Episode 43 of Discern Realities is here!

Episode 43 of Discern Realities is here!

Episode 43 of Discern Realities is here! In this one, David LaFreniere and I discuss more Anglekite, talk about the new Sword Breaker zine, take a look at the Aid/Interfere move, announce a brand-new contest, and continue Ramshackle’s story in an AP that can only be described as EPIC.

If you’re interested in participating in the shrine contest we announce here, please send your entries to gauntletpodcast@gmail.com.

A reminder about the details:

-400 word max

-Description of your deity and their shrine

-A custom move for the shrine

-A magic item

-A spell

-Alternatively, you can do two magic items instead of the spell

Enjoy!

Cc: Brendan Conway Logan Howard Jeremy Strandberg Slade Stolar

http://www.gauntlet-rpg.com/discern-realities/episode-43

36 thoughts on “Episode 43 of Discern Realities is here!”

  1. This is why love David LaFreniere and Jason Cordova, I IMMEDIATELY picked up Logan Howard’s Sword Breaker #1. MAN is it awesome. It’s EXACTLY the kind of thing I want out of a zine.

    Logan, my man, you have made me a fan. I plan on picking up the other two issues and all future issues.

    The quality of the content is top notch and exactly as described in the podcast!

    Go buy this zine!

  2. This is why love David LaFreniere and Jason Cordova, I IMMEDIATELY picked up Logan Howard’s Sword Breaker #1. MAN is it awesome. It’s EXACTLY the kind of thing I want out of a zine.

    Logan, my man, you have made me a fan. I plan on picking up the other two issues and all future issues.

    The quality of the content is top notch and exactly as described in the podcast!

    Go buy this zine!

  3. Sheesh! Thank you jim miller! This is the best day! The reason Jason Cordova and David LaFreniere are at the top of my list of inspirations is because Discern Realities is the first thing I thought of.

    This podcast is like the St. Crispin’s Day speech from Henry V for me. Every time I hear it, I feel motivated and energized. I want to go out and do something for the cause!

  4. Sheesh! Thank you jim miller! This is the best day! The reason Jason Cordova and David LaFreniere are at the top of my list of inspirations is because Discern Realities is the first thing I thought of.

    This podcast is like the St. Crispin’s Day speech from Henry V for me. Every time I hear it, I feel motivated and energized. I want to go out and do something for the cause!

  5. Started listening to DR from episode 1 four days ago and I’m just finishing episode 28! What a ride… I’m almost up to date! I’m trying to build up a strong Google drive folder of DW moves, playbooks, adventure starters, comp classes, etc. as I go.

    By the way, could I get access to that play aid folder Jason Cordova?

  6. Started listening to DR from episode 1 four days ago and I’m just finishing episode 28! What a ride… I’m almost up to date! I’m trying to build up a strong Google drive folder of DW moves, playbooks, adventure starters, comp classes, etc. as I go.

    By the way, could I get access to that play aid folder Jason Cordova?

  7. Jason Cordova and David LaFreniere, thanks for the thoughtful discussion on the Aid/Interfere moves. I’ve included a link to the current wording I’m using (not much different, just a tweak here and there).

    Early playtests at my table have been pretty positive. I’m definitely digging the way the retroactive +1 version of Aid works in play: if it matters, tell us what you do, the GM can tell what else is required, do you go for it?

    The proactive roll-with-advantage version has worked pretty smoothly, but so far we’ve only seen it in play with pretty low-stakes, low-risk moves (Discern Realities and Parlay, I believe), and none of those particular rolls lent themselves to the cost, consequence, or risk that the Aid move implies.

    We’ve seen only one Interfere so far, and the Interferer rolled a miss, which really isn’t any different than the standard rule. However, it got triggered when one character tried to stop another character from doing something stupid… something that didn’t actually trigger a move. And that’s pretty cool, IMO… it’s something that the standard Interfere wouldn’t really accommodate (though, yeah, you could obviously have used Defy Danger).

    Anyhow, thanks again for the plug and I’d love to hear how these work for y’all (and if you have any suggestions).

    dropbox.com – Aid and Interfere (revised).pdf

  8. Jason Cordova and David LaFreniere, thanks for the thoughtful discussion on the Aid/Interfere moves. I’ve included a link to the current wording I’m using (not much different, just a tweak here and there).

    Early playtests at my table have been pretty positive. I’m definitely digging the way the retroactive +1 version of Aid works in play: if it matters, tell us what you do, the GM can tell what else is required, do you go for it?

    The proactive roll-with-advantage version has worked pretty smoothly, but so far we’ve only seen it in play with pretty low-stakes, low-risk moves (Discern Realities and Parlay, I believe), and none of those particular rolls lent themselves to the cost, consequence, or risk that the Aid move implies.

