Some quick notes on this weekend’s Gauntlet Hangouts games…

Some quick notes on this weekend’s Gauntlet Hangouts games…

Some quick notes on this weekend’s Gauntlet Hangouts games…

For Saturday Morning Cartoons, we played our first session of Marshall Miller’s The Warren. I was pretty happy with how it went. I tried to follow Marshall’s advice of incorporating details from all five senses into my descriptions of things, and I think it created the desired effect. The players did a really terrific job of infusing their bunnies with distinct personalities, and I think that’s what ultimately made the session for me. I just really enjoyed those rabbits, with all their hangups and flaws.

Daniel Lewis was out this week for Story Game Sunday, so I did the lazy shit I always do whenever that’s the case, and facilitated Fiasco. We did Joshua Fox’s House of Ill-Repute playset, which is about the seedier side of British politics. It took us a minute to get into the swing of things, but once we got going, we told a wickedly good story in the vein of House of Cards. Honestly, it made me want to learn more about UK politics so I can play again, but a little more ably. As it was, we were hand-waving a lot of the particulars. Still, it was good stuff. 

Thanks to all the players for joining in: Yoshi Creelman Paul Edson Rob Deobald Richard Rogers steven watkins David LaFreniere and Philipp Neitzel. 

Hmm, what an interesting post…

Hmm, what an interesting post…

Hmm, what an interesting post…

Originally shared by Josh Roby

So I had complicated feels about #Metatopia2015. You probably don’t want to read this. 😉

Because in order to explain my complicated feels, I have to go back a few steps. I’ve been making RPGs for a little more than a decade, and that endeavor cannot really be called a success. I’ve never found or gathered an audience, I don’t have any True Fans, and I’ve never had any real breakout hit. While there have been a number of bright moments over that decade, on the whole my “career” in gaming has been a steady stream of frustration and disappointment.

I’ve come to the conclusion that writing RPGs is just not something that works for me, for whatever reasons, and the only sane thing to do is stop. So I’ve spent the last year-and-change clearing my plate of pending projects to free up my mental resources for writing fiction. I’m really excited about the change! I enjoy writing fiction a lot more than writing games, and honestly I’m a little annoyed at myself for spending so much time on other stuff. I should have been writing stories all this time!

Shortly after I came to this realization, though, my wife and I started considering the possibility of moving to Nashville. One of the benefits of the move would be easier access to east coast and midwest conventions, which I hadn’t been able to attend when we lived in California. And I’ve always wanted to attend Metatopia.

Which is how I, striving to become a former game designer, ended up at a convention for game designers. Which was a little awkward.

I have ten years of weekly playtesting under my belt. Our playtesting circle has played, stress-tested, disassembled, and rebuilt tons and tons of games. So going in, I hoped that I could offer that and be an asset to the designers who were bringing their work to the con. The reality, however, was often me sitting at a table thinking, “What the fuck do I know, I couldn’t make game publishing work for twelve years, why would I have any insight on what makes a successful game?” Sometimes I was able to push through that; other times I was not. It was uncomfortable every time, regardless.

Having concluded that you have failed to find an audience for your games, it is also somewhat difficult socializing with the game designers who have. This is compounded when you don’t have any exciting new projects to talk to them about. I spent a lot of time tamping down my own envy at others’ successes so that I could listen to their plans and products with proper enthusiasm. Because I am excited for most of the upcoming games and designers I talked about, don’t get me wrong. It’s just the constant filtering of my emotional reponses was draining.

The indie games community does a fabulous job of welcoming and supporting new designers, especially at Metatopia. Everyone is very supportive of your desire to design and publish your game. There is, however, an elephant in the room that nobody talks about, that the time and attention of gamers is finite and competition for mindshare is fierce. The typical response seems to be to throw our hands in the air and say, “the market, right? who knows.” But while everyone would love to talk to you about your game in development, no one will ever ask you how much play your published game is getting. Gatherings like Metatopia often become events where the winners mix with the losers of that competition for folks’ game time and table space, and while everyone is very aware of those status distinctions, no one speaks about it. This can be maddening, especially when you’re already low on spoons, as I was for most of the weekend.

