Episode 22 of Discern Realities is here!

Episode 22 of Discern Realities is here!

Episode 22 of Discern Realities is here! Contrary to what we say on the show, there are only four days left to submit an entry for the location-based custom move contest. You can paste your last-minute entries right here.

Here are the time codes:

What Happened Here Recently?

A game with a brand-new GM (00:21)

What Should I Be On the Lookout For?

Mark Tygart’s Dungeon Starters (04:37)

What Here is Not What It Appears to Be?

Fronts – Part One (06:27)

What Here is Useful or Valuable to Me?

The rope bridge across Buzzard’s Beak Canyon by Daniel Fowler (13:35)

ARE YOU NOT ENTERTAINED?? by Edward Hickcox (17:22)

What is About to Happen?

Our ‘comic strip AP’ featuring the adventures of Lucero Castafiel (21:14)

Some opening questions about Lucero (22:41)

Tracking a thief for Lord Urick (24:55)

Someone approaches the camp (26:40)

Ambush! (28:04)

Links

Mark’s Dungeon Starters

https://drive.google.com/folderview?id=0B7cav44145d9OXZFNjNpWFdBRFU&usp=sharing

http://www.gauntlet-rpg.com/discern-realities/episode-22

22 thoughts on “Episode 22 of Discern Realities is here!”

  1. Jason Cordova, thanks so much for featuring my Arena move! I was super excited when I saw it in the time stamps! If you have any more questions or suggestions about it I’d be happy to talk. Thanks again! Made my day!

  2. Jason Cordova, thanks so much for featuring my Arena move! I was super excited when I saw it in the time stamps! If you have any more questions or suggestions about it I’d be happy to talk. Thanks again! Made my day!

  3. Another great ep, I felt similarly about fronts with AW – until I watched Adam Koebel actually do his MC prep for it on his roll20 show and then it really clicked for me.

  4. Another great ep, I felt similarly about fronts with AW – until I watched Adam Koebel actually do his MC prep for it on his roll20 show and then it really clicked for me.

  5. The Fountain of the Laughing God

    The fountain before you is composed of multiple tiers, each with several spouts carved to resemble bald humanoid heads with no features other than unsettlingly wide, laughing mouths. As you get closer, you can hear the sound of many people laughing hysterically in the distance. The laughing stops if you move away.

    When you drink from the Fountain of the Laughing God, roll a d6. Take the number you get and use it to determine the following:

    1 – Roll+STR

    2 – Roll+DEX

    3 – Roll+CON

    4 – Roll+INT

    5 – Roll+WIS

    6 – Roll+CHA

    On a 10+, the Laughing God is amused by you and grants you a boon, the GM will tell you what. On a 7-9 the same, but the Laughing God also felt it was appropriate to play a trick on you. What kind of trick is determined by what you rolled. The next time you would roll with that stat to perform a move, don’t. Instead, your abilities with it are either reduced to a laughable level or increased to an amount that would rival a god’s, whichever would cause a more amusing situation afterwards. The change lasts only for the duration you are performing your move. On a 6-, the Laughing God decides to make a fool out of you, cursing the stat you rolled to be affected as if you had rolled the 7-9 result, but it will last until the Laughing God decides you are no longer amusing, and the Laughing God is so very easily amused…

  6. The Fountain of the Laughing God

    The fountain before you is composed of multiple tiers, each with several spouts carved to resemble bald humanoid heads with no features other than unsettlingly wide, laughing mouths. As you get closer, you can hear the sound of many people laughing hysterically in the distance. The laughing stops if you move away.

