THE REAPERS (open table concept for DW)

THE REAPERS (open table concept for DW)

THE REAPERS (open table concept for DW)

Hello!

I recently started to listen to the Whe Hunt the Keepers podcast.

That and the last Gauntlet podcast got my inspired to create something that would facilitate open table play in my own games.

I plan to run Dungeon World (or perhaps World of Adventure) games for the Gauntlet later this year when I finally have a stable schedule.

Let me know what you think about it. Any good feedback is welcomed!

A good CATS will be a MUST for these types of games obvioulsy.

(For those who don’t know what CATS stands for please look at the replies below).

https://docs.google.com/document/d/1M-YQuS4fx1kCQYvSB2fSzC8chF7sFW6zANBb6UqbFBY/edit?usp=sharing

I finally finished reading Jason Pitre’s Sig Manual of the Primes. Just now.

I finally finished reading Jason Pitre’s Sig Manual of the Primes. Just now.

I finally finished reading Jason Pitre’s Sig Manual of the Primes. Just now.

tl;dr: I liked what I read; had a couple places I was confused; but overall I’d love to play this sometime.

Overview: You are bashers – adventurers who travel to the multiverse of prime worlds; as well as visiting the Planes of Existence – Elemental, Ideological, and Conceptual; all while making sure the city of Sig doesn’t fall to one faction or another. I recommend reading the first chapter. I skipped it thinking it was “fluff”; and was lost for much of the rest of the book as I couldn’t quite figure out what the characters were supposed to do. If I had read the first chapter, that would have been much more clear.

I also really appreciated the final chapter – wherein Jason gave an example of Chargen, collaborative creation of the setting, and even the “leveling up” procedure. That really crystallized what I had read so far.

Beautiful presentation. I love the sections are in colors, yet it’s subtle. The dense HC book has a solid heft and feel in my hand. I like the purple shoelace bookmark (I’m sure it’s called something else). My Kickstarter reward came with a full-color map of the city of Sig. I really wanted to love the map; and it may be very useful in play – however if it was twice as long, then I could have actually done the half turn and made it into a moebius strip.

About half the book is devoted to the vast setting of the universe of Sig. If you are a fan of Planescape; or any planar D&D adventures; this could be a good fit for you. If you like novels/film/other media about giant cities with myriad cultures – this will be a good fit for you. If you like gritty games with political machinations, investigations, spooky cults, vying factions, inscrutable Powers – then this is definitely a good fit for you.

The universe is made up of 15 planes; infinite Prime worlds; and the city of Sig, that sits between all the multiverse as a nexus. Sig very much resembles the Planescape city of Sigil; which in turn is an homage to the city of Cynosure (Surprised Jason didn’t cite Grimjack as one of the inspirations for the game).

Each of the 15 planes are outlined in the same format, and as a PC, you can come from any of those planes or worlds – or somewhere else. The city of Sig’s main neighborhoods/burroughs are described. And then as stretch goals, Jason got some amazing creators to create Prime worlds – those are worlds or perhaps multi-world cultures that the players can visit and have adventures. Names Guantleteers will recognize like Whitney “Strix” Beltran, Alex Roberts, Elizabeth Chaipraditkul, Kira Magrann, Hannah Schaffer, Emily Griggs, and Renee Knipe.

It’s a rich and dense feeling setting; and yet it doesn’t feel locked down to a “canon”. Feels like there’s a lot of options and places to go visit.

Characters can be made pretty quickly it seems. As long as people don’t get analysis paralysis and try to pick the “best” thing for their character. You pick a name (I like that process), a family, a profession, a faction, some talents, a planar power you are connected to; your attributes (Spark and Smoke); and then important PCs. One place I could see there being more guidance is around talents. You can have between 3-7; and the talents are Common, Broad, or Deep. There’s a tiny bit of guidance for the GM on how to identify if a Talent is Common, Broad or Deep – but I think some additional examples of each would have helped.

Disclaimer – I haven’t played this yet; so I can’t say how this would actually work at table. But until I read the example of play, it wasn’t clear to me how the procedural aspect of the game actually worked.

The game plays very much like a conversation and a sequence of scenes it seems. And while there is a GM, there is a lot of collaboration – there’s even a collaboration phase. As the table discusses what’s happening, the story moves along.

