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Brindlewood Bay vs Public Access

Compare Brindlewood Bay and Public Access side by side. See differences in complexity, dice, genre, and more.

Brindlewood BayPublic Access
GenreHorror, ModernHorror, Modern
TagsInvestigation, Mystery, Collaborative, Player-Only Rolls, Narrative, Fiction-First, Character-Driven, Atmospheric, CorruptionInvestigation, Mystery, Collaborative, Player-Only Rolls, Fiction-First, Character-Driven, Atmospheric, Corruption
Core MechanicPbtA framework: roll 2d6 plus ability modifier, with 10+ as a strong hit, 7–9 as a hit with complication, and 6 or less as a miss. Mysteries have no pre-written solution; players gather clues through the Meddling Move, then use the Theorize move to propose a solution and roll to see if it is correct. The Theorize roll adds the number of clues found minus the mystery's complexity rating (6–8). Putting on a Crown after any roll lets a player bump the result up one tier at the cost of marking narrative consequences on their character sheet.When a move is triggered, roll 2d6 plus one of five ability modifiers. A 6 or less is a miss, while many moves split hits into 7–9, 10–11, and 12+ tiers. After a result is narrated, a player can turn a Key to raise it one tier and replace that outcome with a different timeline.
Dice2d62d6
ComplexityLowMedium
AvailabilityPaidFree core rules
Runnability2 of 5 book tools3 of 5 book tools
LicenseCarved from Brindlewood (third-party content license)Proprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherThe GauntletThe Gauntlet
Year20222023
LanguagesEnglish, French, German, PolishEnglish, French, Spanish
Best ForGroups who want a collaborative mystery game where players piece together clues and collectively theorize solutions, blending cozy small-town charm with creeping cosmic horrorGroups seeking a finite collaborative analog-horror campaign where player-built theories, personal histories, and found-footage prompts shape the truth behind a small-town conspiracy
HighlightsMysteries have no predetermined solution: players gather clues, then Theorize to assemble the answer themselves. The Day/Night structure balances cozy daytime vignettes against dangerous nighttime investigation. The Crown lets a player bump a roll up one tier in exchange for marking long-term character consequences.Clues have no fixed locations or canonical answers, so players assemble them into a theory and roll to establish whether it is true. Turning a Key raises a resolved roll by one tier and replaces the narrated failure with an alternate timeline. Odyssey tape prompts let players author uncanny broadcasts that become a campaign timer and feed connections back into Deep Lake.
ConsiderationsKeeper must improvise heavily since mysteries have no fixed solutions, Day/Night move split requires tracking time of day carefully, the dark conspiracy campaign arc may not appeal to groups who only want standalone mysteries, combat is not a focus and physical danger is resolved through the same general moves as everything elseDawn, Day, Dusk, and Night must occur in order, which constrains free-form scene pacing. The Keeper must synthesize campaign discoveries into a custom final TV Odyssey mystery. The intended campaign engages childhood trauma, body horror, ritual sacrifice, and other dark material.