Codex – Asphalt is now available in our $4+ Patreon feed!
I’d like to talk a little bit about Pack of Strays: Wolf Run, one of two original games you can find inside Asphalt.
Pack of Strays: Wolf Run is by Phillip Wessels and features original artwork by Jesse Ross. It is a card game inspired by Fall of Magic, and this issue of Codex comes with a full set of cards you can print out in order to play the game. You can see some of those below.
In the game, you are a pack of werewolves living on the margins of society. Dogman Radio has been making people aware of your existence, and now your pack is on the run–from hunters, from society–following the lead of the alpha, Darcy. Like Fall of Magic, you move from location to location and play out scenes according to a prompt you find at each location. Sometimes these have a quiet, reflective quality, and sometimes they are more action-oriented (you are playing werewolves, after all). Here are some examples of scene prompts (more on the cards in the images):
“Abandoned Cabin: Another werewolf came here once.”
“Bayshore Crag: The werewolf who jumped.”
“Beach Boardwalk: Waves crashing you out of your high.”
“Skinny Dipping: Who joins you?”
“The Hot Springs: Helping Darcy relax.”
“Overgrown Graveyard: The grave with the silver smell.”
“Main Street: The increasing hate.”
There are many more. In fact, the card set comes with three different city locations to play in (the default Twilight Bay plus Mercy Falls and Gauntlet City), plus The Moonlit Road, which connects them.
Switching topics, one of the major themes the game deals with is the fact that the werewolves are outsiders, and not just because they are werewolves. One of the first things you have to answer about your character is “What do you stray for?” The options presented inform what this game is really about. They are: poverty, substance abuse, awkwardness, queerness, ableness, or race/ethnicity. The idea here is that this is a group of people who take care of each other–a group of people who happen to be able to turn into werewolves. The themes of caring for the pack, camaraderie, and the complicated relationship with the alpha come through really sharply.
If all this sounds intriguing to you, I encourage you to check out Codex – Asphalt, which can be found in our $4+ Patreon feed until September 30th!
Today on The Gauntlet Blog, we have a Design Notes post about Fraser Simons’s in-development game Never Knows Best.
Today on The Gauntlet Blog, we have a Design Notes post about Fraser Simons’s in-development game Never Knows Best. The game is inspired by the anime FLCL, and I happen to think it’s going to be a big deal whenever it’s released (my instincts tell me it could be Monsterhearts-level of importance in the indie scene).
Would there be a spot for a French pbta game? Would this be against the rules (since it essentially means most of the community wouldn’t be able to join)?
I’m in Canada so if I do that it would be in eastern time zone.
Today on The Gauntlet Blog, we have the first entry in our Design Notes series.
Today on The Gauntlet Blog, we have the first entry in our Design Notes series. In this one, we pose a few questions to Gerrit Reininghaus about his in-development game Atitlan Riders! The post includes links to some of the play materials currently available for the game.
Today on The Gauntlet Blog, I present the second in my Design Diary series for The Between.
Today on The Gauntlet Blog, I present the second in my Design Diary series for The Between. Here I am talking about how the game puts restrictions on discussing your character’s past and how that reinforces the design goals I have for the game.
This link also includes links to Session 4 and Session 5 of the long playtest I am currently running with Fraser Simons Agatha Tyler Lominack and Patrick Knowles.
I am hoping to get feedback on some custom procedures for a session of Final Girl that I am running on Gauntlet…
I am hoping to get feedback on some custom procedures for a session of Final Girl that I am running on Gauntlet Hangouts on September 5th. The session is loosely inspired by the 2004 film, The Descent. The basic setup is this: A group of badass women go into a creepy subterranean environment … horror ensues. The custom procedures are designed to collectively flesh out the nature of the Killer as we play, rather than make a bunch of a priori decisions. In coming up with these procedures, I shamelessly stole from Lovecraftesque ( Becky Annison & Joshua Fox ), Swords Without Masters ( Epidiah Ravachol ), and The Pyramid ( Ray Otus ).
I’d love to get feedback on these procedures. Do they make sense? Do you think they’ll work in play? How can they be improved?
In particular, I’d be interested if people have suggestions for the list of “Killer Questions” — questions that the Killer player tries to answer while narrating Standard Scenes.
