We’ve played three sessions of Mistmarch using FotF2e now, and I’m really loving it.
I have two separate groups of players making their way through the equivalent of a tutorial section: a journey through a broken, ogre-haunted land to the first hub.
I’m seeing a lot of stuff just click together: traits, bonds, burning luck, marking stats on a failure, ability damage, making camp. It all feels robust and flexible without being fiddly. Three or four of my players have never roleplayed before, and the system is great for introducing people to the hobby. The moves are discreet and easily explained; everything flows from the conversation, and the playbooks provide a handy go-to for when they’re stuck.
We had our first near-death and use of Bite the Dust last night — that move is grim. Several characters have levelled up, and I have never seen players so happy to gain hit points.
I’m thinking of making one tweak: just making one Venture Forth move per journey. I try to run each scenario in two short sessions, and rolling Venture Forth every day is stretching journeys to the adventure locations out a lot.
I may also abstract the return journey to the campaign hub with a custom move that summarises perils faced on the way into almanac-based consequences.
I’m experimenting running the game from a Trello (screenie below). This lets me store a whole almanac in each column. I colour code monsters, Discoveries, treasures and adventure locations, making it easy to scan through them. When I want details I can tap the card and pop them open. It’s a handy way to have a campaign’s worth of info a tap away (we’ll see if that stays true as the campaign grows). Working well thus far!