Jason Lutes My players are about to wrap up their first dungeon and head back to town, and I had a question.

Jason Lutes My players are about to wrap up their first dungeon and head back to town, and I had a question.

Jason Lutes My players are about to wrap up their first dungeon and head back to town, and I had a question. How are you using the “Passing time” move in your game? As written, it looks like every character makes the move individually when they get back to town to see if they get any downtime moves or if their week is interrupted. With six players, I’m thinking that I’ll probably have more than one 6-. Do you often have more than one settlement activity happening during a given downtime week?

With 2e’s additional content around settlements, I’ve been wondering what’s missing for anyone wanting to play in…

With 2e’s additional content around settlements, I’ve been wondering what’s missing for anyone wanting to play in…

With 2e’s additional content around settlements, I’ve been wondering what’s missing for anyone wanting to play in the True Frontier. To that end, here’s a move to make a mini-settlement where the party can make Downtime moves.

Outpost

When you spend a week building up a small outpost on the frontier, you must first Scout the area, dealing with any threats. Then, roll+nothing, +1 if you pick the +1 forward from Scout, and choosing 1 more option if you find beneficial terrain. On a 10+, choose 3, On a 7-9, choose 2, On a 6-, Don’t mark XP and choose 1.

– Circle the Wagons: You’re able to build up some defenses, the specifics depending on local resources

– Creature Comforts: Lodging counts as Modest instead of Poor for Recover

– Good Hunting: As a Downtime move, gain 4D6 rations

– Curious Visitors: You can Recruit from local inhabitants or travelers

– Placid Environs: +1 Peace for Pass Time

At the Outpost you can…

– Find enough food to sustain you without tracking Rations.

Bank It by burying or hiding your stash to retrieve later.

Pass Time at 0 Peace and Poor Conditions, treating settlement events as GM moves, and make Downtime Moves. After each week, everyone should Keep Company once due to the isolation.

Hi my name is Jason and I am addicted to worldbuilding.

Hi my name is Jason and I am addicted to worldbuilding.

Hi my name is Jason and I am addicted to worldbuilding.

We started a new FotF campaign from scratch last week, and this is the stuff I prepped based on that first session, in case anyone is curious about what prep looks like on my end. Often we wing it completely, but I get the most satisfaction working from a platform like this.

https://www.dropbox.com/s/u3lhpgmf8k4y6ue/The%20Southern%20Reach%20Campaign.pdf?dl=0

With a little help from Jasper from anydice.com by Catlike Coding, I now offer Freebooters players the option of…

With a little help from Jasper from anydice.com by Catlike Coding, I now offer Freebooters players the option of…

With a little help from Jasper from anydice.com by Catlike Coding, I now offer Freebooters players the option of generic “quick start average ability scores.” In contrast to the “Heroic” numbers that one finds in the orthodox Dungeon World sheets, these represent the average spread that occurs when you roll 3d6 six times:

7, 9, 10, 11, 12, 14

Heritage/Race moves will probably add two points (total) to these scores before play begins, and Freebooters characters get to add an ability score point at even levels, so a human character will see their “prime requisite” score reach 18 at level 6 or 8.

Oh, and anyone who uses these scores ALWAYS still rolls Luck on 3d6.

Greetings Magic-Users, apprentices and other magical beings!

Greetings Magic-Users, apprentices and other magical beings!

Greetings Magic-Users, apprentices and other magical beings!

I’ve been thinking lately about Spell Components. Here are some comments off the top of my head.

1. Spell components should be limited in use to one per spell. Allowing two per spell might be possible with an advanced move. More than two components per spell would be out of the question in my games.

2. The cost of spell components seems too low given their power over the dice. In fact, as time goes by, I’m tempted to increase the cost of all POWER-affecting items: components, staff, orb, and wands.

3. Magic-Users with the time and materials should be able to manufacture spell components using the CRAFT downtime move. Need to think about the possibility of discovering spell component SUPPLIES in the wild or in dungeons (magical monster guts yay!)

4. Remember to include spell components when the treasure roll indicates, “A useful item.”

5. I like the idea of other items acting as batteries of spell power, e.g. a magical talisman or crystal serving as “Spell Components, 5 uses”

6. Other classes should be able to buy/find/craft plusses to their power pools!

Looking forward to your thoughts.

We had our second session of my new Freebooters campaign last night.

We had our second session of my new Freebooters campaign last night.

