So two games that arose out of #threeforged have been finished and I’m pimping them for crowdsourced cash.

So two games that arose out of #threeforged have been finished and I’m pimping them for crowdsourced cash.

So two games that arose out of #threeforged have been finished and I’m pimping them for crowdsourced cash. But first I need to know which of you lovely people playtester IT IS FORBIDDEN and FEAR OF THE DARK way back when so I can credit them appropriately. Also can we pimp our crowdfunding campaigns here?

A neat little article about #Threeforged. One of my games, Ad Libitum Absurdity, gets a mention.

A neat little article about #Threeforged. One of my games, Ad Libitum Absurdity, gets a mention.

A neat little article about #Threeforged. One of my games, Ad Libitum Absurdity, gets a mention.

Gauntlet UK is running Elizabeth Lovegrove’s Rise & Fall, a game from the new Seven Wonders anthology, on Dec.

Gauntlet UK is running Elizabeth Lovegrove’s Rise & Fall, a game from the new Seven Wonders anthology, on Dec.

Gauntlet UK is running Elizabeth Lovegrove’s Rise & Fall, a game from the new Seven Wonders anthology, on Dec. 23rd (afternoon for US folks, evening for UK folks). If you’re interested in checking it out, follow the link. There are two spots left!

The game is being facilitated by Joshua Fox, co-author of Lovecraftesque and co-winner of #Threeforged . 

https://plus.google.com/u/0/events/cf1j9omno72i9thckbs19g2q78k?authkey=CN-5oN218cuJUw

I really miss #Threeforged. G+ was so much more interesting during the months it was happening.

I really miss #Threeforged. G+ was so much more interesting during the months it was happening.

I really miss #Threeforged. G+ was so much more interesting during the months it was happening.

Episode 30 of the podcast is out today!

Episode 30 of the podcast is out today!

Episode 30 of the podcast is out today! Paul Czege  and Robert Bohl  give us a hand with hosting duties on this one. In addition to our main topic ( #Threeforged ) we talk about all sorts of games, including: 

Paul’s in-production game Traverser.

Rob’s in-production game In Production (plus Threeforged games The Clinic and The Perfected City). 

Steve Hickey’s Soth

Lamentations of the Flame Princess

Brendan Conway’s Masks

Graham W’s A Taste for Murder

Here are the relevant links for this week’s episode:

Paul’s Website: http://halfmeme.com/

Rob’s Websites: 

https://plus.google.com/+RobertBohl/about

http://misspentyouth.robertbohl.com/

Threeforged Review Document:  https://docs.google.com/spreadsheets/d/11gqZg_JSiI_4fJ6yApQneI34s9wLPszgkwfaNjtjwOY/edit#gid=0

Ray Otus’s Radio Revival blog: radiorevival.blogspot.com

http://gauntletpodcast.libsyn.com/episode-30-threeforged-retrospective

Now that #Threeforged  is over, I wanted to share my Stage 1 game.

Now that #Threeforged  is over, I wanted to share my Stage 1 game.

Now that #Threeforged  is over, I wanted to share my Stage 1 game. It’s called Public Access, and it originated from a conversation we had in Episode 22 of the Gauntlet Podcast, in which we discussed games we’d like to play that don’t yet exist. 

It’s a slim, simple game, but I’m proud of it. We play-tested it once, and it hit my major design goal, which was a collaborative mystery game that is also genuinely creepy (which should also make it apparent why Becky Annison  and Joshua Fox’s Lovecraftesque is so exciting to me). 

To my great disappointment, Public Access didn’t make it through to the end of the contest, but people who read and enjoyed Transmission will see a lot of its DNA in that game (I’m tagging a few of the people I remember who said they liked that one, in case they want to give this one a look, too: Wendy Gorman  Robert Bohl Chris Longhurst Robert Carnel). 

Anyway, I welcome any feedback you might have. And if you ever want to give it a go, please let me know. 

https://drive.google.com/file/d/0ByS4_7KbXro_Nmg2RklfYXZRT1U/view?usp=sharing

Episode 27 of the podcast is out today!

Episode 27 of the podcast is out today!

Episode 27 of the podcast is out today! This one is our #Threeforged  round-up. We discuss a number of games we played from the contest, including:

A Hard Goodbye

Psychic Detective Agency

Children’s Radio Hour

Fear of the Dark

Ultranormal Encounters

Last Year’s Magic

Timelines

The Clinic

It is Forbidden

In a Week of Sharks

The Book of Armaments

Field Work

http://gauntletpodcast.libsyn.com/episode-27-threeforged-roundup

Friday night, our table played two different #Threeforged games.  Hopefully the other players involved will chime in…

Friday night, our table played two different #Threeforged games.  Hopefully the other players involved will chime in…

Friday night, our table played two different #Threeforged games.  Hopefully the other players involved will chime in with their thoughts.  Russell Benner Daniel Fowler and Gauntleteer Sandra (whom I don’t know how to tag) all played.

