location-based custom move contest is ongoing, so please paste your entries in the comments of this post (or any other DR G+ post), or in a comment on the website. Here are the time codes:

What Happened Here Recently?

A disastrous session (00:21)

What Should I Be On the Lookout For?

We manage to shoehorn Bret Gillan’s The Final Girl into a show about Dungeon World (04:41)

What Here is Not What It Appears to Be?

How to successfully incorporate Flags into your game (09:49)

What Here is Useful or Valuable to Me?

Fraser Simons’s The Starlit Meadow (14:05)

NOTE: text for this move is on the website.

What is About to Happen?

Our comic strip AP featuring the adventures of Domenico Castafiel (21:08)

Whispers in the dark (22:04)

An unexpected encounter (24:34)

A real charmer (27:02)

Links

The Final Girl

http://www.drivethrurpg.com/product/182628/The-Final-Girl

The Veil KS

https://www.kickstarter.com/projects/samjokopublishing/the-veil-cyberpunk-rpg

http://www.gauntlet-rpg.com/discern-realities/episode-19

16 thoughts on “Episode 19 of Discern Realities is here!”

  1. Woo Hoo! Thanks for the kind words and enjoying my move! I totally pictured it as a departure to shake things up and look at your protagonists differently 🙂 glad it was interpreted in the spirit it was intended! Thanks so much for the shout out for the Veil too, you guys are just amazing! I truly think you guys ought to have an actual play show going on – via podcast or twitch stream or whatever!

  2. Woo Hoo! Thanks for the kind words and enjoying my move! I totally pictured it as a departure to shake things up and look at your protagonists differently 🙂 glad it was interpreted in the spirit it was intended! Thanks so much for the shout out for the Veil too, you guys are just amazing! I truly think you guys ought to have an actual play show going on – via podcast or twitch stream or whatever!

  3. Awesome idea for running a Final Girl precursor to Dungeon World. I once ran a convention game where adventurers brought a cursed treasure back to town after plundering a dungeon.

    I love the monsters as victims and adventurers as the Killer idea too though I think that would bum me out in an Undertale way.

  4. Awesome idea for running a Final Girl precursor to Dungeon World. I once ran a convention game where adventurers brought a cursed treasure back to town after plundering a dungeon.

    I love the monsters as victims and adventurers as the Killer idea too though I think that would bum me out in an Undertale way.

  5. The Red Secret

    My location move occurs when the adventures need to pass through certain temple in my world.

    The adventurers are told that they can indeed pass though, but due to tradition must first dine with the monks of the temple. If the adventurers agree you bring them to a scene of them sitting down to a lavishly set table full of delicious looking meat. The adventures roll.

    10+ The venison was a hearty meal grant some hit points or maybe heals a debility

    7-9 The dinner was delicious, inform them what they ate was a puppy.

    6- The meat was exquisite. Tell all who dined that they all now have “The Red Secret” and say nothing more.

    The next time the character witnesses an attack with the messy tag. Give them this compendium class

    The Red Secret (or “The Juicy Secret” if you run a bit of a lighter campaign)

    A compendium class that they now have the first move in.

    Whenever you witness a messy attack gain +1 Hunger, every 5 Hunger take a disability. Hunger can be set to 0 by eating of human (sentient race) flesh

    You may take now take these as advanced moves when you level up

    Such Hunger

    You may roll Hack & Slash +Hunger, but when you kill the monster, you must eat it and reduce your hunger to 0

    The Look in Their Eye

    Take +1 to all Parley rolls when intimidating them as leverage

    Satisfied

    When you hit 0 Hunger you take +1 to your next roll.

  6. The Red Secret

    My location move occurs when the adventures need to pass through certain temple in my world.

    The adventurers are told that they can indeed pass though, but due to tradition must first dine with the monks of the temple. If the adventurers agree you bring them to a scene of them sitting down to a lavishly set table full of delicious looking meat. The adventures roll.

