Hack Question

Hack Question

Hack Question

If one wanted one of the several available X Hack games, which would you choose to simulate the tone and level of LotFP. If I wanted to use another system for one of their modules, what would you recommend? The answer amy be obvious, but I’m woefully ignorant on this.

In particular I’m looking at Kelvin Green’s Forgive Us module for LotFP. So I’m trying to find something decent and simple which can capture that feel (actually, not necessarily X Hackish).

Anyone out there familiar with Tenra Bansho Zero?

Anyone out there familiar with Tenra Bansho Zero?

Anyone out there familiar with Tenra Bansho Zero?

I am fascinated by this statement: “An entire campaign, a story from start to finish, can be told over the space of one to two sessions!” yet the 696 page rulebook intimidates me.

Thanks!

Hi Gauntleteers!

Hi Gauntleteers!

Hi Gauntleteers! In May Evan Rowland ran a Gauntlet Hangouts game of Damn the Man, Save the Music, my new RPG about a bunch of teenage outcasts trying to save their ’90s indie record store from collapse. There was so much goodwill around the game, and I wanted to let folks know that the KS campaign is underway.

If this kind of game is right up your alley, that’s great! If not, maybe you know someone who will love it. I hope to return back here to run a session of the game after the campaign has ended—it’s a lot of fun. 🙂

https://www.kickstarter.com/projects/hannahshaffer/damn-the-man-save-the-music

I was reminded about Clink on the newest episode of The Gauntlet Podcast because David Schirduan mentioned it during…

I was reminded about Clink on the newest episode of The Gauntlet Podcast because David Schirduan mentioned it during…

I was reminded about Clink on the newest episode of The Gauntlet Podcast because David Schirduan mentioned it during our interview segment. Having checked out the KS, I really like what I have seen so far! I’m a big fan of what we here at the Gauntlet call “emergent story,” meaning rather than come to the table with a bunch of backstory and setting ideas, you instead discover all that stuff in the middle of play via scenes that get triggered by specific mechanics. I think that leads to much more satisfying play, and the coin-flipping system here seems both simple and deep, and really, really fresh.

Other highlights for me: the book is being laid out by Evan Rowland and the illustrations are by Per Folmer (whose work has appeared in several issues of Codex). Sigil Stone (Ben Dutter’s imprint) is handling publishing duties.

All in all, a great looking package with two easy pledge levels: $10 PDF or $20 softcover.

https://www.kickstarter.com/projects/sigilstonepublishing/clink-an-rpg-of-mysterious-drifters-and-risky-coin?ref=user_menu

Looks like DriveThru has it’s Free RPG Day Stuff up!

Looks like DriveThru has it’s Free RPG Day Stuff up!

Looks like DriveThru has it’s Free RPG Day Stuff up!

Recommended list, add your recommended items below:

44 A Game of Fear

City of Mist Starter

Impulse Drive Starter

World Wide Wrestling Suppliments

Vast & Starlit is Pay What You Want

Viewscream

http://www.drivethrurpg.com/sale.php

Hey folks.

Hey folks.

Hey folks. Got a chance to play Tales From the Loop with Lowell Francis​ and Pete Petrusha​ along with some dear friends of mine. Nikki Lewandowski​ & Tom Flanagan​ at games on demand at Origions. Lowell is as good a gm as advertised and Tales from the Loop was a blast. There were inhalers, kids on bikes, weirdness abounding, tender moments, wondrous moments, and a heart pounding conclusion. Thanks for facilitating Lowell and spewing forth the 80s for us.

Conclave of the Earth Speaker

Conclave of the Earth Speaker

Conclave of the Earth Speaker

A Role Playing Scenario of Intrigue, Plotting and Scheming

By Kevin Whitaker

Hello, fellow role players! This week I thought I would do something a little different. I’m gearing up to run a couple of short sessions of Fate Accelerated for my local gaming group next month, and I thought I’d share my scenario with the internet.

This scenario is for a PVP game, where the characters are all vying to become the next Earth Speaker of their people. The intent is to facilitate a fun social role playing experience, where violence takes a back seat to intrigue, plotting and scheming. That’s not to say violence is unlikely, however.

Feel free to take this and use it and hack it as you see fit. While I’m building this for Fate, it could easily be adapted to any game with a strong social component, such as the Burning Wheel. I’d love to know how it ran or how you changed it, or any other feedback you have. Enjoy!

Setup

The Earth Speaker; the spiritual leader of your people; is dead. For decades, her presence brought peace and prosperity to the tribes of the steppe. Held in high regard by the khans, and always consulted by the sages, she was a force to be reckoned with. Now she will be returned to Mother Earth and Father Sky, and the clans are the worse for her absence.