First there’s the scene framing. Players roll either their Smoke or their Spark die. Then based on the result of that, each in order sets the platform (the place the scene is taking place). The next highest die sets the tilt, and the third highest die Asks the question. I think probably the game is best with fewer players – although I’d be interested to hear from folks their experiences with 4+ players.

If at any point any players disagree on where the story goes next, then there’s a conflict. And the rules seem pretty elegant on how to resolve that too. Everybody chooses sides in the conflict; then the main players roll dice; then bonuses are applied; and then a victor is declared, who takes narrative control of the scene. The scene ends when the question is answered.

I love setting up the world and the relationship map. And the character in the middle of it all who means something to every main player character. Ideally, if played IRL, the GM will take that middle character’s index card, rip it up, declare that NPC dead – and that kicks off the game. I LOVE that. It’s a great technique to really get everyone involved right away.

I did miss something though. I inferred that players would have “main” characters and then perhaps “non-main” characters. But I didn’t see any where that explicitly calls that out.

Also, there’s some very basic rules/steps for creating a Prime World(s) – but it looked like the stretch goal worlds were all built on a template; and that template wasn’t followed in the procedure in the book. Feels like there’s a gap there.

Also, there’s a section in Chapter 6 called the Night Market’s Adventure. As I re-read this now, I realize it’s an intro module; and is a nice template for a GM to follow to create their own campaign framework. I think Jason missed an opportunity to be more explicit in his advice for GMs around creating a campaign framework that way – giving GMs the tools to do that.

It’s getting late, so I’ll wrap up by saying I was glad I backed this Kickstarter. I buy a lot more games than I will ever get to the table; but this one is intriguing. I think it will work really well with a group that is willing to work together to create an amazing story; but that is also comfortable with a bit of disagreement on story direction – and are willing to resolve using the rules as written.

I’d be very interested in what the actual gameplay feels like. If any one knows of any podcast APs of this game (non-Youtube), I would definitely listen to a session or two.

http://www.genesisoflegend.com/product/sig-manual_of_the_primes/

A Very special Dream for Ferrell Riley for hosting a Bad Movie Night titled “Mandatory Fun Club: Making Gold Out of…

A Very special Dream for Ferrell Riley for hosting a Bad Movie Night titled “Mandatory Fun Club: Making Gold Out of…

A Very special Dream for Ferrell Riley for hosting a Bad Movie Night titled “Mandatory Fun Club: Making Gold Out of Dross” where we watched the amazing cold war documentary “Gymkata” and learned of the real life heroic efforts of Jonathan Cabot, Olympic gymnast turned Government Agent, and how he survived the most dangerous game in the little known but strategically important country of Parmistan. We ended the night creating story elements from the movie to use in future games and playing probably the greatest game of The Final Girl in my career.

Thanks also to parrish warren and several others in the Houston Gauntlet

I am super happy to see people playing more Space Wurm vs Moonicorn as part of the Gauntlet and having so much fun…

I am super happy to see people playing more Space Wurm vs Moonicorn as part of the Gauntlet and having so much fun…

I am super happy to see people playing more Space Wurm vs Moonicorn as part of the Gauntlet and having so much fun with it. All the amazing places they take these weirdo ideas and characters, and all the weirdness they add on top of them, is both humbling and inspiring.

https://www.youtube.com/watch?v=hGDLccnpOjY

I thought David’s point (at the end of this session) about the transgressive nature of the body-swapping move that the Creature from the Ghoul Star has was a good one. Looking back on it, I’d probably change the last sentence (the other player’s option to switch back at the beginning of the next sequence) to this instead:

At the end of the scene (or at any later point) their player chooses 1:

a. The switch is permanent and cannot be reversed.

b. The switch is merely an illusion, and did not actually occur.

c. The switch is real, but they return to their body when they decide to.

https://www.youtube.com/watch?v=hGDLccnpOjY

I want to say a little bit about …And Then They Met, an original game in this month’s Codex.

I want to say a little bit about …And Then They Met, an original game in this month’s Codex.