    10+ The venison was a hearty meal grant some hit points or maybe heals a debility

    7-9 The dinner was delicious, inform them what they ate was a puppy.

    6- The meat was exquisite. Tell all who dined that they all now have “The Red Secret” and say nothing more.

    The next time the character witnesses an attack with the messy tag. Give them this compendium class

    The Red Secret (or “The Juicy Secret” if you run a bit of a lighter campaign)

    A compendium class that they now have the first move in.

    Whenever you witness a messy attack gain +1 Hunger, every 5 Hunger take a disability. Hunger can be set to 0 by eating of human (sentient race) flesh

    You may take now take these as advanced moves when you level up

    Such Hunger

    You may roll Hack & Slash +Hunger, but when you kill the monster, you must eat it and reduce your hunger to 0

    The Look in Their Eye

    Take +1 to all Parley rolls when intimidating them as leverage

    Satisfied

    When you hit 0 Hunger you take +1 to your next roll.

  7. The Court of the Stone King

    In his throne room sits the Stone King as he has sat for the last 400 years. His frame is still formidable and his features still show noble heritage. Although the throne room is open to the desert sky, the stone of his magnificent body is kept safe from the elements by the tireless efforts of the queen’s minions. Everyday they dress him in the finest silks so that he may preside over his beloved people. To his side sits his loving queen, her form hidden by many layers of silken shades. Even her lovely voice is rarely heard in public. Some foreign scholars claim she is a monstrous creature who hides behind a simple statue, but these are known to be jealous liars who were spurned the court’s favor and driven from the kingdom. Everyone knows the true story. That the great liberator and future king fell in love with the very daughter of Kar-Suet the Serpent God. He slew the forgotten tyrant and married her, bringing the truth of Kar-Suet to the people. In return she granted him immortality so that he may protect his people forever with her by his side.

    Be cautious here, the smallest infraction of the stone king’s law or the slightest rudeness towards his beloved queen can mean instant death or worse. The monks who stand between you and the royal couple carry themselves with the assuredness of those who can destroy a person with a touch. Their leader speaks in the king’s voice except when her majesty wishes to say something. You must be truly honored to be given such an audience. Think carefully on how you act and what you request. All treasures are meaningless compared to the powers of the kingdom that you are being offered.

    When you complete a great task and are granted an audience with the Stone King and his queen to receive their personal gratitude, roll+CHA: on a 10+ hold 2, on a 7-9 hold 1.

    *You may request a royal pardon for yourself or someone you name who has been convicted of a crime short of blatant treachery to the kingdom.

    *You may name someone, a member of the court, a citizen of the kingdom or even a foreigner currently in its borders. You may demand personal justice from this person and they may not refuse. They will be completed by guards if necessary to meet you for a duel in the fighting pits in front of the temple of Kar-Suet

    *You may request the resources of the kingdom and the assistance of the cult of Kar-Suet in the completion of a ritual. The temple is considered a place of power.

    *You conduct yourself perfectly, give no offense and may freely leave the audience without owing the kingdom another task or some more painful price.

  8. The Court of the Stone King

    In his throne room sits the Stone King as he has sat for the last 400 years. His frame is still formidable and his features still show noble heritage. Although the throne room is open to the desert sky, the stone of his magnificent body is kept safe from the elements by the tireless efforts of the queen’s minions. Everyday they dress him in the finest silks so that he may preside over his beloved people. To his side sits his loving queen, her form hidden by many layers of silken shades. Even her lovely voice is rarely heard in public. Some foreign scholars claim she is a monstrous creature who hides behind a simple statue, but these are known to be jealous liars who were spurned the court’s favor and driven from the kingdom. Everyone knows the true story. That the great liberator and future king fell in love with the very daughter of Kar-Suet the Serpent God. He slew the forgotten tyrant and married her, bringing the truth of Kar-Suet to the people. In return she granted him immortality so that he may protect his people forever with her by his side.

