Freebooters over Hangouts

Freebooters over Hangouts

Freebooters over Hangouts

I was slated to run a game of Freebooters at Gauntlet Con but had to cancel. We’ve finally rescheduled to this Wednesday, November 29, 11am-3pm EST, but most of the original players can’t make it, so at this point I’m looking for 2-3 more folks. Let me know if you’re interested!

I’m working on a Numenera hack for Freebooters on the Frontier and my thought is to have the three base classes…

I’m working on a Numenera hack for Freebooters on the Frontier and my thought is to have the three base classes…

I’m working on a Numenera hack for Freebooters on the Frontier and my thought is to have the three base classes reworked as Glaives, Nanos, and Jacks (pretty straightforward) and adding moves from chosen Foci at first and even levels. Do you guys think this goes against the spirit of FotF too much? Do you think it’d be too much of a balance issue?

Some of you know that I use Freebooters for long-term campaign style play.

Some of you know that I use Freebooters for long-term campaign style play.

Some of you know that I use Freebooters for long-term campaign style play. I’m over fifty sessions in with one group, and approaching 25 with another.

This gives me the chance to see the rules across many different scenarios. The game adapts and evolves. Today, I’m looking to discuss the mechanics of DURATION and INFLICTED CONDITIONS and how I find myself wanting to fine tune them.

As a FotF Fighter, you can spend one METTLE to “Inflict a condition–stunned, hindered, etc.–of your choice on your foe (subject to Judge approval), with a Duration equal to 1+INT (minimum 1).” Mage and Cleric players make the valid argument that their spells/invocations should be able to inflict conditions too. I buy it. I’ve seen thieves use poison to inflict conditions, and I’ve even been tempted to add it as one of the items in the list for “Backstab”.

The condition STUNNED–suggested in the move’s own language–is a powerful and effective one to inflict. A stunned creature is unable to react or respond in any way. I have no problem therefore, allowing conditions that mimic the same mechanic. We’ve used PARALYZED, BLINDED, BEWILDERED, DAZED, KNOCKED DOWN, etc. Spell conditions can be more creative: TERRIFIED may actually cause an opponent to flee, while CHARMED can change the course of an encounter altogether.

I’ve noticed, however, especially at DURATIONS of 2+, that the right condition can run away from you. When players inflict a condition and then subsequently avoid rolling, or roll moves against their best abilities, this can (mechanically) go too far in blocking the failures that deplete DURATION counters. This can be done artfully in the context of well-crafted fiction, or it can be done in a more exploitative way. In any case, DAZED, Duration 3, can turn a dragon to mincemeat while player misses and partial successes merely chip away at DURATION, even when–as described in a previous discussion of DURATION as a “shield”–you also make players MAKE A SAVING THROW to deal with the immediate fallout of the failures that also deplete duration.

Imagine a great protracted antagonist, the Dragon Agazbek, STUNNED by an intelligent fighter (Duration 3) and then lallygagging helplessly while players “take a moment to rest and catch [their] breath,” “brood and plot in silence,” drink some potions, cherrypick a treasure or two” then poison her nest and slip away. There is an implicit danger that she might snap out if it, but everyone rolls Defy Danger/Make a Saving Throw, and after a few successes and an keen eye on the duration counter?

I am therefore considering a house rule as follows:

FLIRTING WITH DISASTER

When you make any move that worsens the state or stakes of a creature whose instinct is suppressed by a condition or effect, reduce the duration of that condition by one.

For my Friday night FotF group, I’ve re-written the Dungeon World move “Turn Undead” as follows.

For my Friday night FotF group, I’ve re-written the Dungeon World move “Turn Undead” as follows.

For my Friday night FotF group, I’ve re-written the Dungeon World move “Turn Undead” as follows. We play with 2d12s, so scale move results accordingly.

TURN==============

Each time you take this move, choose a specific type of creature or and enemy of your faith that you can turn:

o Undead

o Demons/Devils

o Lycanthropes

o Elementals

o Paladins/Clerics of opposed alignment

o Heretics ____________

o Followers of the Deity __________________

When you hold your Diety’s symbol aloft and call upon Divine power to turn, roll +WIS:

24+ : Hold 5

20+ : Hold 3;

13-19 : Hold 1

12- : Mark XP; The GM makes a move. You may not attempt to turn this individual or group again until you level up.

2- : As above, but expect the worst.

Spend hold as follows:

1h: The turning is successful with duration 1.

1h: Increase duration by 1.

1h: Among those turned, the intelligent are momentarily dazed; the mindless flee.

