Second, expanded and standalone edition of Freebooters on the Frontier is coming!

Second, expanded and standalone edition of Freebooters on the Frontier is coming!

Second, expanded and standalone edition of Freebooters on the Frontier is coming!

Originally shared by Jason Lutes

Freebooters on the Frontier, 2nd edition

Okay, thanks to everyone taking the time to answer that poll, it looks like Freebooters 2e will be the next project toward which I will focus my game-brain. I am excited about that, and eager to make the game better in every way possible. To that end I would love to hear from anyone who has played FotF and has an opinion about how to make it better. Specifically, what problems have you encountered in your own games, and what suggestions do you have for addressing these problems?

FotF 2e will be self-contained (i.e., you won’t need Dungeon World to play it). Right now my plan is for a 5-booklet set. Each booklet would be comparable to the original FotF in length (24 pages). Yes, I want to evoke the old D&D white box vibe.

My current plan for the set is:

Freebooters on the Frontier (the basic rules, revised and improved)

Advanced Freebooters (additional classes and other optional rules)

Civilization & Savagery (tables and moves for cultures, settlements, and NPCs)

Overland & Underworld (tables and moves for wilderness and dungeons)

Beasts & Booty (tables and moves for monsters and treasure)

My goal in revising Freebooters on the Frontier is to create a fantasy role-playing game that successfully fuses the improvisational survivalist adventure of early D&D with the improvisational fiction made possible by the Apocalypse Engine. The PCs should feel motivated primarily to accumulate loot, and fight monsters mostly out of necessity. I believe that by making PC death a real possibility (by starting with relatively weak PCs, not fudging rolls, and relying heavily on sensibly-interpreted randomized content), the drama and satisfaction of watching PCs survive and grow over time is heightened.

It’s also important to note that I want to avoid feature-creep on the basic rules and keep them as slim as possible. The Advanced Freebooters book will have room for additional classes and all the cool house rules people have concocted.

Here are some issues of which I’m currently aware and intending to address:

PC hit points

Does the cumulative HP rule make PCs too powerful relative to the monsters they face, given that monsters follow the basic Dungeon World rules? Has PC HP been a problem at your table? My current plan is to write new monster rules for FotF that expands their HP range. The intention would not be to have encounters that scale to the party, but to allow for bigger, older, scarier monsters to have more HP. Alternatively, I could scale down the roll-for-HP move.

Exploration moves

As +David Perry has pointed out, the interaction between Scout Ahead and Navigate can be confusing, and I’d like to improve the overall procedure for travel both aboveground and below. Ideally, the same set of moves could be used in dungeons and wilderness, but I tried various versions of that when I was writing/playtesting The Perilous Wilds, and none of them were satisfying. The two modes of exploration are so fundamentally different that they call for different sets of moves. If that’s the case, I want to come up with a tight set of moves for each of these types of exploration.

The Cleric

Some folks have said that clerics are the least interesting class to play. Why is that, and how could the cleric be made for interesting? I like Maezar’s idea of rewriting the Divine Disapproval table to a 2d6 roll instead of 1d12 roll, in order to reduce the swingy nature of that table (and I think I would keep 1d12 for the Arcane Accident table because it underlines the chaotic nature of sorcery).

The Magic-User

Rob Brennan has that noted that the “Cast a Spell” move may have some issues, in terms of not leaving enough room for making a GM move on a 6-.

Any opinions on the above stuff? What other potential problems have you encountered in play? What new things would you like to see folded into the mix?

Here are some alternate/custom Magic User moves to use if you prefer to see more spells overall.

Here are some alternate/custom Magic User moves to use if you prefer to see more spells overall.

Here are some alternate/custom Magic User moves to use if you prefer to see more spells overall. These might be available at first level, or as one advanced move, or replacing Arcane Research (with some more tweaking). Critique is welcome.

Postulate Spell

When you spend at least a few hours distilling magical potential from an arcane tome, artifact, or place of power, forget all memorized spells, roll a new spell, and memorize it. Use your name in place of “Wizard Name”.

Cast Ephermeral Spell

When you cast a spell not in your spellbook, use Cast Spell as usual, but On a 10+ you also burn the spell into your spellbook.

