Hi, I am searching for Ideas and input for my next adventure.
Hi, I am searching for Ideas and input for my next adventure.
I don’t know how many of you know the Tale of Krabat.
Krabat is a boy in wartorn eastern europe. He wanders around the small villages as a beggar with two outher boys.
One night he has a dream and leave his friends to become a journeyman to a miller.
The miller has 11 other journeyman and after a time Krabat learns that they can do magic and that the miller is a sorcerer who teaches them. Later he becomes one of them and learns magic too.
After he fell in love with a girl from a nearby village and from there, there different endings.
Sometimes the girl saves Krabat, sometimes the girl dies and Krabat takes revenge.
But my idea is to turn it a little bit upside down.
With help from a german community I shaped the Idea, that the Miller is, first of all, a woman, a former Paladin who lives in the mill with 12 journeyman. This kids could transform into demons. But if it doesn’t happen bevor their 18 bithday they transform never.
So the Paladin has this magic sword, witch keeps her alive and infuses her with the Power of the demon. So if their is longer no transformation the Paladin gets older.
My hope is that my players recognize the tale and think, that the miller is evil, especially because she is old by their first meeting and the other day (after she killed a transformed childdemon) you she in the middle of her prime.
Any tipps how I could make the adventure more interesting or better?
In a Sideplot there is a Monster in the nearby village witch collects hearts of people and can controll the heartless puppets. The Monster lives in fear of the Paladin and could send the players after her.
Howdy! I wanted to share this play test report by Kai Poh about a hack of Honey Heist called Magic Swords — a micro-game where you play (you guessed it) magic swords trying to break out of a dungeon! Kai also gives us a quick peek into the flourishing Malaysian design scene — with such tantalizing teasers as a hack of Monsterhearts to emulate Crazy Rich Asians! (Yes, please!) Kai is encouraging these creators to play test, play test, play test. Which made me think of the Gauntlet. Wouldn’t it be cool if we could help test out some of these games? Anyway, I just wanted to facilitate an introduction between Kai and our community. I know I will be keeping an eye out for more posts and games from Kai! Cheers!
Originally shared by Kai Poh
Malaysian designer OneRudeFlowers made a hack of Honey Heist and it’s about Magic Swords breaking out of prison! Elisha and I did an Actual Play recording of it and you can find out how it plays for a one-on-one session. You can read about our experience and download the playtester packet at my blog: http://roleoverplaydead.com/magicswords/
We just finished the second (Charlie) sector of 3:16 Carnage Amongst the Stars on Saturday, and I think this last…
We just finished the second (Charlie) sector of 3:16 Carnage Amongst the Stars on Saturday, and I think this last session was a real stand-out.
Nice to see that we can have feels and breakneck action at the same time!
3:16 really helps bringing new players in quickly. Every week is a completely new planet as I’ve been running it and so every session is a discrete unit. Also character generation is super quick! At this stage we’ve had 9 players over 6 planets, with one on 5 missions, four on 3, and four on just 1.
Some highlights for me:
Ary Ramsey as MT Murken, who we discover on Whistler doesn’t really want to be a trooper at all! He just joined up to find his lost brother. The choices he has to make between the troopers under his command, his platoon and his brother are riveting.
Christine Maunsell as Cable, who’s just angry that their coveted position as best killer with the biggest gun is under threat!
David Jay as “Professor”, figuring out a technical solution to an imaginary foe, only to save the day with it at the end! Also, racking up serious kills for someone with the lowest FA
Funny moment when after closing the mission on Michelangelo, the players realised that those walking reptiles with hard-shells, red sashes tied to their limbs and ninja-like abilities were all too TMNT-like!
Codex – Flame is now in our $4+ Patreon feed. Flame is the first issue in Volume 3, and I’m going to just come out and say it: this the the best issue of Codex yet! If this is what Volume 3 is going to be like, I think we all have a lot to look forward to.
Codex has always been a terrific mirror of The Gauntlet community—the games we’re playing, the games we’re creating, the PEOPLE playing and creating them, the beauty—and Codex – Flame continues that tradition in a huge way.
The issue starts with that jaw-dropping cover by our new cover artist, Chris Spence. Chris has a tough act to follow in Claudia Cangini, whose Codex covers are iconic, but this first cover is an amazing start. It’s very different from Claudia’s work in terms of style, but like hers, it is distinctly his—and distinctly Codex.
The non-Miscellany features in Codex – Flame are entirely original games, and each encapsulates the issue’s theme of love, loss, and glorious failure.
The first is Fire Ships at Midnight by Tyler Lominack. This story game tells the story of the failed invasion of England by the Spanish Armada in 1588. It’s for three players, with each player playing a composite character that represents various social tensions in and around Spain at the time of the invasion: The Duke of Medina Sidonia, Cardina Ribera, and Captain Salazar. The game is played over several phases, with each containing problems to be either overcome or endured, with each character competitively angling for certain types of solutions and outcomes. But intriguingly, what’s at stake is not whether any particular action is a success, but rather, how each of the men will be received when they return to Spain. It’s a fascinating game and I can’t wait for folks to check it out. It features original art by Anna Aphelion.