1h: One intelligent or LEVEL mindless turned creatures are dealt damage equal to your current favor. Any creature that would be destroyed by this damage may instead be compelled by the cleric.

So long as you continue turning, no turned creature may come within reach of you. The turned may find ways to harry you from afar.

If you succeed with a split (13) or better, you may make this move again against the same opponent(s).

This isn’t exactly for FotF, but the context is very similar and wanted to get feedback or any potential mechanical…

This isn’t exactly for FotF, but the context is very similar and wanted to get feedback or any potential mechanical…

This isn’t exactly for FotF, but the context is very similar and wanted to get feedback or any potential mechanical issues pointed out. How does this sound? [bracketed parts are things I’m considering]

Supply

Supply is a stat that represents the entire party’s mundane supplies including rations, fuel for light, ammunition, medicinal items, and the condition of shelter and comfort items like tents and bedrolls [as well as your packs and treasure sacks].

Supply is similar to an Ability Score, ranging from 0-18, and translates to a Modifier just like an Ability. [It starts at 15 for a group of 1-2, 17 for 3-5, and 18 for 6 or more, including hirelings and pack animals].

Make a roll plus Supply when a meal, light, ammo, or healing is needed.

Complications and Consequences are determined by the GM, but might include decreasing the Supply score by some amount, time taken while cooking or repairing something, a restless night from spoiled rations or degradation of shelter, or completely running out of one of the types of resources.

[You can always decrease the Supply score by 1 to add a +1 to the roll.]

My local group met to start a new campaign last night.

My local group met to start a new campaign last night.

My local group met to start a new campaign last night. I offered a bunch of options of things I was interested in running, and the top two contenders were using the Freebooters rules to run something in the Dolmenwood setting from the Wormskin zine, or using straight Freebooters as written and coming up with our own setting. Straight freebooters won out, so we made characters and did initial setting generation last night.

We ended up with:

Lorne, an evil female human thief with a long beard (? the player hasn’t decided if it’s fake or not yet) who is petulant, arrogant, and antagonistic.

Seaver Silversword, a chaotic male human fighter with a cleft chin and matted hair who is kind but gluttonous.

Besil, a good male dwarf cleric with strange marks and scars who is ambitious and steadfast.

and Arquella, an evil elf magic-user with terrible posture who is egotistical, arrogant and rude.

The party hangs out at a low-class inn called “The Steaming Plate”, but known to the regulars as “The Steaming Pile”, located in the heart of Ransomtown, a ramshackle colonial boomtown in the newly discovered lands 10 weeks sail from the homeland. Ruins left behind by the ancient cat-headed, magical Rakshasa dot the landscape, while ferocious tribes of lizard people are a constant menace, and the feared Winged Wolf carries off livestock and unattended small children. Down to their last few silvers, the party had to decide between the Fire’s Tomb in the Ashen Bluffs, the Spring of the Warrior hidden within Sun Thicket, or braving the Gate of the Shifting Knave and the Misty Teeth to get to an island reported to be full of the treasure of wrecked ships as their first target. They opted to intimidate a local fisherman into taking them over to the Misty Teeth where, under death threats to his family, he is supposed to return in three days to pick them up..

That’s where we left things, which gives me some time to work up the dungeon before next week. As usual, the random and collaborative nature of Freebooters created characters and a setting that we would not have come up with on our own. The place names are so evocative, I’ve already got lots of ideas of what can be found there (I’m going for a central American/Olmec aesthetic for the Rakshasas, so they can expect some step pyramids, giant heads, and jaguar motifs).

Hey Jason Lutes, when you are rolling for settlements in FotF 2e, are the tables forthcoming in Book 2: Civilization…

Hey Jason Lutes, when you are rolling for settlements in FotF 2e, are the tables forthcoming in Book 2: Civilization…

Hey Jason Lutes, when you are rolling for settlements in FotF 2e, are the tables forthcoming in Book 2: Civilization and Savagery, much different from the discovery tables in the Perilous Wilds?

I only ask caus that’s how we made Gumtree Hollow’s detail and problem. But now that the girls are exploring a little further afield we’ve been using the same process from the discovery tables in PW. Is that the intended way to ‘look to the horizon’?

I

My 11 year old daughter said she wanted to Map the world of our new 2nd ed game thus far ‘neatly’.

My 11 year old daughter said she wanted to Map the world of our new 2nd ed game thus far ‘neatly’.

My 11 year old daughter said she wanted to Map the world of our new 2nd ed game thus far ‘neatly’.

This is what she came up with. OMG gamer kid pride!