The playtests that I participated in ranged widely in how complete their designs were. Some were all but finished save for typos; others still needed significant work. Mostly this was as expected, but a few times I was absolutely gobsmacked by how premature the playtesting was. In all of these cases, the holes in the games were fundamental problems that I considered essentially solved by the indie games community years ago. I played games whose designers did not know what their games were about, what players would do, or even why they wanted to design such a game in the first place. This didn’t exhaust me so much as depress me. It makes me think that the community does not learn, which seems like a monumental waste of everyone’s time retreading the same questions over and over again.

Not all was dark and dreary, of course. I was able to meet up with a ton of old friends and even got to sit down and talk with most of them. I met some new ones, too. I was welcomed into the IGYCRHB mixer, which was incredibly heartwarming. And I got to play some truly exciting new games in development. I enjoyed my weekend despite the difficulties the con presented (and alcohol helped me ignore the worst instances), but it was a close thing. Technically, I think it was a mistake for me to attend–I did not belong there–but I’m still glad that I did.

I need a logo for a new podcast project.

I need a logo for a new podcast project.

I need a logo for a new podcast project. I can pay a commission. Something that kind of echoes the Dungeon World cover art would be great. I had in mind an adventurer looking around in the dark with a torch, perhaps reading the name of the podcast carved on a stone wall. Something with a distinctly old-school vibe. Feel free to share this with any artists you might know, and have them get in touch with me via Hangouts chat.

I got to play a couple of the games in this KS collection with the designer, Meguey Baker, at Metatopia yesterday.

I got to play a couple of the games in this KS collection with the designer, Meguey Baker, at Metatopia yesterday.

I got to play a couple of the games in this KS collection with the designer, Meguey Baker, at Metatopia yesterday. They were really fun! The first one we played was a Halloween-themed game in which the players are a group of people (possibly children?) traveling to a cemetery at night to speak with their Beloved Dead. It was lovely and spooky, with a really nice ambiguity to the proceedings that made it all feel very mysterious. The second game was called Hounds of the Harvest. That one had each player taking on the role of a dog helping his people with, well, the harvest. It was really neat, and felt like a meditation on work and seasonality. The whole collection of eight games, in fact, are keyed to the seasons (solstices and all that), and in the two games I played, the mechanics did a great job of reinforcing that feeling. It seems like each game would make a great time-filler, and the text gives them the feel of a poem or a folk tale. If that sounds appealing, you should definitely check it out! 

https://www.kickstarter.com/projects/1179631078/playing-natures-year

Has anyone figured out the best way to play Fiasco over Hangouts or Roll20?

Has anyone figured out the best way to play Fiasco over Hangouts or Roll20?

Has anyone figured out the best way to play Fiasco over Hangouts or Roll20? Any tools you’re aware of would be super-appreciated. My Google skills are failing me right now. 

Metatopia was ok.

Metatopia was ok.

Metatopia was ok. I was in a couple of fun playtests, and got to meet a few designers whose work I admire. That was neat. I also did a lot of shopping. A number of pre-existing commitments made it hard for me to spend more than six or seven hours there in total, but since I live nearby, it wasn’t a big deal to just pop in and out.

Mostly I was just kind of lonely. This will surprise you, but I am an extremely shy person, which made it hard to just walk up to people and start talking to them. I feel like you have to have a buddy or something if you’re going to go to one of these things, especially a professional event where everyone already knows each other, and you don’t know anyone

I don’t think I really have any takeaways as such. It seemed like everyone was having a good time. 

Episode 31 of The Gauntlet Podcast is out today!

Episode 31 of The Gauntlet Podcast is out today!

Episode 31 of The Gauntlet Podcast is out today! In this one, we are joined by guest co-host Epidiah Ravachol.  You will know Eppy as the designer of games like Dread and Swords Without Master, and the publisher of the swords & sorcery magazine Worlds Without Master. This was one of my favorite conversations we’ve had on the show. I think you’re going to enjoy it. 

And thanks to Richard Rogers for the terrific edit this week!

