Gateways was a weekend-long SF larp that I played in February 2026. It was conceived and written by Martin and Helen Jones, and Nickey Barnard, with additional material by Alan and Charlie Paull, and Megan, Michael and Peter Jones.
I wrote about the game on my blog, but here I want to discuss Gateways’ task-resolution rules.
Skills
Each character had a number of skills, rated as follows:
- Trained
- Competent
- Expert
- Phenomenal
There were very few characters with 4-rated skills. My character had five skills rated 2 and 3. Skills included things like Self-defence, Medic and Scientist (Physics). (I had a total skill rating of 10 – I don’t know if the GMs balanced the number of skills across the characters. I think that’s something I would have done.)
In general, if you wanted to do something, it ought to be something you could realistically do. My character had no experience with computer hacking, so I would not be expected to try it.
Task difficulty number
If you were attempting something (fix a reactor, heal a character, hack a computer), the GMs would set a target difficulty for that task. The difficulties were:
- Easy (Anyone with basic training in the skill should succeed at this – no check needed).
- Moderate
- Hard
- Very hard
- Exceptional
- Impossible
The skill check
To make a skill check, a character added their level in an appropriate skill and drew from a Skill Deck (a deck of five cards: +2, +1, +1, 0, 0). The GMs had maybe 20 Skill Decks dotted around for players to use.
So if you had a skill of 3, your result would be between 3 (if you drew a 0) and 5 (if you drew a 2).
Helping and hindering
Assisting: Characters can assist if they have a suitable skill, or an ability, or because it makes sense. For each character helping, make a second skill check and choose the best result. (Don’t forget to return the cards after each draw!)
Hindering: Characters might want to hinder a task. Hindering is just like helping, but the worst result is chosen.
Several characters simultaneously assisting and hindering: These cancel each other out until whichever side has the most remains. (I never saw this happen.)
(If you play ttrpgs, you may recognise assisting and hindering as rolling with advantage or disadvantage.)
Results
If our result was…
- Lower than the difficulty number? Bad luck, you failed.
- Equal to the difficulty number? Success, but with complications.
- More than the difficulty number? Hurrah, you succeeded.
Player-v-player contests (including combat)
The system is the same for player-v-player contests, except that the opposing players play against each other. Whoever gets the highest result wins. (Ties are draws.)
Combat
For combat, if you are beaten by 1, you can either surrender or flee. If you are beaten by 2, the winner chooses the outcome. You might be injured, captured, or even die (but only if dramatically appropriate).
Wounded characters get wound markers, and all their skill checks are hindered until they are healed.
With multiple combatants, opponents should pair off. Unmatched characters can assist someone on their side.
Learning skills
You can train someone to a level one less than the skill you have. So a character with a level 2 skill can train someone to level 1.
Limitations to training:
- Training is limited to level 1 during the game only. Training to higher levels requires longer than is possible in the game. (Although there may be exceptions…)
- A character can only learn one skill in a single game session, and the training session should be roleplayed out. If the skill involves using a piece of equipment, that equipment must be available for training.
- Teachers can only teach one skill, but can teach up to three pupils per game session.
- The new skill is available at the start of the next game session. Add it to your character booklet.
Abilities
As well as skills, there were a handful of abilities scattered around. Not too many, which made it both easy to manage and (I imagine) easy to write. For example, my character had a research ability that let them look stuff up (ie, ask the GMs).
Did the system work?
The rules worked really well – they were just detailed enough to allow for some variety, but not so detailed that things became too complicated.
I’d seen similar systems in other freeform larps, but I think this was the best variant I’ve encountered so far. But perhaps that’s because I engaged with it more (I often don’t engage with the rules much).


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