We had our second session of my new Freebooters campaign last night. Overall, we had a great time and everyone enjoyed it. We did have some PVP action (which I haven’t run a lot of in PbtA games), and I’m not sure I handled it the best way. The evil, greedy, but not very smart Elf Thief tried to pocket some treasure for herself right in front of the other characters. They protested, and a scuffle broke out in which the Halfling Cleric tried to swipe her off her feet with his staff. I had the cleric roll to hinder the thief, and then the thief roll a DEX save to avoid the sweep, which she made.

Any thoughts on how to better handle that kind of situation?

Newbie Judge looking for two more scari–ADVENTURERS for a foray into the unknown via a PbP.

Newbie Judge looking for two more scari–ADVENTURERS for a foray into the unknown via a PbP.

Newbie Judge looking for two more scari–ADVENTURERS for a foray into the unknown via a PbP. I’m looking to use the 2e rules as they appear. We currently have a Cleric and a Magic-User.

A word of warning – I’m new to running games, and due to work commitments my activity is variable.

https://www.tavern-keeper.com/campaign/1978/about

https://www.tavern-keeper.com/campaign/1978/about

First stab at FotF 2e treasure tables

First stab at FotF 2e treasure tables

First stab at FotF 2e treasure tables

Okay, getting ’em down to 1 page was a bit of wishful thinking, but 3 pages ain’t bad, right? I wrestled with this a long time. It does call for a fair number of rolls, but I am liking the output so far. And hey, if they’re rolling to see what treasure they find it won’t be boring. Right? Right?

Maezar and John Marron, you may have immediate interest in this. Note that if you roll a “Rarity,” all there is right now is magic items in that category.

As mentioned previously, I need to streamline/pare down the creature creation guidelines, but for now they do the job. I went through the steps with a feral vampire in mind an ended up with:

Feral Vampire

Medium, solitary, stealthy, undead, vulnerable (holy)

12 HP, 0 Armor

Claws and teeth (1d8+4, close, messy)

>> Cross great distance in utter silence

>> Strike from the shadows

>> Drain victim’s blood to regain 1d6 HP

And then I used the “Find Some Treasure” guidelines to see what it had stashed back in its nasty hole:

>> 270sp worth of mixed coinage, most in the pouches and pockets of the creature’s victims, whose rotting remains are strewn about.

>> 4 rations’ worth of dried fruits and meat in the backpack of the most recent victim.

>> A set of fine tinker’s tools (10sp), belonging to one of the victims.

>> A flawed pinkish gem (90sp), which hypnotizes anyone who stares into it.

>> A viscous potion in a leather flask that smells of tree sap, which grants the imbiber +1 to Perceive in the wild.

>> A symbol of the god of death made of smooth black stone, which will drain Constitution from any Good character who carries it.

Feel free to try it yourself, report the results, and critique my approach.

https://www.dropbox.com/s/5pzsahewav5w4hf/FotF2e%20-%20Beasts%20%26%20Booty.pdf?dl=0

Is this move for a FOTF setting ridiculously over the top?

Is this move for a FOTF setting ridiculously over the top?

Is this move for a FOTF setting ridiculously over the top? I don’t feel like I’ve got the balance between simplicity and versatility right in custom moves, and tend to overcomplicate. What’s the best bit to simplify?

Rose milk is harvested in droplets from Col Fen’s pale roses on misty mornings.

When you drink a cup of rose-milk, roll +CON. On a hit, forget your pain: recover half your lost hit points and write down the number you recovered. The next morning, take that much damage. Then, on a 10+, roll 1d6, add your Dose, and consult the table below. On a 7-9, roll 2d6, add your Dose, and consult the table.

1-6: Increase your Dose by 1

7: Forget your grief. Say what it was, then take INT damage equal to your Dose (min 1)

8: Forget your promise. Say which one, then take CHA damage equal to your Dose (min 1)

9: Forget your crime. Say what it was, then take WIS damage equal to your Dose (min 1)

10+: Forget your last hour/day/week/month/year. Each time you get this result, cross out the first entry on the list. If you role this result and all the options are crossed off, you forget your self and are no longer able to function as a player character.

THE BEST BOOTY

THE BEST BOOTY

THE BEST BOOTY

I’m trying different ideas for a pared-down set of treasure tables, to make it as easy and direct as possible to generate treasure. My goal is to fit it all onto one 5.5″ x 8.5″ page, but it will likely end up spread out over two pages. For me it’s important to include a wide variety of “stuff” in addition to raw coinage — trade goods, furs, spices, art objects, etc. That part I can handle. The challenge is figuring how to scale things properly without bogging down the process (with calculations, too many rolls, etc.), while maintaining the level of “simulation” that already exists in Freebooters.

I’m researching how others have done this kind of thing, so I would love to hear about treasure generation systems that you have used on the fly, and what about them really works for you.