Lost to the Ether

When you forget an Ephermeral Spell, it is gone forever.

Looking for usability feedback and suggestions on my Google Sheets FotF character sheet.

Looking for usability feedback and suggestions on my Google Sheets FotF character sheet.

Looking for usability feedback and suggestions on my Google Sheets FotF character sheet. The first tab is editable if you want to play around with editing it as you would while playing. Gray cells are computed and shouldn’t be edited.

How much would it break the game if, on every level up, players choose one of: increase an ability score, roll HP,…

How much would it break the game if, on every level up, players choose one of: increase an ability score, roll HP,…

How much would it break the game if, on every level up, players choose one of: increase an ability score, roll HP, or gain a move?

Inspired by Burning Wheel’s Circles

Inspired by Burning Wheel’s Circles

Inspired by Burning Wheel’s Circles

Know Someone

When you know someone who could help, describe how you know them and how they might help, and roll + CHA. The GM may ask you to write a bond with them.

* On a 10+, they could do what you need, and aren’t far.

* On a 7-9, they could do what you need, but choose 1.

* On a 6-, they can’t do quite what you need, and choose 2.

– They have a grudge against you or don’t trust you. Say why.

– They’re some distance away, the GM will say where.

– They’re caught up in trouble already, the GM will say what.

I’m noticing some awkwardness in how Scout Ahead and Navigate interact.

I’m noticing some awkwardness in how Scout Ahead and Navigate interact.

I’m noticing some awkwardness in how Scout Ahead and Navigate interact.

First of all, nominally, they are “resolved” in that order. If this means that the consequences of a failed Scout Ahead are resolved before the Navigate move, then an aced Navigate afterwards feels weird. Likewise, it also feels …hollow if you don’t resolve the Scouting failure, and the Navigate is aced. Does the move for that failure just dissolve? If not, it seems awkward for the Judge to come up with a move for that situation.

Second, if there’s an enforced order of resolution, it feels like Navigate should be made first, to decide the exact path through an area the party (and thus the scout) takes, with the scout’s situation being more “local” to that path. If the navigator is terrible, it may lead the party into danger, but the scout has a chance to still alert them before they stumble right into it.

Thoughts?

Play Possum

Play Possum

Play Possum

When you feign death after taking damage, give your best death rattle, fall prone, and Roll+CHA. On a 10+, Hold 3. On a 7-9, Hold 1.

As long as you play dead, you may spend hold, 1 for 1, to choose an option:

* Use an item without betraying your ruse

* Don’t arouse suspicion when someone closely inspects or loots your body

* Sneak attack and deal your damage to something nearby. If it isn’t a killing blow, lose remaining Hold.

* Escape to safety at an opportune time (ask the GM when) and lose remaining Hold.

Gandalf

Gandalf

Gandalf

When you seek the advice of the wizened, world-weary sage about a Front or Danger, Roll + Grim Portents Manifested

* On a hit, players can ask a question from Discern Realities about the most imminent Grim Portent, and get interesting and useful knowledge about it.

* On a 10+ The sage can help against the Danger in a material or magical way.

* On a 6- You fools! You mustn’t speak of this aloud! The Grim Portent advances.

I’m going to start posting some moves I’ve formulated since getting into DW (but haven’t used in play yet) one by…

I’m going to start posting some moves I’ve formulated since getting into DW (but haven’t used in play yet) one by…

I’m going to start posting some moves I’ve formulated since getting into DW (but haven’t used in play yet) one by one, for inspiration and/or critique.

Symbel

When you get very drunk with the Oathkeepers, Roll+CON.

* On a 10+ You swear a ridiculous oath, but fulfilled it that night! Describe it, and get +1 ongoing to CHA to rolls relevant to Oathkeeper steadings or Hirelings.

* On a 7-9 You’ve sworn an oath that the GM will describe, and if you return to the Oathkeepers with proof, they will herald you as a hero!

* On a 6- You made an oath you can’t keep; describe it, and suffer -1 ongoing to CHA to rolls relevant to Oathkeeper steadings or Hirelings.