As soon as was proper, the clans each began putting forth their own candidates for the next Earth Speaker — after all, whomever commands the powers of earth and sky will have influence over the People, khan and herder alike. In preparation for the conclave which will choose a new spiritual leader, your clans have each sent you to the Great Mountain; the heartland of your people. Here, in the shadow of Mother Earth and along the river which birthed all life, you and your rivals will select a new Earth Speaker.

Let there be no misunderstanding; a new Earth Speaker must be chosen. To fail to do so would be an affront to the spirits; proof that man cannot be trusted with the gifts they have given. If you do not choose a new Earth Speaker, then you will all be burned with the deceased, and cast into the waters and sky in atonement for your failure.

The doors to the wooden hall are locked. You eye your peers and rivals with suspicion and jealousy. Which one of you will emerge from the ordeal as the new Earth Speaker?

Rules, Such As They Are

This scenario is written for up to five players, though more could be created. If fewer than five players are on hand, the game master should take any extra characters and run them as NPCs. If five or more players are present, then the game master can act as a referee, and play any minor NPCs the characters interact with.

Conceits

There are no weapons allowed inside the sacred hall. Characters must pass into the hall nude, and then don a ceremonial robe for the duration of the conclave. This does not mean weapons cannot be smuggled in, however!

The characters are served by shamans, specially trained for this task. They are not supposed to speak or offer advice, only to keep the characters fed and bathed.

There is very little privacy in the sacred hall. The structure itself is not much more than a large, single-roomed wooden hut. There are small alcoves; basically partitions made of hanging woolen blankets; but that is it. Each alcove holds a crude mattress of wool and feathers, a chamber pot, and a personal altar for praying to Mother Earth and Father Sky.

The characters are not allowed to leave the hall during the conclave, and the guards are not allowed to speak to them, should they try and communicate through the door. Again, this is the rule of the ceremony, but not the game itself. It can be circumvented.

The conclave will last three days and nights. If at the end of this time a new Earth Speaker has not been chosen, the characters will be trapped inside and burned alive, along with the hall and the dead Earth Speaker. Their ashes will be given up to the waters and the sky, and their names will be cursed.

If the characters are successful and appoint a new Earth Speaker, then they themselves will light the funeral pyre for their predecessor. The specially treated branches she lays upon; along with the ointments and powders used to preserve her; will send blue smoke through the hole in the roof, alerting the guards and the assembled masses to the joyous news.

While violence is prohibited by the rules of the conclave, it is not unheard of. Your people are nomadic and insular, and given to warring with each other. Many Earth Speakers have been “chosen” simply by being the last person left alive at the end of a conclave.

The level of magic is up to the group. Some of the character’s stunts imply miracles and spirits, but that doesn’t mean they have to be “real.”

Characters

The following characters have been sketched out to provide easy starting points for the players. They’ve also been written for Fate, with aspects and stunts. If you’re playing a different game, use these as inspirations for other character traits. If you are running this scenario in Burning Wheel, for example, these could be the seeds for Beliefs, Instincts or Goals.

I have not filled in approaches — the players should do that themselves. Also note that these aspects and stunts are just suggestions; if you come up with something better, use it!

The Heir Apparent

Aspects

High Concept: The designated successor, trained by the Earth Speaker herself to take the mantle and lead the People.

Trouble: Low born. You do not come from a great family, or even a great clan. The Earth Speaker chose you for merit, rather than birth.

I respect Mother Earth and Father Sky, and they respect me.

The Zealot is a false prophet, sent to lead the People astray.

Stunts

Because of my deep connection with the spirits, once per scene I may call upon Mother Earth or Father Sky to perform a minor miracle.

Because I know all of the secret ways, I get a +2 when I attempt to cleverly overcome an obstacle using my knowledge.

Because I am low born, everyone underestimates me. I get a +2 when I attempt to sneakily create an advantage when others are around.

Chosen of the Great Khan

Aspects

High Concept: The Great Khan has chosen me to be the next Earth Speaker, any others be damned.

Trouble: Unqualified. You are more of a warrior than a shaman, and your spiritual gifts are lacking because of it.

The Heir Apparent could make a pliant Earth Speaker, if necessary.

Easily Offended

Stunts

Because I have the authority of the Great Khan behind me, once per scene I may identify myself (“do you know who I am?”) to create an advantage or overcome an obstacle in an argument.

Because I outrank them, once per scene I may force a guard to converse with me, and potentially do what I want (within reason).

Because I am hard to ignore, I get a +2 when I attempt to forcefully get someone to do something they normally would not.

The Zealot

Aspects

High Concept: The people are lost, and need a firm hand to guide them. Mother Earth and Father Sky have spoken to me; only I know the path of righteousness.

