I have a post up on The Gauntlet Blog that is the first in my Design Diary series for The Between. This installment includes an overview of what the game is about and some of its core mechanics, some embedded videos of playtests, and a link to a folder with some early player-facing materials.
Future installments in this Design Diary series will include a look at some of the mechanics in more detail, discussion of design goals, and exploring how the game presents the setting.
Check it out!
http://www.gauntlet-rpg.com/blog/design-diary-the-between-01
Really enjoyed hearing about this on The Gauntlet. I loves me some Victoriana, and this sounds great.
Really enjoyed hearing about this on The Gauntlet. I loves me some Victoriana, and this sounds great.
Interesting! I’m so excited to see you digging into design, Jason.
Some questions:
During the game, after a die roll has taken place and the outcome narrated, the player can choose to invoke the Janus Mask to turn the roll into a 12+ and completely alter the fictional outcome. They mark an element from either the Mask of the Past or the Mask of the Future; then, at some point during the session, they have to do whatever the Janus Mask element instructs. Note, however, that the more and more they invoke the Janus Mask, the closer and closer the character gets to being retired.
Could you give an example of this mechanic? I’m having a hard time putting it together in my brain. Like, what kinds of things does the Janus Mask instruct?
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For the Echoes in the Dark mechanic, there’s value on one end in echoing it for the players. What’s other side of that? What function does this rule serve beyond being an XP source? Is it meant to be evocative? Kind of an enshrined barf forth apocalyptica?
Interesting! I’m so excited to see you digging into design, Jason.
Some questions:
During the game, after a die roll has taken place and the outcome narrated, the player can choose to invoke the Janus Mask to turn the roll into a 12+ and completely alter the fictional outcome. They mark an element from either the Mask of the Past or the Mask of the Future; then, at some point during the session, they have to do whatever the Janus Mask element instructs. Note, however, that the more and more they invoke the Janus Mask, the closer and closer the character gets to being retired.
Could you give an example of this mechanic? I’m having a hard time putting it together in my brain. Like, what kinds of things does the Janus Mask instruct?
—
For the Echoes in the Dark mechanic, there’s value on one end in echoing it for the players. What’s other side of that? What function does this rule serve beyond being an XP source? Is it meant to be evocative? Kind of an enshrined barf forth apocalyptica?
Robert Bohl The very early draft playbooks are in the folder, so you can see how the Janus Masks are configured and the types of stuff going on there.
For the second question, the design goals of the Overscene and Echoes in the Dark, taken together, are to create gameplay that has a cinematic quality to it and to show our version of London at night (London very much becomes its own character in the game). The XP reward is just an inducement to engage with that aspect of the game.
Robert Bohl The very early draft playbooks are in the folder, so you can see how the Janus Masks are configured and the types of stuff going on there.
For the second question, the design goals of the Overscene and Echoes in the Dark, taken together, are to create gameplay that has a cinematic quality to it and to show our version of London at night (London very much becomes its own character in the game). The XP reward is just an inducement to engage with that aspect of the game.
Excellent. Thanks a bunch! This is cool and I wish you luck.
Excellent. Thanks a bunch! This is cool and I wish you luck.
Robert Bohl Thanks!
Robert Bohl Thanks!
Is that the final cover design?
Is that the final cover design?
Misha B No, that’s just some placeholder art someone made when they were talking about the game on their own blog.
Misha B No, that’s just some placeholder art someone made when they were talking about the game on their own blog.
I think the image is actually stock art that was also used in Unknown Armies (or so I’m told).
I think the image is actually stock art that was also used in Unknown Armies (or so I’m told).
Gotcha, the woman in her undies being leered at was a little off-putting.
Gotcha, the woman in her undies being leered at was a little off-putting.
Misha B I think it’s very tastefully sexy. Also: The Between is dirty AS FUCK. It just may not be your thing. And that’s cool.
Misha B I think it’s very tastefully sexy. Also: The Between is dirty AS FUCK. It just may not be your thing. And that’s cool.
It’s not the woman I have objection to, it’s the leering dudes drooling over her deprotagonized state. Were it just her I’d have fewer problems. I write smut for fun, so I’m far from a prude.