    We’ve seen only one Interfere so far, and the Interferer rolled a miss, which really isn’t any different than the standard rule. However, it got triggered when one character tried to stop another character from doing something stupid… something that didn’t actually trigger a move. And that’s pretty cool, IMO… it’s something that the standard Interfere wouldn’t really accommodate (though, yeah, you could obviously have used Defy Danger).

    Anyhow, thanks again for the plug and I’d love to hear how these work for y’all (and if you have any suggestions).

    dropbox.com – Aid and Interfere (revised).pdf

  9. Hey Everyone! Usually I am just lurking, but listing to DR43 today and reading Jeremy Strandberg’s Aid/Interfere Move made me think of something. Instead of letting them roll an additional d6, why not use the dice from the AID roll and let them suffer consequences based on what dice they have after the two Players are allowed to swap their dice?

    I am not sure it will lead to anything useful, I just find the idea of a Move that lets you share and swap dice intruiging, especially in the context of teamwork. This could also be used for a Move that triggers

    when Players take coordinated action. Here is quick draft of what I imagined for the Aid Move, if its total nonsense, please ignore it, I dont have much experience designing moves:

    When you help another PC, who just rolled for a Move, tell us how you do it and roll…

    …+STR if you use brute force

    …+DEX if you move quickly or employ finesse

    …+CON if you hold steady or suck it up

    …+INT if you exploit a detail or your expertise

    …+WIS if you have anticipated they’d do this

    …+CHA if you rely on charm or subterfuge

    On a 10+, your action is helpful and you dont suffer any consequences. Swap your highest with their lowest die.

    On a 7-9, your action is helpful, but you suffer the same consequences they would. Swap your highest with their lowest die.

    On a 6-, your plan to help goes terriblely wrong. swap their highest with your lowest die and suffer the same consequences they would.

  10. Hey Everyone! Usually I am just lurking, but listing to DR43 today and reading Jeremy Strandberg’s Aid/Interfere Move made me think of something. Instead of letting them roll an additional d6, why not use the dice from the AID roll and let them suffer consequences based on what dice they have after the two Players are allowed to swap their dice?

    I am not sure it will lead to anything useful, I just find the idea of a Move that lets you share and swap dice intruiging, especially in the context of teamwork. This could also be used for a Move that triggers

    when Players take coordinated action. Here is quick draft of what I imagined for the Aid Move, if its total nonsense, please ignore it, I dont have much experience designing moves:

    When you help another PC, who just rolled for a Move, tell us how you do it and roll…

    …+STR if you use brute force

    …+DEX if you move quickly or employ finesse

    …+CON if you hold steady or suck it up

    …+INT if you exploit a detail or your expertise

    …+WIS if you have anticipated they’d do this

    …+CHA if you rely on charm or subterfuge

    On a 10+, your action is helpful and you dont suffer any consequences. Swap your highest with their lowest die.

    On a 7-9, your action is helpful, but you suffer the same consequences they would. Swap your highest with their lowest die.

    On a 6-, your plan to help goes terriblely wrong. swap their highest with your lowest die and suffer the same consequences they would.

  11. Julian Plaga thanks for the input!

    The move you’ve written up is clever and pretty elegant, but it doesn’t address the design goals I’ve got for Aid.

    I want Aid to:

    1) Resolve quickly

    2) Keep the spotlight primarily on the main character making the move

    3) Be positive… Aiding should Aid

    4) Demand clear fiction (“how are you doing that, exactly”)

    5) Generate clear, interesting, and plausible fictional outcomes

    Having Aid require a roll diminishes 1 & 2. Having a miss result on an Aid roll diminishes 3. Having the roll indicate whether you suffer consequences (separately from the main roll) diminishes 5.

    Choosing the stat definitely helps with 4, and that can lead to more 5, but in my opinion its not worth the downsides.

  12. Julian Plaga thanks for the input!

    The move you’ve written up is clever and pretty elegant, but it doesn’t address the design goals I’ve got for Aid.

    I want Aid to:

    1) Resolve quickly

    2) Keep the spotlight primarily on the main character making the move

    3) Be positive… Aiding should Aid

    4) Demand clear fiction (“how are you doing that, exactly”)

    5) Generate clear, interesting, and plausible fictional outcomes

    Having Aid require a roll diminishes 1 & 2. Having a miss result on an Aid roll diminishes 3. Having the roll indicate whether you suffer consequences (separately from the main roll) diminishes 5.

    Choosing the stat definitely helps with 4, and that can lead to more 5, but in my opinion its not worth the downsides.

Comments are closed.