The next game is A Hand Full of Ashes. It’s a LARP by David Rothfeder about grief and letting go. In it, you are people attending the wake of a character from a book, and as you confront and resolve various issues you had with the character in life, you tear out pages from a copy of the book and burn them in a real fire. One the game’s neatest tricks is how you use the back of the book’s dust jacket to eulogize the dead character. All in all, it’s a really neat exploration of subject matter that is not often interrogated in games. It features art by Devon Serket.
After that comes Like Matches to Paper Dolls by Sidney Icarus and Jesse Ross. This is a play-by-post (as in mail post) game where one character reaches out to another, a person they used to be in love with, to see if there can be anything between them. The players send letters to each other, back and forth, inspired by prompts connected to a set of paper dolls, which are also sent back and forth. I think this line from the game sums up what it’s all about: “Do you feel moved and loved?… If you do not, don’t answer anything. Instead, take all they sent you and burn it. Collect the ashes and send them.” This one features art by Cecilia Ferri.
Finally is our tried and true Miscellany section, this time entitled “Three Dozen Separated Lovers.” Ryan McNeil is doing a fabulous job of curating the Miscellany; this is his best work yet in that regard.
Codex – Flame is, simply, a triumph. Huge thanks and congrats to Jake Householder for their dazzling layout, Lauren McManamon for the sharp edits, and the entire Codex Team for their hard work.
You can get Codex – Flame in our $4+ Patreon feed right now!
We managed to hit our first stretch goal last night and now The Discern Realities Annual will be included in the…
We managed to hit our first stretch goal last night and now The Discern Realities Annual will be included in the Codex Volume 1 Hardcover book! But we’re not slowing down!
We have two new stretch goals to announce…
At $14,000, we will be able to upgrade the hardcover book so the quality level is through the roof. If we can get there, we will 1) add a matte laminate cover with a spot UV finish; 2) increase the weight of the pages to 150 gsm; and 3) add a ribbon marker. The quality of the hardcover book is a major goal for us. We have always said that Codex and its readers deserve this thing to look and feel amazing. In fact, it’s why we came to Kickstarter instead of DriveThruRPG print-on-demand (as a point of comparison, DriveThru print-on-demand uses 108 gsm paper—12 less than what this project started with, and 42 less than what it will be if we hit the stretch goal).
At $15,000, we will unlock our first Digital Stretch Goal: Becky Annison’s “Let Sleeping Bones Lie.” Becky is the award-winning designer of When the Dark is Gone and Lovecraftesque (the latter with Joshua Fox) and when she isn’t knitting or gaming she is writing Bite Me!, a game of werewolf pack dynamics. You can find Becky’s work at the Black Armada website: https://blackarmada.com
“Let Sleeping Bones Lie” is a scenario for Lovecraftesque. Here’s a description: “By 1815, the small British seaside town of Lyme Regis was the centre of a boom in fossil hunting. Only 4 years earlier, the Anning children had found the first, complete Ichthyosaurus by the cliffs, and ammonites virtually littered the beach. Enthusiastic amateurs have descended in droves, but in a world before Darwin’s theories have taken root, it is impossible to tell dinosaur from older and more eldritch horrors.”
For everyone who has pledged and/or signal boosted this project, THANK YOU! There is so much more to come! Please stop by the KS page and take a look if you haven’t yet had the chance!
I think I would rather play the Warren – but boy I love Watership Down.
I think I would rather play the Warren – but boy I love Watership Down. I still own GURPS Bunnies and Burrows. Owned and gave away the original (kicks self).
Something interesting in this version is you can play non-rabbit creatures.
Hi! I heard people around here like World of Dungeons. A while back I asked myself, “What if World of Dungeons, but make it Traveller?” and then things got way out of hand:
Hello, Gauntleteers! The Kickstarter for Thirteen Demon Princes has launched, and I think it may tickle the fancy of some folks around here. 🙂 The game is by Taylor LaBresh, whom you may know as the designer of the many fine offerings from Riverhouse Games and/or as the host of the Game Closet podcast (on which Jason was a guest not too long ago!). Thirteen Demon Princes is an RPG of Hell’s favorite dating show, based on the framework of the game Singularity (Aura Belle and Josh Jordan). Contestants on the show are (as you might guess) demonic royalty, and they vie to win the affection of the Morning Star. Each demon is representative of their domain in Hell, and each will have different feelings about and approaches to love. For example there’s The Demon Of Dreams, Whose Nightmares Rock The Mountains And Whose Visions Put The Mistiest Rainforests To Shame. And The Demon Of Scorn, Who Takes In Those Shunned And Who Forges Weapons Made Of Spite Itself. It’s weird, emotional, and fun, and so I thought it would go quite well around here. 🙂 Character kits are contributed by a suite of guest writers, including Aura Belle (of the original Singularity), Tobie Abad (A Single Moment, and also Sickening Queens, a Drag Race-based Fiasco playset!), and…somehow…also myself. It’s a seriously good team, and I’m very excited for this game.
I hope you check it out, and if you like it, please back it and spread the word! Thanks, all!