It’s not the woman I have objection to, it’s the leering dudes drooling over her deprotagonized state. Were it just her I’d have fewer problems. I write smut for fun, so I’m far from a prude.
Misha B Yeah, I don’t see it that way, but you’re definitely entitled to.
Misha B Yeah, I don’t see it that way, but you’re definitely entitled to.
My read on this cover (an admittedly academic point since it’s not the final cover) is that the woman is remembering a former lover, who is now a ghost. And that’s very in line with the themes of the game.
My read on this cover (an admittedly academic point since it’s not the final cover) is that the woman is remembering a former lover, who is now a ghost. And that’s very in line with the themes of the game.
That’s definitely an interpretation.
It’s your game, I’m not going to say you can’t do what you want with it.
That’s definitely an interpretation.
It’s your game, I’m not going to say you can’t do what you want with it.
Misha B Thanks!
Misha B Thanks!
Nice. I like the atmosphere
Nice. I like the atmosphere
Vandel J. Arden Thanks! The game has a very lush, dark, sexy aesthetic (at least in the words, but that has often come out in the play, too). It deals with a lot of themes that are going to turn people off, _and I am 100% ok with that._ I knew I was writing a game for mature audiences, and that automatically puts a ceiling on how popular it can ever be. And I know especially as I get closer and closer to launch, there will be folks who will have a lot of problems with the content and will want to make a big deal out of it. But I’m ready for those people, so nbd.
Vandel J. Arden Thanks! The game has a very lush, dark, sexy aesthetic (at least in the words, but that has often come out in the play, too). It deals with a lot of themes that are going to turn people off, _and I am 100% ok with that._ I knew I was writing a game for mature audiences, and that automatically puts a ceiling on how popular it can ever be. And I know especially as I get closer and closer to launch, there will be folks who will have a lot of problems with the content and will want to make a big deal out of it. But I’m ready for those people, so nbd.
Said well my friend. It’s great seeing you do move forward regardless.
Also I like the theme, if you still need some art for it let me know.
Said well my friend. It’s great seeing you do move forward regardless.
Also I like the theme, if you still need some art for it let me know.
I love the concept behind the game, and the mechanics sound terrific. If I had a chance to play it, I’d be in.
Following up on Misha’s comments, I showed the current cover image to my daughter (age 17). She immediately picked upon the atmosphere and aesthetics that the game is after, but she had a similar reaction as Misha’s to the gender implications. She felt like, in its current form, the cover was catering to a male heterosexual audience. I didn’t have her read the game description: I just told her that this was a placeholder cover to an rpg that is in development.
As we discussed the artwork, we wondered about other possibilities. For example: Keep it sexy, but replace the woman’s figure with a figure that is sexually ambiguous/androgynous (“between”) and then have the leering/investigative figures be a mix of men and women. But then we thought that idea might open up a different can of worms.
Best of luck with the continued development. It’s good quality work–creative, complex, and filled with intrigue.
I love the concept behind the game, and the mechanics sound terrific. If I had a chance to play it, I’d be in.
Following up on Misha’s comments, I showed the current cover image to my daughter (age 17). She immediately picked upon the atmosphere and aesthetics that the game is after, but she had a similar reaction as Misha’s to the gender implications. She felt like, in its current form, the cover was catering to a male heterosexual audience. I didn’t have her read the game description: I just told her that this was a placeholder cover to an rpg that is in development.
As we discussed the artwork, we wondered about other possibilities. For example: Keep it sexy, but replace the woman’s figure with a figure that is sexually ambiguous/androgynous (“between”) and then have the leering/investigative figures be a mix of men and women. But then we thought that idea might open up a different can of worms.
Best of luck with the continued development. It’s good quality work–creative, complex, and filled with intrigue.
Robbie Boerth I’m glad you find the concept of the game interesting. I disagree with you and your daughter with regards to this image _and that’s ok._
Robbie Boerth I’m glad you find the concept of the game interesting. I disagree with you and your daughter with regards to this image _and that’s ok._
It also reminds me a lot of the current Vampire 5E Art
It also reminds me a lot of the current Vampire 5E Art