Last night, Gauntlet Portland played Firebrands: Mobile Frame Zero by Vincent Baker!

Last night, Gauntlet Portland played Firebrands: Mobile Frame Zero by Vincent Baker!

Last night, Gauntlet Portland played Firebrands: Mobile Frame Zero by Vincent Baker!

I put this on the calendar two months ago and, hot lil item that this game is, we had 5 RSVPs and 3 on the waiting list the day of. Schedules being what they are, only 3 of us showed up, but we had an amazing play.

For anyone not familiar: sexy mech pilots from opposing factions, and play consists of procedural ‘mini-games’ with 0+ others.

A couple areas that sang:

*Narrative authority is handed out perfectly. Everyone has a say on what matters, and others have a say on what builds tension for you. One example is during intimate games, like Stealing Time Together, that use scripted approaches and responses that demonstrate consent (sex ed done right!). Nothing goes down without you being cool about it, but that doesn’t mean you can predict what happens next!

*Asymmetry is baked into the premise of three opposing factions, and it echoes through each game when no one party feels like they hold power for long. Never was there a true winner or loser during games, but instead we were left with unfinished business to ramp up tension for the games to come.

Thanks to Andrew Mayer and Isona for playing!

Need more Dogs in the Vineyard actual play in your life? Jump on in at Episode 08!

Need more Dogs in the Vineyard actual play in your life? Jump on in at Episode 08!

Need more Dogs in the Vineyard actual play in your life? Jump on in at Episode 08!

Originally shared by Tim B

It’s Episode 08 of Dogs in the Vineyard with Noah Jay-Bonn! Brother Terrence Witt sticks out his neck for his outlaw brother, Franklin. This episode is all about doing right, wild riding, and bittersweet farewell.

http://www.gauntlet-rpg.com/comic-strip-ap/dogs-in-the-vineyard-08

Gauntlet Portland brought Slade Stolar’s The Indie Hack to the table last night!

Gauntlet Portland brought Slade Stolar’s The Indie Hack to the table last night!

Gauntlet Portland brought Slade Stolar’s The Indie Hack to the table last night!

The rich questions supplied with each class produced quality character background and motifs for the session. Death, represented by the Mother but also actual slain family members, as well as loss being part of a greater balance in nature fueled the story from this starting stage.

We began the adventure en media res, then when the action came to a head we paused to give flashbacks that spotlighted each character. This was an opportunity for players to tell some awesome and poignant story, as well as a way to retroactively procure items now on the character’s person in the present. I appreciated that scene framing was so open that we could do this without trouble!

The pacing wasn’t super focused, as a bunch of people offering different details took the story back and forth in different directions, but still led to a satisfying finale that brought the character development to a head. The Indie Hack did a great job of putting each person’s fiction at the forefront for maximum enjoyment!

The one area I struggled with as a GM was the notion of “Challenge Level”— there’s a bit of GM fiat determining the CL of certain opposition on the fly (opponents but also challenges like traps), and mechanically that +1 or even +2 on the GM’s die can really influence outcomes in a big way. I was tempted to totally drop CL and just write up Details for each challenge that I can then exploit for a bonus to my die, but I was concerned we’d create a mess of too many details to manage and time spent notating them, which is my biggest beef with FATE’s aspects. I wanted detail-rich, not detail-heavy.

I’d definitely bring The Indie Hack to the table again and look forward to seeing the developments Slade has coming down the pipeline. Big thanks to Noah Jay-Bonn, Sam Kusek, and Klint Finley for playing!

It’s a new episode of Dogs in the Vineyard with Noah Jay-Bonn!

It’s a new episode of Dogs in the Vineyard with Noah Jay-Bonn!

Originally shared by Tim B

It’s a new episode of Dogs in the Vineyard with Noah Jay-Bonn! Sister Clementine rounds up a posse to take on a bandit problem, and she’ll be the last to realize how far in over her head she is this time. Find out the conclusion in the Episode #06!

http://www.gauntlet-rpg.com/comic-strip-ap/dogs-in-the-vineyard-05

Meet Terrence Witt, the small-town Dog who just showed up for a baby naming.

Meet Terrence Witt, the small-town Dog who just showed up for a baby naming.