I want to say a little bit about …And Then They Met, an original game in this month’s Codex. It’s a 2-player game by David Rothfeder about Lee and Sam, who are destined to fall in love. The game takes place entirely in the days leading up to the first time they lay eyes on each other. They each share some common elements in their lives, such as a bar they both frequent or a mutual acquaintance, and as they go about their day, they leave artifacts about their existence that the other one finds. So, for example, in the game I played, one of the characters asked the DJ at a bar to play some speed metal from his iPod Shuffle, and he accidentally left it there. The other character got his hands on the iPod and started to be intrigued about the person it belonged to based off the songs that were on it. The game has them circling each other, but always getting closer and closer, until the moment they first meet, at which point the game ends.

There are so many smart decisions in this game, such as the fact that you fill out questionnaires for Sam and Lee at the start of the game, but the questionnaires are asymmetical, which makes the characters different, but still alike enough you could imagine them falling in love. Also, the flow of the gameplay is really nice. The game has a lot of structure, but within that structure, there is a huge amount of space to play.

Overall, the game is just really sweet and really accessible. I was genuinely touched by the session I played, and it was exactly what I needed (having gone through a breakup recently and feeling really jaded on the idea of love).

Anyway, …And Then They Met is in Codex – Love 2, which is presently available in our $4+ Patreon feed (you also get the original Codex – Love as a bonus this month):

https://patreon.com/gauntlet

And since new Patrons always ask, you can get Codex back issues on DriveThru now: http://www.drivethrurpg.com/browse/pub/12676/The-Gauntlet

I was wondering if anyone was planning to start up another Masks: A New Generation arc?

I was wondering if anyone was planning to start up another Masks: A New Generation arc?

I was wondering if anyone was planning to start up another Masks: A New Generation arc? I’ve been wanting to play it for a while and I know some of the games are scheduled according to demand. If so, mark one more person (me) down to play on a night game that’s not tues/wed 🙂

Okay I made two sessions in Gauntlet Hangouts, games are on the 5th & 19th (US) of May, 6th and 20th (Aussie) of…

Okay I made two sessions in Gauntlet Hangouts, games are on the 5th & 19th (US) of May, 6th and 20th (Aussie) of…

Okay I made two sessions in Gauntlet Hangouts, games are on the 5th & 19th (US) of May, 6th and 20th (Aussie) of May, listed as Conjure Hagalaz (my own mostly pbta game, think supernatural/dresden files in a fantasy middle ages setting).

1- https://gauntlet-hangouts.firebaseapp.com/event-detail/-L8nujEe8VpIZM3bdM0b

2- https://gauntlet-hangouts.firebaseapp.com/event-detail/-L8nv6b6_dwihANvYpG6

https://gauntlet-hangouts.firebaseapp.com/event-detail/-L8nv6b6_dwihANvYpG6

Stories of U’duasha: Iruvian Hooks for Blades in the Dark

Stories of U’duasha: Iruvian Hooks for Blades in the Dark

Stories of U’duasha: Iruvian Hooks for Blades in the Dark

Tonight’s my first online session of Blades in the Dark. We’re playing in Iruvia, a setting detailed in the BitD Special Edition. I’ve created a set of player-facing hooks for the city. They’re (hopefully) cool stories the players can pick from and get tangled up with if they want.

I just wanted to give a big shout out to Jason Cordova for running yet another brilliant Mercy Falls series over the…

I just wanted to give a big shout out to Jason Cordova for running yet another brilliant Mercy Falls series over the…

I just wanted to give a big shout out to Jason Cordova for running yet another brilliant Mercy Falls series over the last 2 Saturdays in March.

Camp Mercy Falls was a blast and the game play by Michael X. Heiligenstein and Patrick Knowles turned this 2 episode arc into the best game of mistaken identity and horrible consequences in which I’ve ever played.

Patrick, Michael and I agreed that if Camp Mercy Falls had a subtitle or was a TV Show it would be called A Midsummer Night’s Scream.

Can I ask for some playtesters!

Can I ask for some playtesters!

Can I ask for some playtesters!

Nicholas Hopkins and I have been designing a game called “The Mice-Men of Mirewald”. It’s attempting to mash Mouse Guard into a Lasers and Feelings format and was inspired, in part, by the Pocket Sized AP run of Woodlands.

I think it’s at the point where we need some people who aren’t us to play it, to ensure that the text makes sense. If a 5 page game of brave little mice in a big dangerous world sounds like something you could bring to your game group, shoot me an email at wastelandofenchantment@gmail.com so I can send you the beta doc!