    Be cautious here, the smallest infraction of the stone king’s law or the slightest rudeness towards his beloved queen can mean instant death or worse. The monks who stand between you and the royal couple carry themselves with the assuredness of those who can destroy a person with a touch. Their leader speaks in the king’s voice except when her majesty wishes to say something. You must be truly honored to be given such an audience. Think carefully on how you act and what you request. All treasures are meaningless compared to the powers of the kingdom that you are being offered.

    When you complete a great task and are granted an audience with the Stone King and his queen to receive their personal gratitude, roll+CHA: on a 10+ hold 2, on a 7-9 hold 1.

    *You may request a royal pardon for yourself or someone you name who has been convicted of a crime short of blatant treachery to the kingdom.

    *You may name someone, a member of the court, a citizen of the kingdom or even a foreigner currently in its borders. You may demand personal justice from this person and they may not refuse. They will be completed by guards if necessary to meet you for a duel in the fighting pits in front of the temple of Kar-Suet

    *You may request the resources of the kingdom and the assistance of the cult of Kar-Suet in the completion of a ritual. The temple is considered a place of power.

    *You conduct yourself perfectly, give no offense and may freely leave the audience without owing the kingdom another task or some more painful price.

  9. Beyond the edge of civilization, there is an ancient, forgotten cave. Within this cave is a temple devoted to the god of death, whose name has been lost to countless millenia. Upon entering the main chamber, you see a massive set of doors, held shut by a large rune covered latch. These gates are the physical manifestation of the Black Gates of death. Before the doors is an altar, plain and flat, with black braziers spaced evenly apart on all sides. When you step upon the altar, the braziers light up with ethereal flames. You can hear faint whispers while on the altar that originate from beyond the doors.

    When you attempt to speak with an individual on the other side of the door, speak their name and roll+WIS. On a 10+, you hear the voice of the individual you called to. You may converse with them as if they were alive, their voice coming from the other side of the doors. On a 7-9, the same, but they are less forthcoming, sounding confused or afraid and constantly changing the subject by pleading for you to open the door or stating that they have to leave. Feral growls, hissing or other distracting sounds may also accompany their voice, making it hard to concentrate or hear.

    When you attempt to open the doors, roll with no modifiers. On a 10+, you find the individual standing on the other side and are able to pull them through, returning them to the mortal world. On a 7-9, someone or something comes with them, it may not be apparent now, but you will regret opening the door. Regardless of your roll, Death always knows when a soul has been stolen from its domain.

    (Disclaimer: This move was inspired by the trailer to “The Other Side of the Door”. I thought it would make a really good location move for my world, since there is a location like this in the lore.)

  10. Beyond the edge of civilization, there is an ancient, forgotten cave. Within this cave is a temple devoted to the god of death, whose name has been lost to countless millenia. Upon entering the main chamber, you see a massive set of doors, held shut by a large rune covered latch. These gates are the physical manifestation of the Black Gates of death. Before the doors is an altar, plain and flat, with black braziers spaced evenly apart on all sides. When you step upon the altar, the braziers light up with ethereal flames. You can hear faint whispers while on the altar that originate from beyond the doors.

    When you attempt to speak with an individual on the other side of the door, speak their name and roll+WIS. On a 10+, you hear the voice of the individual you called to. You may converse with them as if they were alive, their voice coming from the other side of the doors. On a 7-9, the same, but they are less forthcoming, sounding confused or afraid and constantly changing the subject by pleading for you to open the door or stating that they have to leave. Feral growls, hissing or other distracting sounds may also accompany their voice, making it hard to concentrate or hear.

    When you attempt to open the doors, roll with no modifiers. On a 10+, you find the individual standing on the other side and are able to pull them through, returning them to the mortal world. On a 7-9, someone or something comes with them, it may not be apparent now, but you will regret opening the door. Regardless of your roll, Death always knows when a soul has been stolen from its domain.

    (Disclaimer: This move was inspired by the trailer to “The Other Side of the Door”. I thought it would make a really good location move for my world, since there is a location like this in the lore.)

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