Here are some of the latest moves for our practically GM-less FotF campaign.

Here are some of the latest moves for our practically GM-less FotF campaign.

Here are some of the latest moves for our practically GM-less FotF campaign.

WORLDBUILDING MOVES============

HAND OF THE CREATOR

When you Level Up, take a turn at the Microscope game that interacts with our campaign world. You may create a period, event, or scene. Every five levels, you get a double turn, as if you were the “lens”, and every other player at the table gets to follow you with a turn of their own.

A FANTASTIC WORLD

When you want to establish something about the game world that’s at a macro-level—something that your character should be able to establish or perceive—say what it is and then roll +nothing:

(+) It’s true and then some. Establish 2 or 3 facts/details about the subject.

(=) What you say is true. Establish 1 fact/detail about the subject.

(–) It isn’t true.

Look at this amazing thing.

Look at this amazing thing.

Look at this amazing thing. Some interesting systems and great ideas from various PbtA games, polished to a high gloss. 190-page free preview!

Originally shared by Shawn Tomkin

Interested in trying a gritty-ish, PbtA-inspired fantasy RPG that supports GM-less play?

Ironsworn began as a PbtA reskin, but it’s evolved into something I would say is more PbtA-adjacent. I call it “Inspired by and borrowing liberally from the Apocalypse” (IbaBLftA?). It’s built on moves, but leverages ala carte character creation with printable asset cards instead of playbooks. It’s also got it’s own flavor of dice mechanics and some resource tracking mechanisms. Finally, it’s built from the ground up to support solo and co-op GM-less campaigns.

The preview edition is a complete, free game. I’d love to hear what people think.

http://ironswornrpg.com

Tonight, Kathug, Priest of Thalangul (my own character) reached level 10!

Tonight, Kathug, Priest of Thalangul (my own character) reached level 10!

Tonight, Kathug, Priest of Thalangul (my own character) reached level 10! All four characters in his party are now pushing to 11th …and beyond… with 7 1/2 levels of our all randomly-generated nodal megadungeon explored, a thriving city-state to return home to, and a sprawling wilderness beyond, I’ve never had more fun than at the gaming table than FREEBOOTERS D12 WORLD has provided. Saturday Oct. 21 marks the one year anniversary of this group that has met at least once per week without fail! Yes, that sheet has been re-copied… the first version was just TOO loved to continue 🙂

An incredible resource for quick settlement generation.

An incredible resource for quick settlement generation.

An incredible resource for quick settlement generation.

Originally shared by Allen Varney

Watabou’s Medieval Fantasy City Generator has just added rivers! Under Options > Layout, choose “Continuous” and then “Rivers.” See this blog entry for details:

https://watabou.itch.io/medieval-fantasy-city-generator/devlog/11802/050-rivers-and-basic-house-shapes

https://watabou.itch.io/medieval-fantasy-city-generator

https://watabou.itch.io/medieval-fantasy-city-generator

I am pleased to finally release the video for the Two Simple Psychs podcast featuring Jason Lutes: Magic in RPG’s.

I am pleased to finally release the video for the Two Simple Psychs podcast featuring Jason Lutes: Magic in RPG’s.

Originally shared by Andrew Huffaker

I am pleased to finally release the video for the Two Simple Psychs podcast featuring Jason Lutes: Magic in RPG’s. I will also be releasing the audio on my website, www.thepsychologyofgaming.com. This should be later on today once it uploads.

Happy gaming!

https://youtu.be/197HzjJc5yo

I’ve been thinking about Managing Provisions lately, and rations in general

I’ve been thinking about Managing Provisions lately, and rations in general

I’ve been thinking about Managing Provisions lately, and rations in general

I’m increasingly persuaded that rations should not be a “one per player” deal, but rather a “one per party” deal, so that there is a shared pool of rations and the whole party eats once a day.

Why is this? Well mostly it’s because when somebody inevitably has more food than someone else, they just give the excess to the famished teammate. If you have a group that thrives on petty interpersonal conflict then by all means keep personal ration-tracking in, but what effectively happened in my games was that we had a shared pool of communal food that was broken up and tracked across four-five player sheets. If we reached a point where one person was hungry, it probably meant everyone was hungry, or soon would be. Streamlining this process – having them share that burden, eating and running out of food as a group rather than individuals – increases its dramatic tension and presents hunger as another team obstacle that drives forward the evening’s play.

I’ve decided I want to try out something else – treating rations as another ammo like in Volley. You don’t use up a ration every time you eat – you use it up whenever you get a 7-9 or a GM move or whatever.

This also solves the related issue I’ve had of Manage Provisions having the option of “you use less rations than usual”, which always left the nitty-gritty down to the GM in a way that wasn’t especially interesting. Letting them use less rations than required never mustered more than a “huh, neat”, because food management wasn’t really something they thought of. They just ate when they were told, and gave extra to those without.

Here’s what I’ve thought of so far: Dungeon Rations become an ammo (5) item. The players can describe whether the food is shared among all their packs, or nominate someone to carry it. The weight isn’t really important.

Manage Provisions

When you prepare and distribute food for the party, roll +WIS:

on a 10+, everyone eats well

on a 7-9, everyone eats well after choosing 1 from the list below.

Mark off 1 ration/ammo

The smell of food attracts unwanted attention

(something else)