Thanks for your support! 🙂
Custom Procedures for Final Girl: Descent into the Unknown
The Set Up
– The Killer: We will be collectively creating the Killer as we play. Right now, though, we should decide on a couple of basic parameters:
Is there one or more Killers? (That is, do you wanna play Alien or Aliens?)
Is the Killer supernatural or mundane?
– The Setting: This must be subterranean, like…
Caves
Sewers
Catacombs
– Casting: A group of kick-ass women. For example:
Old college classmates who urb-ex in their spare time
An elite team of scientists & explorers
Introductory Scenes
– Player responsibilities
Establish relationships, per regular rules.
Foreshadow the Killer: Players should strive to add atmospheric details (motifs) that invoke a sense of dread or foreboding. Motifs may hint at the Killer but should not be irrefutable evidence of the Killer’s presence. For example, a half-eaten deer carcass is a good motif: it is creepy but doesn’t necessarily point to the Killer (a regular bear could be the culprit). We will record these motifs as we play out the scenes. Later, in First Blood and Standard Scenes, the Killer may draw from this pool of motifs for inspiration. To continue the above example: the Killer may later narrate that the Victims stumble into a pile of decaying animal carcasses…except now it includes predators like bears! Note: there is no hard requirement or mechanical benefit to re-incorporating the motifs — it’s just a cool thing to do.
First Blood
Look at the pool of motifs from the Introductory Scenes. What kind of Killer do you see? If you have a cool idea, then volunteer to be the first Killer!
As the first Killer, you will be making some important choices. At the very least, you will need to answer:
What does the Killer look like? (You don’t have to describe everything. In fact, you may purposefully keep the Killer in the shadows, only describing its outline or its blur as it rushes past.)
How does the Killer kill? Stab / bite / etc.
First Blood & Regular Scenes
– The Killer’s Responsibilities
In addition to regular narration responsibilities, the Killer should answer one or two of the below-listed questions. The questions do not need to be answered in order. However, it is recommended that the Killer attempt to answer some of the questions near the top (dealing with the Killer’s behavior) before tackling the questions near the bottom (dealing with the Killer’s origin and nature). Not all questions may apply to your game depending on your setup. Also feel free to come up with your own questions, as well!
Remember to “show, don’t tell” — that is, don’t directly tell the other players the answer; rather, show them the answer through your narration. For example: The Killer narrates how it plays with the corpse of a victim but does not eat it, indicating that the Killer kills for fun or sport, not for food.
Don’t worry if the answer isn’t obvious. At the end of the scene, any surviving characters will collectively ask, “What if anything did we learn about the Killer?” The answer will become an established part of the fiction. New answers should not contradict pre-established facts but may elaborate or build on them.
– Killer Questions
How does the Killer hunt? Sound / smell / infrared vision
Why does the Killer kill? For food / for fun or sport / out of fear
Where does the Killer sleep, eat, defecate, etc.?
How does the Killer reproduce and raise its young?
What is the Killer’s origin? Created in government lab / humans that mutated over generations living underground
– Killer Tips
Play with your victims: Don’t go directly for the kill. Toy with the victims first.
Use the world around the victims: As the Killer, you set the scene. Use the subterranean environment to separate, slow down, and trap your victims. But save the final blow for the Killer. For example, use a cave-in to trap a victim under rubble, then have the killer step in…
I’ve started a solo campaign of Ironsworn, a gritty sword & sorcery RPG from Shawn Tomkin that tells solo GMless…
I’ve started a solo campaign of Ironsworn, a gritty sword & sorcery RPG from Shawn Tomkin that tells solo GMless stories about epic quests & perilous journey. This first session play report introduces the character of Verena Boarwater, a marshmaiden herbalist from Brightmire in The Flooded Lands. The text veers between an in-character journal and OOC commentary on the game mechanics. https://docs.google.com/document/d/1oiWkZjmuJqc3rHYsAelwiFV8rkt21zwrKvoOd-XaHqQ/edit?usp=sharing
Postmortem of Lovecraftesque: Mr. Giggles Comes To Dinner
Postmortem of Lovecraftesque: Mr. Giggles Comes To Dinner
This game of Lovecraftesque (by Becky Annison and Joshua Fox ) ran on August 7th. We used the pre-made scenario, Mr. Giggles Comes to Dinner, by Misha B . It was the first game that I facilitated on Gauntlet Hangouts. Fortunately, I had the support of a super imaginative and all-around cool group of players: Robbie Boerth , Vincent Eaton , and Keith Stetson . Due technical problems, I was unable to record, which is partly why I wanted to do this write-up. I also wanted to reflect on how the game ran, what worked, and what could have gone better. Hopefully others find this extended meditation useful and/or entertaining!
