How delicate is the balance and integrity of Freebooters on the Frontier?

How delicate is the balance and integrity of Freebooters on the Frontier?

How delicate is the balance and integrity of Freebooters on the Frontier? How compatible are the Perilous Wilds compendium classes, for example? How would you change them or not? Am I right in suspecting that if I wanted to introduce a new class altogether (a few in Grim World seem to fit with the idea of the campaign I want to run) the better idea would be to introduce advanced moves to the appropriate existing class?

Thanks!

One more thing: it’s perfectly legitimate to do less random character creation, right? Specifically, I wanted to let the players choose their class/heritage, distribute stats like core DW and then only roll for Luck. I’ll probably start them off with max HP and then do the SWN rolling for HP from then on.

I’m about to start a campaign of Freebooters of the Frontier that eschews the idea of treasure in favour of…

I’m about to start a campaign of Freebooters of the Frontier that eschews the idea of treasure in favour of…

I’m about to start a campaign of Freebooters of the Frontier that eschews the idea of treasure in favour of restoring useful structures in a landscape full of ruins and devoid of civilisation using “memory shards” that essentially cause the world to remember a time when the structures were still whole and bring that forth into reality.

For that purpose, I decided that all living things and particular places in the world (chests) contained fonts of memory that these memory shards could be mystically drawn from. I created a move for this purpose:

When you reach into the soul of the world and pull forth its memories, roll+CHA. On a 10+ their memories coalesce as beads in your hand, consult the Judge. On a 7-9, the same then choose 1:

– Alien memories invade and distort your identity, the Judge will tell you what you remember. Roll the same dice the Judge instructed you and burn that much Charisma.

– Halve the reward the Judge tells you.

– The soul of the world steals your memories, say what it stole. Roll the same dice the Judge instructed you and burn that much Wisdom.

The idea being that “consult the Judge” means the Judge tells you to roll as per Perilous Wilds’ treasure finder but replaces the word “coins” with “memory shards”.