A group of beautiful people in our Slack put together this AMAZING Gauntlet FAQ.

A group of beautiful people in our Slack put together this AMAZING Gauntlet FAQ.

A group of beautiful people in our Slack put together this AMAZING Gauntlet FAQ. It’s the most comprehensive resource for our community I have yet to encounter.

Huge thanks to Tomer Gurantz Andi Carrison Lauren McManamon Gerrit Reininghaus and Lowell Francis

Go check it out!

Kate Bullock and I are back with another episode of GM Masterclass!

Kate Bullock and I are back with another episode of GM Masterclass!

Kate Bullock and I are back with another episode of GM Masterclass! This is the “Behind the Scenes” episode, where we talk about important GM matters that happen away from the table. Specific topics:

What do you do when you only have an hour to prep a session?

How do you prep for a campaign when the group is inconsistent?

How do you maintain hype between sessions?

How do you get good critiques about your GMing?

How do you get players to care about your NPCs?

Enjoy!

http://www.gauntlet-rpg.com/the-gauntlet-podcast/gm-masterclass-03-behind-the-scenes

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

It’s time for this week’s STARS AND WIIIIISHES!

It’s time for this week’s STARS AND WIIIIISHES!

It’s time for this week’s STARS AND WIIIIISHES!

What did you do this week that excites you? What do you want to do in the next seven days?

I’m really exited to hear all the achievements you’ve made and will make.

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/

Gauntlet Hangouts Expectations and B-Side Games

Gauntlet Hangouts Expectations and B-Side Games

Gauntlet Hangouts Expectations and B-Side Games

Hi Everyone!

We haven’t had a good chat about Gauntlet Hangouts in awhile, and since it has been growing like crazy, it’s probably a good time to do so.

Let’s talk about expectations. If you sign up for a game, you are telling the game runner: “Please use your valuable time to prepare a session for me.” When you cancel an RSVP, even for a very good reason, you may have wasted the GM’s time. Life happens, I get that; no one is asking anyone to sacrifice more than a little bit of their free time to play in a game. But if you find yourself repeatedly having to cancel your RSVPs, you definitely need to make an honest appraisal of whether the Gauntlet Hangouts calendar is a good fit for you. It could be that you instead sign up on some waitlists, or maybe you try to get in some off-the-books games being organized in Slack (for those of you in our Slack). And if you do have to cancel an RSVP, please make an effort, either on Slack or G+, to get your seat filled.

For GMs, if you put something on the calendar, you have even more pressure to make sure a game happens. I occasionally have to cancel a session, but usually only for highly exceptional circumstances (and even then, I feel like shit about it). If you have a few people missing from your session, that is not a good reason to cancel it. When you signed up to be a GM on our calendar, you committed to an open table play culture. And part of being in that play culture is that you have to learn to be a little flexible. Now, there are lots of great tips and tricks for making a session of an ongoing campaign work with missing players, and I invite folks to share some of those tips in the comments. But for my part, I want to talk about something different…

B-Side Games

I want everyone in Gauntlet Hangouts, GMs and players alike, to consider their RPG toolbox. Speaking for myself, I have about a half-dozen games in my toolbox that fit the following criteria: 1) I know the rules cold, 2) I have online play sheets ready to grab and go, 3) they work well as a one-shot, and 4) they work well for smaller groups. I’m calling these my B-Side games. In other words, we all purchased “We Will Rock You,” but “We Are the Champions” turned out to be a good song, too.

For the GM, B-Side games are really important. They are one of the things that make you a well-rounded, rockstar GM. And think about it: the players who did show up really deserve your efforts here. Trust me: they came to play a game. I’m sure they’ll be a little bummed out about not getting “Hello, Goodbye,” but you’re going to give them “I Am the Walrus” instead, and it might blow their fucking minds.

But I’m looking at players here, too: Just because you don’t run games on Gauntlet Hangouts doesn’t mean you’re not an important part of this community. I want to encourage you to develop your own list of B-Sides. What if the GM has to cancel for some reason? There’s no reason the players shouldn’t still have fun. What if, as above, a couple people drop, making it hard to continue the campaign that session? Turn it into an opportunity to try out that weird little GM-less game you have wanted to get to the table for awhile.

In short, being a good, giving member of the Gauntlet Hangouts community means being prepared and being able to adjust.

Anyway, I encourage you all to discuss this in the comments. As always, please be kind to each other, and please don’t make this about you. If you have had to cancel some RSVPs lately, or you had to cancel a session, we’re not asking you to chime in and explain yourself. This is a broader discussion than that.

(And thanks to Maxime, Maria, and Mathias for helping with the B-Side concept).

Cc: Lowell Francis

Hey folks! I’m going to be a guest at Queen City Conquest this year!

Hey folks! I’m going to be a guest at Queen City Conquest this year!

Hey folks! I’m going to be a guest at Queen City Conquest this year!

Queen City Conquest is taking place September 7th, 8th, and 9th. I’ll be around for all three days of the Con, playing games and hanging out. In addition to me, Kate Bullock and Rach Shelkey will be there from our network, as well as the crew from Misdirected Mark ( Christopher Sniezak, Phil Vecchione Senda Linaugh and more).

They are currently running a KS to fund the Con. You can check it out at the link below.

Let’s hang out in Buffalo!

https://www.kickstarter.com/projects/leg/the-queen-city-conquest-2018?ref=nav_search&result=project&term=queen+city+conquest

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

How do people here feel about so-called “Paizo” principles of design?

How do people here feel about so-called “Paizo” principles of design?

How do people here feel about so-called “Paizo” principles of design?

Namely, they view customization as king, as an inherent good which is necessarily for the hobby. These principles aren’t widespread, because Paizo hasn’t really inspired an entire school of designers in the same way that Storygame principles have, or OSR principles have.

But you can see this in some of how Shadow of the Demon Lord was designed, you can see this in how Paizo designed Starfinder, and of course Pathfinder remains the second best-selling tabletop RPG, so it still definitely has a fanbase which admires these principles.

Paizo principles also involve other ideas, such as the idea that the GM can’t be trusted in terms of challenge design (which is why there are so many DCs for checks, so much nominal “balancing math” for encounters, etc). It looks and feels different in implementation, but those principles actually share philosophical similarities to how GM-less storygames create genres and stories via the mechanics because they want to take those powers a bit out of the GM’s hands, out of the GM’s perhaps “arbitrary” control.

So. They are a set of principles, even if not as influential necessarily among indie designers. How do people feel about those principles?

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