    When you drink from the Fountain of the Laughing God, roll a d6. Take the number you get and use it to determine the following:

    1 – Roll+STR

    2 – Roll+DEX

    3 – Roll+CON

    4 – Roll+INT

    5 – Roll+WIS

    6 – Roll+CHA

    On a 10+, the Laughing God is amused by you and grants you a boon, the GM will tell you what. On a 7-9 the same, but the Laughing God also felt it was appropriate to play a trick on you. What kind of trick is determined by what you rolled. The next time you would roll with that stat to perform a move, don’t. Instead, your abilities with it are either reduced to a laughable level or increased to an amount that would rival a god’s, whichever would cause a more amusing situation afterwards. The change lasts only for the duration you are performing your move. On a 6-, the Laughing God decides to make a fool out of you, cursing the stat you rolled to be affected as if you had rolled the 7-9 result, but it will last until the Laughing God decides you are no longer amusing, and the Laughing God is so very easily amused…

  7. I was worried about the weight thing for the bridge at first but using the bridge is always a choice. is time important to you? enough to drop some loot? maybe you split the party and the full plate paladin drags your extra gear and ponies the long way.

    also this is a great way to show off your magic or imagination. can you reduce the weight magically? or tie up your stuff to a lucky pack mule? I always love to multi-class the adept move where you can run across water and ropes

  8. I was worried about the weight thing for the bridge at first but using the bridge is always a choice. is time important to you? enough to drop some loot? maybe you split the party and the full plate paladin drags your extra gear and ponies the long way.

    also this is a great way to show off your magic or imagination. can you reduce the weight magically? or tie up your stuff to a lucky pack mule? I always love to multi-class the adept move where you can run across water and ropes

  9. I think we can keep posting location-based custom moves until episode 23, so here’s another one.

    Following the PbtA ideology of formalizing something that happens in play normally (namely: retcon), here is a move that can be used in any reasonably complex/secure location where the PCs are trying to get to a goal. It’s inspired by the Research move originally posted at http://www.reddit.com/r/DungeonWorld/comments/2g30wc/research_a_new_basic_move_for_making_a_dirty/. The Research move, which I’ve used successfully a number of times for one-shots, has one downside for campaign play as it requires a lot of front-loaded effort.

    The intention of this move is to get right to play but allow details to be added in Ocean’s 11-style preparation flashbacks.

    We Saw This Coming

    When you have previously prepared for an eventuality, set the scene of your foreknowledge as a flashback and roll+STAT; for example, if you spent time researching old tomes, roll+INT or, if you interviewed past adventurers or locals, roll+CHA. *On a 10+, you know just what to do to get past the roadblock. *On a 7-9, pick one. On a 6-, you pick one and the GM picks one.

    – Your preparation was mostly correct, but you’re lacking a crucial resource, describe it.

    – You have everything you need, but it’s going to take longer than you expected.

    – You can’t do it alone, describe the help needed.

    – There’s an unexpected cost, describe it.

    Just a clarification, may be obvious, but a GM move in this location would be to throw a thematically/situationally appropriate roadblock in the way knowing that the players have a recourse to respond to it.

  10. I think we can keep posting location-based custom moves until episode 23, so here’s another one.

    Following the PbtA ideology of formalizing something that happens in play normally (namely: retcon), here is a move that can be used in any reasonably complex/secure location where the PCs are trying to get to a goal. It’s inspired by the Research move originally posted at http://www.reddit.com/r/DungeonWorld/comments/2g30wc/research_a_new_basic_move_for_making_a_dirty/. The Research move, which I’ve used successfully a number of times for one-shots, has one downside for campaign play as it requires a lot of front-loaded effort.

    The intention of this move is to get right to play but allow details to be added in Ocean’s 11-style preparation flashbacks.

    We Saw This Coming

    When you have previously prepared for an eventuality, set the scene of your foreknowledge as a flashback and roll+STAT; for example, if you spent time researching old tomes, roll+INT or, if you interviewed past adventurers or locals, roll+CHA. *On a 10+, you know just what to do to get past the roadblock. *On a 7-9, pick one. On a 6-, you pick one and the GM picks one.

    – Your preparation was mostly correct, but you’re lacking a crucial resource, describe it.

    – You have everything you need, but it’s going to take longer than you expected.

    – You can’t do it alone, describe the help needed.

    – There’s an unexpected cost, describe it.

    Just a clarification, may be obvious, but a GM move in this location would be to throw a thematically/situationally appropriate roadblock in the way knowing that the players have a recourse to respond to it.

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