Games Discussed:

Meguey Baker’s Wishing Games

Stephen Dewey’s Ten Candles

The Dread Geas of Duke Vulku

Lamentations of the Flame Princess

Becky Annison and Joshua Fox’s Lovecraftesque

Sanguine’s Usagi Yojimbo

Vincent Baker’s Amazons

Ewen Cluney’s Fantasy Friends (a hack of Golden Sky Stories)

Main Links:

Worlds Without Master 

http://www.worldswithoutmaster.com/

Eppy’s Webpage

https://dig1000holes.wordpress.com/

Playing Nature’s Year KS (Meg Baker’s Wishing Games collection)

https://www.kickstarter.com/projects/1179631078/playing-natures-year

Other Links:

Children Falling Over

https://www.reddit.com/r/childrenfallingover

Darth Jar-Jar 

https://www.reddit.com/comments/3qvj6w/

Final Question Pics

Dan: http://i.imgur.com/goe7Ue3.jpg

Eppy: http://www.toomuchjoy.com/index.php/music-2/finally-1996/

http://gauntletpodcast.libsyn.com/episode-31-epidiah-ravachol

It causes me physical pain to acknowledge someone’s RPG discussion podcast might be as good as ours, but I will…

It causes me physical pain to acknowledge someone’s RPG discussion podcast might be as good as ours, but I will…

It causes me physical pain to acknowledge someone’s RPG discussion podcast might be as good as ours, but I will struggle through it to say this episode of The Tabletop Superhighway is really great! It’s the first time I’ve heard Mark Diaz Truman speak, and let me tell you: while the intersection of gaming and social issues may not be The Gauntlet’s focus, I’m really happy these smart folks are out there having conversations like this. It’s an interesting discussion, conducted in a way that is vigorous but respectful. Kudos to the hosts on this episode, Larry Spiel and Alex Roberts. 

http://thetabletopsuperhighway.com/2015/10/12/episode-31-art-gaming-and-free-speech-with-mark-diaz-truman/

Have you played Jackson Tegu’s Kaleidoscope yet? If not, we still have one opening in our Nov. 15th Hangouts game.

Have you played Jackson Tegu’s Kaleidoscope yet? If not, we still have one opening in our Nov. 15th Hangouts game.

Have you played Jackson Tegu’s Kaleidoscope yet? If not, we still have one opening in our Nov. 15th Hangouts game. 

We have played this game four or five times in the last year or so, and it is so much fun. It’s a hack of Ben Robbins’ s Microscope, but instead of creating a grand history,  you and your friends have just watched a strange foreign film, and now you are sitting around discussing various scenes from it. As in Microscope, you create a timeline, only this time it’s a breakdown of the film and its various parts. The gameplay creates a movie that is alternately bizarre and hilarious and poignant. And whenever we’ve finished a session, we always sit around and talk about the film’s symbolism and meaning (as if momentarily forgetting we did not, in fact, just watch a real movie). It is a sublime experience, and probably doesn’t get the love it deserves. 

If you want that last spot, follow the link. If you’re interested in checking the game itself out, you can pick it up here: http://www.photographsoflightning.com/kaleidoscope/

https://plus.google.com/u/0/events/cqb8cia0293v4i48bssti333h3k?authkey=CPXcycmMp4DkEA

You guys.

You guys.

You guys. Can we talk about how much effort the Guantlet podcast editors put into the show each week? For every 30 minutes of cast, they dedicate roughly 2 hours to the editing. They painstakingly zap every ‘uhm’ and ‘like’ they can; they erase all the weird pauses so everyone sounds like a genius; they mix and suppress and squelch and collate and whatever else (I’m just making up words, tbh, because I am an idiot who has no understanding of what goes on). They’re always looking for a way to improve our process. 

And they are stalwart guardians, let me assure you. They rescue me from my worst tendencies (I should perhaps run my written posts by them, too, now that I think about it). Sometimes we have an audio disaster, like last week, but they dive in and spend hours recovering the episode. There are some nights when I get the QC back, and I know they just spent all night working on it. And they do all of this in addition to co-hosting the show and helping me out with content! 

On a personal note, I feel very lucky to have them on my side. They are both brilliant. I am constantly inspired by Dan’s thoughts on the interaction of mechanics and play, and he has introduced me to so many ideas I have internalized. And he’s just a really good friend, to boot. I am more recently part of Rich’s orbit, but he is teaching me so much about why we should expand the number of voices associated with The Gauntlet, and the value of letting others play with my toys. I am ashamed to say it’s something I need, being very jealous by nature. He is an amazingly nice and patient guy. 

And do you see how this post suddenly became about me? Christ…

Please say thanks to Daniel Lewis and Richard Rogers if you like our show. They are amazing and tireless, and we are so lucky to have them!