First was A Hard Goodbye, a GM-less game about people trying to leave a brutal organization that isn’t so easy to quit.

The game starts off strong, with collaborative creation of the Organization the characters are all members of.  Think mob, mercenary companies, gangs, thieves and assassins and the like.  You also create a Threat that will cause problems for the Organization in Act II.  We went with a Repo Men-like organ repossession corporation that specializes in selling alien organs.  Our Threat was the aliens themselves, with shady motives and capabilities.

Character creation is next.  I especially like the following: PCs have a Fate-like High Concept, a Hook that makes it difficult for your character to leave, and an Out–which is somebody pulling your character away from their life with the Organization.  Character creation is nice and compact, giving your character an excuse for still being with the Organization even if they’re unhappy with it, plus a great excuse to leave.

Gameplay is spread out across three acts.  In the first, PCs go on a mission for the Org.  In the second act, PCs… go on a mission (or two), this time concerning a shakeup in the Organization brought on by the Threat.  In the third, they try to make a break for it, or resign themselves to remaining in the Organization.  I like the three act structure, but scenes themselves can be a bit odd.

Before an act’s scenes, players collaborate to come up with assignments for their characters.  This would be fine, except it all happens simultaneously.  Player 2 is giving an assignment to player one while receiving one from Player 3, who’s getting one from Player 4, who’s trying to listen to Player 1.  It’s messy, and could stand some structure.  Furthermore, the fact that all of this happens before play means that scenes cannot easily build upon preceding scenes, which seems like a missed opportunity to me.

The game handles its lack of a GM in a strange way.  Players take turns being the Active Player, whose character is foremost in the scene.  But the Active Player also sets the pace and drives their scene forward, delegating responsibility for helping out or playing NPCs as they like.  Without a temp-GM or a Polaris-like division of authority, (and especially combined with the fact that the Active Player helps to collaborate in coming up with their assignment), this can start to feel a bit like hitting a tennis ball against the garage instead of playing an actual opponent.  In play, it didn’t work very well.  This was my biggest reservation about the game going in, so I wasn’t super surprised.  For Act II, we cheated and switched to having the player to the right of the AP act as their adversary, which helped a bit.

Once a scene reaches a tipping point, you go to the conflict mechanics.  These are oddly specific, and differ from act to act.  They’re so specific, in fact, that if you aren’t aiming for one when you start your scene, it’s very possible that you’ll come to what feels like a tipping point, and then spend a minute staring at the conflict types before relenting and going with something that’s ehhhh close enough, I guess.  Each has a different method for determining a dice pool, and a unique effect on the game’s ever-changing stats, depending on success or failure.  I like that the stats (those of the Organization and of the PCs) are constantly in flux.  It makes it feel like the world is reacting to the characters.  But with even one character acting to stay in the organization in Act II, Org stats will likely increase.  It seems like it’s a serious stretch to expect anyone to be able to make it out if that’s the case.

A lot of the Act I conflict types seem like things that should have a bit more fictional setup before we get to them.  “A Way Out,” “Opening Up,” “Drink to Forget,” “Informant,” “Russian Roulette,” and “Remembering a Friend” all feel a little premature.  Like, we just met this person.  We could use some status quo scenes before all of this.  You can get a bonus for incorporating your character’s Out in a scene, but it seems like it would be difficult to shoehorn them in in the middle of an assignment (unless they are the assignment, which is an option).

Conflicts use competing dice pools.  The handling time is high, but not a deal-breaker.  If there were ever a tie, however, then you roll the dice again, rearrange them in descending order–by color–again (which is what the game requires), and then a few other fiddly things.  Again.  Uuuuugh.  Not OK.

Overall, it shows some promise, but still needs plenty of work.  Luckily, it’s good thematic fodder for a game, and some of the ideas are very strong.

Next, we played Psychic Detective Agency.  PDA is billed as an American freeform LARP, but we just played it as a tabletop game.  Take what I say with a few grains of salt here, but there aren’t any mechanics that really require it be a LARP.

Players play either psychic detectives or audience members.  There are three types of psychic detectives.  The postcog can see into the past.  The empath can sense what happens at it happens.  The precog can see the future.  At any time, anyone can pose a question to the other players.  The postcog answers any questions about the past, the empath any about the present, and the precog any about the future.  When a psychic is answering one of these questions, they hold their fingers to their temple as if in concentration, or hold their hand to the side of their mouth if it’s out of character.  Love that.  If a psychic isn’t present in the game (you’re supposed to have one psychic for every audience member player), then any audience member can answer a question that would normally be that psychic’s purview.