Synopsis
The basic premise of the game was that Alex, a single parent, must uncover the horrible truth behind their child’s (Sam) imaginary friend, Mr. Giggles. We began by fleshing out the scenario. Misha left some story elements undefined, including the Witness’s social identity. Misha used gender neutral names and pronouns and was silent on race or ethnicity. We consciously designed Alex against our understanding of prevalent cultural expectations. We figured that, if this scenario were a mainstream movie, then Alex would probably be a single mom (see, e.g., The Babadook, 2014), so we made Alex a man. As a chemist, Alex might be expected to be white or Asian, so we made him black.
Part 1, scene 1: Our game opened in a parent-teacher conference. Alex appears harried after a long day at the chemical plant. A teacher (played by the Narrator) and the school principal (played by a Watcher) express concern about Sam’s strange writings. Alex tries to minimize but is stopped short when the teacher holds a mirror next to the papers, revealing that the apparently illegible scrawling is actually backwards writing about “unsealing portals.” Coincidentally, a fluorescent ceiling light begins to flicker and strobe as the teacher flips through the pages of strange writing. Alex attempts to rationalize it away by pointing out that Sam could have learned these terms from him talking about work at the chemical plant. (One of Alex’s pre-determined traits is his penchant for rationalization.)
Part 1, scene 2: Our next scene was set at Alex’s home immediately following the parent-teacher conference. Alex is trying to prepare dinner for Sam (Narrator) while her rambunctious friend Robin (Watcher) jumps on the sofa. As Alex takes some chips from the kitchen cabinet, he discovers that it and other items have been tampered with — a thin incision in the packaging of several items. His discovery is interrupted by Robin, who pulls at the bottom of a stack of old pizza boxes, causing a cascade that sends forth several cockroaches. The cockroaches strangely scurry into the sink and down the drain.
Part 1, scene 3: The next scene occurs in the same evening after Robin’s mother has picked her up. Alex is brewing his own bug spray with household products. He hears voices coming from Sam’s room. At first, Alex assumes Sam is just watching TV, but as he continues to listen, he realizes that Sam is conversing with someone else. Alex rationalizes that Sam must be talking on FaceTime. He swears as Sam ignores his protestations to stop dilly-dallying and finish her homework. Sam suddenly appears in the kitchen and tells Alex that she was talking to Mr. Giggles who is helping her do her homework.
Part 1, scene 4: Later that night, Alex is awakened by a scratching sound coming from the wall separating his and Sam’s bedrooms. Alex finds Sam frantically drawing on the shared wall with crayons, many of which lay broken scattered at her feet. Sam has drawn a perfect circle. Strangely the top of the circle is too high for Sam to reach. When Alex attempts to snap Sam out of her stupor, she convulses and collapses in his arms.
Part 1, scene 5: Alex rushes Sam to the ER. After testing, he learns that Sam has a strange heart condition: her heart is beating double-time, as if there are two heart beats, and yet her blood pressure is fine. As he exists, Alex catches a glimpse of the doctor whispering conspiratorially to a nurse.
Part 2, scene 1: Alex takes Sam to a cardiologist and learns that Sam’s condition appears to be the result of the long-term ingestion of some substance. Alex responds defensively when the doctor inquires whether Sam could have gotten into Alex’s chemicals at home. While conversing, Alex notices a single cockroach scurry across the floor. Other imperfections, like fingerprints on the computer screen, begin to pop into his view. Revolted by the poor hygienic conditions, Alex declines to have Sam submit to further testing at this office and asks for a referral.
