Today we launched our Dungeon World Basics series on the Discern Realities podcast.
Today we launched our Dungeon World Basics series on the Discern Realities podcast. If you know anyone who is DW-curious (or if you yourself are), this should be a really great resource. It includes roughly 20 minutes of topic discussion and 20 minutes of (very good) actual play.
The second series in our We Hunt the Keepers! Dungeon World campaign is upon us. Episodes 00, 01, and 02 will be released this week, starting with 00 tonight. They will then be released twice-weekly after that.
If you can’t wait, the entire series is available for download in our $2+ Patreon feed right now!
Thanks to all the players who joined me for this one: Fraser Simons steven watkins Gerrit Reininghausand David LaFreniere. And extra thanks to Fraser for producing the show.
Hello everyone! We are entering the final week of Hack The Planet, my cyberpunk meets climate fiction Forged in the Dark game (using the Blades in the Dark SRD). I had this setting coalescing for ages; ever since I read The Windup Girl and Heavy Weather. Let me give you a short pitch below and if you dig it or know someone who might, hey, consider sharing this post with them and checking out the Kickstarter. There’s tons of art, interviews, and more located on the Kickstarter page.
My goal was to make a retro-future like say, Blade Runner, make sense in this fiction. That movie exists in a space where they wanted an alternate future extrapolated on really specific things happening at that time. Nowadays, climate fiction, or cli-fi, is gaining a lot of steam. What could happen if some of the effects of climate change happened, and what if they happened far sooner than anticipated? When I thought about that, it dawned on me that a retro-future still could be possible. Where we have to pour all our resources into developing tech to combat climate change and radicalized weather and natural disasters/events that occur–rather than the current trajectory of technology now. The result would be some futuristic tech that deals with specific setting, but a sort of archaic construction of previous technologies no longer pertinent.
A massive shelter, called Shelter 1, was constructed in this fiction. One funded by corporations and the superrich. Slowly, as it was completed and their power in this new place is solidified as the world around them is ravaged by the various outcomes of climate change, they’re twisting this place into the megacity we typically know and experience in cyberpunk. I decided to roll with that notion.
In this setting, a lot of cyberpunk tropes are recontextualized. Take actual blade runners for instance. Instead of hunting down replicants, they’re empowered by the corporate congress to hunt down Tippers, people who contributed to the occurrence of these radical natural phenomena, called Acts of God. The technology is powered by physical labor. If you’re caught, it’s time to power the city… And you better believe the major contributors of this future, the corporations, aren’t the ones paying this toll.
The city has a massive population of climate refugees and you’re a few of them, shirking the existence of normal folk, deciding to take back some agency and power. Whether to subvert the corporations or simply get what you think you deserve, you’re people on the fringes of society, operating in an underworld. Glitches in the system.
Hello there everyone! I’m relatively new, and like a lot of folks here I’m making my own game.
Hello there everyone! I’m relatively new, and like a lot of folks here I’m making my own game.
Sadly, I’ll be the first to admit I’m basically making a D&D-inspired fantasy heartbreaker – it’s more a game to fulfill the little tweaks I want in my gaming experience rather than something universal. Nonetheless, I hope that over the next year I can get a few folks interested.
As is typical with heartbreakers, even if the final system isn’t necessarily a groundbreaking achievement, some of the discoveries or fun mechanical quirks along the way can be shared, stolen, and disseminated by everybody.
A quick example of some jokey ‘Perks’ that the game will have:
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Hidden Depth of Character
You gain 3 additional aptitude points, which do not need to be assigned at the moment. You can assign them on the adventure. You may also spend an aptitude point to know a language, as it comes up.
Snake Eater
A lifetime of poor decisions has miraculously resulted in your immunity to poison. You are immune to the poisoned condition, and when subjected to poison damage, you ignore all of the listed effects and instead heal 1 HP in response.
Stubbornness
Your mule-like stubbornness is legendary, serving you well in everything from facing your mother to facing dragonbreath. You gain a +1 Stubbornness bonus to all saving throws.
Vitruvian Proportions
Calculate the average ability score of your party’s members, not including your own ability scores. Change every ability score on your character sheet to that average score.
I realised the other day that the Gauntlet community is really supportive, but there’s someone we tend to leave out:…
I realised the other day that the Gauntlet community is really supportive, but there’s someone we tend to leave out: Ourselves. We support each other, we say how great our playmates were, we complement each other’s designs, but we often are so…quiet about our own achievements. Your game design is brilliant and evocative, mine is just a dumb little hack. You are an awesome player that weaves amazing stories, I’m just fumbling through. That kind of thing.
So I’m making a space for that. Right here and right now. I’m making a space for us to be proud of the work we’ve done and not be ashamed. I’m making a space, right here, for you to tell this community the GREAT stuff you’ve done, and the AWESOME stuff you want to do. I’m letting you set a goal, and revel in its achievement. Next week we’ll do this again, and we’ll have new achievements, and new goals.
Format is Wishes and Stars. A Star is something that you liked, a Wish is something that you want to see. It elegantly lets us both look back and look forward at the games we play (or games we will play, or will design, or something totally different!).
I’m so excited to hear about all the things you’ve done and will do.