Meet Terrence Witt, the small-town Dog who just showed up for a baby naming. It’s Episode 03 of Dogs in the Vineyard on Comic Strip AP, and this time Noah Jay-Bonn is in the player’s seat as Terrence!

http://www.gauntlet-rpg.com/comic-strip-ap/dogs-in-the-vineyard-03

I’m giving a Dream to the Gauntlet Portland Meetup members, who have helped make some damn memorable games happen…

I’m giving a Dream to the Gauntlet Portland Meetup members, who have helped make some damn memorable games happen…

I’m giving a Dream to the Gauntlet Portland Meetup members, who have helped make some damn memorable games happen lately. Here’s what we’ve had on the calendar the past month and scheduled for next:

– The Sprawl (2 sessions)

– The Final Girl

– Dogs in the Vineyard (2 sessions)

– In a Wicked Age

– Archipelago III

– Monsterhearts (2 sessions)

– The Indie Hack

Whenever I put a new event up, I know everyone will bring their best to rock it. Noah Jay-Bonn Sam Kusek Klint Finley Andrew Mayer Will P and so on…

It’s the latest episode of Pocket-Sized Play, a Gauntlet actual play podcast!

It’s the latest episode of Pocket-Sized Play, a Gauntlet actual play podcast!

It’s the latest episode of Pocket-Sized Play, a Gauntlet actual play podcast! We wrap up a run of Urban Shadows by Andrew Medeiros available at Magpie Games, and life gets wild as the group tries to, well, rescue Portland from the fae.

Big thanks as always to Tor Droplets, Timothy Bennett, and Saffire Rainbo! Wrapping up ongoing stories is always a fun challenge, so let us know in the comments how your own final chapter of a RPG has concluded.

http://www.gauntlet-rpg.com/pocket-sized-play/urban-shadows-003-the-winter-court

In celebration of October, The Gauntlet’s Pocket-Sized Play podcast presents actual play of Witch Quest!

In celebration of October, The Gauntlet’s Pocket-Sized Play podcast presents actual play of Witch Quest!

In celebration of October, The Gauntlet’s Pocket-Sized Play podcast presents actual play of Witch Quest!

It’s everything you love about a witch delivery service with witch Tor Droplets and feline companion Saffire Rainbo. This game is a fan translation by Ewen Cluney of an out-of-print Japanese RPG from the 1990s, and I highly recommend checking it out at https://yarukizerogames.com/2010/02/11/witch-quest-book-ii-release/.

Was it spooky enough for ya? Or just plain cute? Share out in the chat!

http://www.gauntlet-rpg.com/pocket-sized-play/witch-quest-001-delivery-service

It’s the latest episode of Pocket-Sized Play, and the foray into Beyond the Wall comes to a head!

It’s the latest episode of Pocket-Sized Play, and the foray into Beyond the Wall comes to a head!

It’s the latest episode of Pocket-Sized Play, and the foray into Beyond the Wall comes to a head! Low fantasy turns high and village life gets mighty dangerous.

Beyond the Wall is by John Cocking and Peter Williams at Flatland Games. Thanks as always to our players, Timothy Bennett, Saffire Rainbo, and Tor Droplets, and extra big ups to Timothy and Tor for the edit! 🙂

http://www.gauntlet-rpg.com/pocket-sized-play/beyond-the-wall-004-giant-demon-moose

Alright: Two players, one GM. Why is this special?

Alright: Two players, one GM. Why is this special?

Alright: Two players, one GM. Why is this special?

There’s a dynamic of opposing interests from three or more players (think rock, paper, and scissors) that’s missing. There’s a sense of forced camaraderie. There’s a lot of time spent in the spotlight.

But I enjoyed a solid session of Adventures on Dungeon Planet with two players this week, and here’s what I think helped:

*Ensure the players have different interests, but (at least) one shared goal. Maybe they have wildly disparate reasons for arriving at Planet Y, but they both want to get there.

*Externalize a threat. When the two players work together, it’s the reasonable thing to do against a common obstacle, regardless of if they’re friends.

*Shine the spotlight bright. There is so much more time to explore personal motives, hidden pasts, and moment-to-moment reactions with only two players. Encourage vignettes, jump cuts, and flash forwards because there’s time for it.

How has playing in or running a game with only two players been special for you?