Part 2, scene 2: Alex begins to remove the wallpaper from the wall that Sam had drawn on earlier. He discovers that the circle has penetrated past the wallpaper and appears to be burned into the underlying wall itself. He becomes agitated as he struggles to rationalize away his discovery. As his mind reels, the wall within the circle crumbles, revealing a tunnel — despite the fact that his bedroom should lie on the other side!
Journey into darkness: Alex stumbles into the tunnel, following a rhythmic drumming which begins to sync with his own heartbeat. There is a sickly sweet and fetid odor in the air. He runs his hands against the wall of the tunnel and feels strange inscriptions with his fingertips. He eventually trips and passes out after hitting his head against a stone altar.
The Final Horror: When he awakens, Alex finds himself in a massive cavern. Sam is there, too. When Alex tries to carry Sam away, he finds her rooted to the ground by masses of cockroaches swarming over her feet. Sam opens her mouth as if to speak but only a cockroach emerges. A shadow looms up from behind Alex. He turns and is confronted by a massive cockroach-like being. Sam begins to speak in the same voice as Mr. Giggles from her bedroom. (See Part 1, Scene 3.) The last words Alex hears is that “The portal has been opened. He has risen.”
Epilogue: We learn that the small town was destroyed by a massive explosion. The distaster is attributed to the chemical plant, even though the investigation shows that the epicenter of the explosion was Alex’s home. Alex is found alive but unable to speak. The chemical plant scapegoats Alex for the explosion. Corroborating the plant’s narrative, a local news show interviews the cardiologist who recalls that Alex was seeing things (the cockroach in the examination room) and acting irrationally (refused treatment for Sam).
Reflections
Special cards – No one ended up using their special card. (The general rule of creeping horror prohibits the Narrator from introducing overtly supernatural elements or directly threatening the Witness. Special cards allow the narrator to break this rule under specified conditions.) This isn’t necessarily a bad thing but it did feel like a pity not to engage this mechanic. There are two reasons for this lack of use: one, the trigger conditions (e.g., “you may play this card after a scene that includes dreams or visions”) needed to activate the cards were not satisfied; two, some of the cards could only be used in Part 2, which is only 1 to 3 scenes long. These restrictions are essentially a pacing mechanism to keep the “creep” in “creeping horror” — i.e., to prevent the abrupt introduction of supernatural elements too early in the game. However, the trigger and timing conditions may be overly restrictive in practice, making the cards difficult or impossible to enter play at all. I may experiment with loosening or entirely removing these conditions in future games to see what effect this has on the narrative.
The Final Horror — Our Final Horror scene, while very cool and creepy, did not account for all the clues. I suspect this may be true for many Lovecraftesque games. It is a very tall order for the Narrator to weave the clues from the prior six to eight scenes into a single scene. I think some this pressure can be relieved by explicitly making it the job of the Narrators in the two subsequent epilogue scenes to continue incorporating any clues left unaccounted for in the Final Horror scene.
Watchers — Overall I was pleased to see that players were very active in the role of the Watcher. Watchers played a couple of secondary roles: the school principal and Robin (Sam’s best friend). Watchers also took the initiative to offer creepy atmospheric details, some of which reoccurred across scenes (e.g., flickering lights, fetid odors). Indeed, one such atmospheric detail — the cockroach — became a central aspect of the Final Horror. I do feel, however, that as Narrators we could have invited our Watchers to elaborate more on the fiction. I will make an effort to remind myself and others to pose more questions to draw in the Watchers.
Witness Traits — Going into this game, I was skeptical that the procedure of noting new Witness traits after every scene was necessary or useful. I was wrong. This procedure does exactly what it was intended, namely, maintain continuity of the Witness’s personality across scenes despite being played by multiple players. After each scene, we asked, “What if anything did we learn about Alex?” Sometimes the answer was nothing. Sometimes the answer was nothing really new but rather an elaboration of a pre-existing trait, e.g., Alex’s “background as scientist” became “an obsessive need to make sense of things.” In any case, the procedure forced us to think deeply about our characterization of Alex and probably helped prevent wild swings in our individual portrayals of Alex.
In sum, I had a great time playing and hope to have an even more rewarding experience next time. If anyone has thoughts on the game or these reflections, I’d love to hear your feedback! Cheers!