3 of five players dropped out of our usual DW session, and I finally got to playtest Freebooters 2e with my two remaining players.. I’m loving it, and the players are loving it!
The premise: they were minor characters doomed to die in the dungeon the DW-characters are travelling to. The main cast might find their bodies later on.
A longish report is attached:
https://docs.google.com/document/d/1FT8p3JpwYW3Yi2EA7QBkFDQztQ89UmQb322eH0myHKA/edit?usp=sharing
That’s a really cool premise, I like that a lot.
Michael Prescott yeah, I’m already looking forward to them finding the dwarf wizard, hundreds of tiny scratches on his bones. He also had a coded message in his inventory that we didn’t define. Who knows what it says?
Great AP report but I did have one point of confusion reading it: was the unlucky porter’s sister with them? If so, what happened to her? If not, how did she “urge him on”? Was that just a flashback/inner voice?
Robert Ahrens added that section just before posting. Edited it a bit for clarity: they had two porters, siblings. His older sister survived.
Thanks for the report, Asbjørn H Flø! And especially for the feedback.
The usage of bonds is tucked away in the Help or Hinder move:
Help or Hinder
When you assist or interfere with someone, explain how your actions help or hinder them. If the Judge agrees, they take +1 or -1 to their roll, your choice. Then, you may mark bonds you have with that person to increase or decrease that modifier further, 1-for-1. If you interfere with them against their wishes, erase 1 bond with them. Only one character may Help or Hinder a given character at a time.
It’s not explicit in the playtest rules, but when you “gain a bond” with a person it’s a circle or checkbox meant to be marked off. When you “erase a bond,” you erase the circle/checkbox. I still need to incorporate bonds into the playbooks.