New blog post, along with a new actual play session. Lots to be learned! (by me)
https://lampblack-and-brimstone.com/2019/03/tales-from-the-sodden-reach-session-i/
New blog post, along with a new actual play session. Lots to be learned! (by me)
New blog post, along with a new actual play session. Lots to be learned! (by me)
https://lampblack-and-brimstone.com/2019/03/tales-from-the-sodden-reach-session-i/
I ran an 8 hour long Freebooter session this weekend at the Ludesco convention in Switzerland.
I ran an 8 hour long Freebooter session this weekend at the Ludesco convention in Switzerland. The three courageous players had much much fun building the setting then exploring one of its islands in search of Mayondinca artifacts and ruins. Some epic moments with an elemental-driven typhoon, angry merfolks pursuing them through half flooded ruins and mangrove, strange but finally quite nice vegepygmies, old mayondinca legends becoming true again and a demon accidentaly awaken from eons of (troubled?) sleep killed with the newly constructed balista for their pirate ship.
Mayondinca = Maya + ondin (=merfolk in french) + inca
What an epic session today!
What an epic session today! I remember an interview with Vince Gilligan where he talked about the writing process for Breaking Bad and he said that they would purposely paint themselves into corners and then have to figure out how to get out of them. And as I’m reflecting on GMing this campaign of Freebooters, it feels similar to that a lot of times. This session contained a number of big twists and I’m going to have to figure out how they all make sense and set things up for whatever might come next. But they had a huge impact on the players and I can only speak for myself but I’m so excited to play to find out what happens next!
Also, “never split the party” is a rule that’s very fun to break.
I’ve just uploaded session zero of a new playtest campaign.
I’ve just uploaded session zero of a new playtest campaign. This one is mostly world-building and character generation, with a little scene or two thrown in as needed. Adventuring will start in earnest in the next session. Hoping to post a new episode every two weeks.
SUGGESTIONS NEEDED
SUGGESTIONS NEEDED
I’m writing up the Session 1 procedures for Freebooters and I want to have a step where everyone talks about what big-picture fantasy elements they’d like to see in the campaign. Ideally—because it is my wont—I will also have a table people can roll on to get ideas, which needs to be populated with some evocative entries.
Let’s call the table CAMPAIGN ELEMENTS and use these as examples:
> A golden age of chivalry is in full swing
> The aristocracy is comprised at least partly of vampires
> A demigod rules one of the more populous cities
> Geysers or fountains of arcane origin erupt occasionally in unexpected places
So, things that could impact the overall setting in some way, be it cultural, supernatural, magical, or something else.
If you have any ideas along these lines, post them here! 12-15 words maximum per entry.
Excellent session of Freebooters 2e using the new rules.
Excellent session of Freebooters 2e using the new rules. It went extraordinarily well. I really like how the new travel moves work in play. We also started out the session by using the culture development rules to flesh out some world building and history. I hate to admit that we’re probably not going to use Scatter Them or Reaction Check; they just didn’t vibe with the players at my table, all of whom thought it would make more sense for the Judge to roll for that stuff because both moves feel like they “cross the line.” I swear I didn’t poison the well against those moves (since I’m on the record here as being skeptical); I didn’t share my opinion until they’d already given their feedback. But all around another great session of a great game.
New blog post, wherein I demo the culture/settlement/faction generation procedure for Freebooters 2e.
New blog post, wherein I demo the culture/settlement/faction generation procedure for Freebooters 2e.
FREEBOOTERS 2e PLAYTEST RULES UPDATE
FREEBOOTERS 2e PLAYTEST RULES UPDATE
I’ve just uploaded the latest version of the basic rules. Changes include:
+ Heritage moves have been reduced to one per heritage.
+ Travel & Exploration moves have been revised to incorporate Mishaps, Hazards, Obstacles, Discoveries, and creature encounters.
+ Danger, Discovery and Creature tables from The Perilous Wilds have been edited and folded in.
+ Check Reaction and Scatter Them have been added to test if classic reaction and morale checks jibe with FotF.
+ The Wrap Up move now includes an option for shifting alignment.
+ Layout & design overhaul.
I’m making my way through Beasts & Booty, settlement, and dungeon rules to bring everything together. There will be some inconsistencies between these various parts in the mean time.
Let me know what you think!
https://www.dropbox.com/sh/p88e7exekcb0qsa/AACDXT11NSfNsy_VtQS51xDca?dl=0
Horst Wurst
https://www.dropbox.com/sh/p88e7exekcb0qsa/AACDXT11NSfNsy_VtQS51xDca?dl=0
I’m playtesting the new Travel & Exploration move and Keep Company in a Westmarches-style established setting and…
I’m playtesting the new Travel & Exploration move and Keep Company in a Westmarches-style established setting and could use a 4th player. Follow the link for more information and to sign up for session 2 and 3.
Is there a link to the latest playtest set?
Is there a link to the latest playtest set?