Players play out ever-changing scenes, introducing facts and asking/answering questions.  The mystery at the core of everything expands outward, and in our case sort of got away from us.  With so many facts and names coming up out of nowhere, it’s easy to get lost and forget who this character is, how we learned that they’re dead now, whether or not we know who killed them, and also are they the murder we’re investigating here or a separate killing?  It gets pretty crazy, but that can be fun.  I think that’s the sort of thing we’d get better at with multiple plays.

What bugs me, though, is that it’s very easy for the game to devolve into nothing but asking and answering questions, leaving most of the actual roleplaying out of it.  Again, we’d probably get better at that too, but it feels like something’s missing.  Scene structure?  A limit on questions per scene or per player?  I’m not sure.  We had fun, but this one also definitely needs some work.

I need to give the game some serious props for the extras and advice in the rules.  It talks about improv fundamentals, introduces cutting and braking, and provides sample questions and settings.  It even has lists of detective tropes and names, plus an extended example of play.  Kudos.  It’s all very welcome.

On Friday, we played four more games from the #threeforged contest.

On Friday, we played four more games from the #threeforged contest.

On Friday, we played four more games from the #threeforged contest. My table did The Book of Armaments and my own Stage 2 game (only because we finished The Book of Armaments early and I wasn’t ready to run anything else). I’m not going to talk about my own game, but below are my thoughts on the other. Steve Mains  will likely do a separate post for the games he ran.

The Book of Armaments

I liked it. The game is focused on a weapon, forged in a certain era, and its details are settled on before play. We chose to do a fantasy thing, but you can also do weapons for modern or historical settings. It’s a strictly three-player affair (despite the game’s advice on how to make it work for more than three), played out over several rounds. On a given turn, one player is the Wielder, one player is the Weapon, and one player is the World. The Wielder describes himself and how he came in possession of the weapon. The Weapon player’s job is to constantly advocate for when the weapon might be of use in a conflict. The Word player is basically the GM, and frames scenes for the Wielder. Each player has a deck of cards, and the idea is you use these cards to set the difficulty of challenges (World) or to overcome challenges (Wielder and Weapon). The Wielder’s cards are for when he uses means other than the weapon to get past the challenge. The Weapon cards are used if the Wielder accepts the Weapon player’s advice and uses the weapon to overcome it. The round ends when one of the players is out of cards, and whoever that was determines if the overall story arc for the Wielder was successful, and if the weapon passes to another character in history. The player roles shift and you begin anew, possibly with a new Wielder character. Rinse and repeat until you feel satisfied. There is also a competitive thing you do between rounds, which I will discuss below. 

The game is fast-paced and fun. There are a couple of things in the rules that don’t quite work as intended, but they would be very easy fixes (and if the authors of the game are reading this, they should definitely get in touch for details). Our particular game got a little gonzo halfway through, but I think that’s because we went with a magic weapon, which allowed the Weapon players to get a little crazy with our armament’s capabilities. I think a game in a historical or modern setting would avoid that tendency, and I’d love to try it again in one of those modes. Overall, though, I was happy with the pace of the game and the ease with which we were able to tell these stories. I also liked how the stories changed between rounds, particularly when the sword passed to a new Wielder. It felt a little like In a Wicked Age in the way you get to see different slices of history focused around a core character (or, in this case, a weapon). In fact, I think the rules should be changed so that the Wielder character is always different between rounds. I’m not sure it would be as interesting to do two consecutive rounds with the same Wielder character. 

The one big issue I had with the game is this inter-round competitive procedure in which each player makes a judgment about whether they think the round’s story saw the weapon having a greater impact on one of the following three things: the deeds done with the weapon, the soul of the Wielder, or the souls of those affected by the weapon. Each player has a different combination of two from which they can choose (which is an incredibly weird design decision; why can’t each player just choose from all three?). You make your choice and put a card representing it facedown in front of you. You reveal the cards and, depending on the combination of cards revealed, one of the three players gets a token. Whoever has the most tokens at the end of the game gets to decide the final fate of the weapon.

I understand this procedure is supposed to allow the players to reflect on the consequences of various choices made in the story, but I can’t overstate how flat this part of the game is. It added nothing to the proceedings, particularly because the distinctions between the three choices are so fuzzy. I think there is a more interesting way to get to the outcome the designers were aiming for. But, truly, you could remove this part entirely and the game wouldn’t be missing a thing. You’d just have to come up with an alternate method of deciding the weapon’s final fate. 

All in all, though, I liked this one a lot. It’s definitely one of my favorites from the contest.