Trouble: Dogmatic. Good and evil; black and white; orthodoxy and heresy. You have a hard time seeing shades of gray.

Superstitious

The Reformer is a heretic and a fool.

Stunts

Because I am a demagogue, I get +2 when I attempt to flashily create an advantage by speaking to a group (3+) of people.

Because Mother Earth and Father Sky have given me the power of right and wrong, once per scene I can create an aspect on a character which throws doubt upon their intentions.

Because I am sure in my beliefs, I get a +2 when I forcefully defend against an argument which might undermine them.

The Emperor’s Advocate

Aspects

High Concept: My clan lives in peace with the great Emperor to the east, and his August Majesty wishes me to be a moderating force among the People.

Trouble: Outsider. Many of the more conservative clans consider my people to be soft, and they do not fear or respect us.

Charming courtier

The Chosen of the Great Khan must not be Earth Speaker

Stunts

Because I brought gifts from the East, once per scene I may produce a small luxury item, which has been smuggled in by someone.

Because I am a gifted courtier, I get +2 when I cleverly attempt to create an advantage or discover an aspect while flirting with someone.

Because I am opulent, I get a +2 when I flashily attempt to create an advantage or overcome an obstacle with a display of wealth or privilege.

The Reformer

Aspects

High Concept: The People are stuck, and the Earth Speaker is to blame. We must change if we are to survive.

Trouble: Dark secret. Something from your past haunts you, and someone knows about it!

A sucker for an underdog story

The Emperor’s Advocate does not have the best interests of the People in his heart.

Stunts

Because I know all the apocrypha and contradictions in the legends, I get a +2 when I cleverly attempt to create an advantage or overcome an obstacle by quoting or citing rare scripture.

Because I am a peacemaker, once per scene I can call upon Mother Earth to reduce someone else’s stress by 2, or remove a mild consequence.

Because I am familiar with dirty secrets, I get a +2 when I sneakily try to create an aspect on another character by spreading rumors (true or false) about another character.

https://medium.com/@kwhitaker81/conclave-of-the-earth-speaker-68c6faf05918

https://medium.com/@kwhitaker81/conclave-of-the-earth-speaker-68c6faf05918

I was pleased to get a chance to play Hannah Shaffer’s Damn the Man, Save the Music!

I was pleased to get a chance to play Hannah Shaffer’s Damn the Man, Save the Music!

I was pleased to get a chance to play Hannah Shaffer’s Damn the Man, Save the Music! on Gauntlet Hangouts a couple of weeks ago. This is a really fun game that delivers on its premise of a group of 90s-era record store employees trying to save their shop from a corporate takeover.

Thanks to Evan Rowland for running the game, and to my fellow players David LaFreniere and Dylan Ross!

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

Children of the Eight-Legged She (Session 2 of 4)

Children of the Eight-Legged She (Session 2 of 4)

Children of the Eight-Legged She (Session 2 of 4)

Here is a link to Session 2 of Children of the Eight-Legged She, the second series in our We Hunt the Keepers! Dungeon World campaign. In this one, the party is making their way to the lodge of the Grey Rangers (yes, I totally stole that from Fall of Magic) and along the way get wrapped-up in a couple of mysteries, including a young boy who is of interest to the spider goddess Malgoliant and the disappearance of the mage Brandon Barkbender. The Grey Rangers themselves are incredibly weird and secretive, which adds a few more pieces to what is becoming a very complex puzzle.

Thanks to my players for a terrific session: David LaFreniere Gerrit Reininghaus Fraser Simons and steven watkins.

You can find the entire We Hunt the Keepers! campaign here:

https://www.youtube.com/playlist?list=PL26DVDSsqVz6VlgBJpGA6qp7wCb2OydB7

https://www.youtube.com/watch?v=l5R3nnpNfNk&list=PL26DVDSsqVz6VlgBJpGA6qp7wCb2OydB7&index=6

I am setting up a game of Wind on the Path for our local con here in Yellowknife, I am thinking this would be a good…

I am setting up a game of Wind on the Path for our local con here in Yellowknife, I am thinking this would be a good…

I am setting up a game of Wind on the Path for our local con here in Yellowknife, I am thinking this would be a good way to run the game over the course of a day

1) everyone meets up for a quick intro and rules explanation.

2) Everyone will get a sticker to put on their show badge to show that they are playing the game.

3) I will have a preset area set up for people to resolve their duels at.(I’m thinking I’ll set up a fountain or something thematic)

4) The winner of a duel will have a sticker or mark added to their badge. So you can see how accomplished a player is at a glance.

5) Killed samurai will have a special sticker or mark added to their badge.

6) at the end of the day I’ll do a debrief and give people a chance to share their experience/feedback

Does anyone who’s run or played have feedback or advice for running WotP at a smallish convention?