FotF2e Typetest Round 2: Oldstyle v Caslon v Garamond v Bodoni

FotF2e Typetest Round 2: Oldstyle v Caslon v Garamond v Bodoni

FotF2e Typetest Round 2: Oldstyle v Caslon v Garamond v Bodoni

Ignore this if you don’t care about type minutiae. As per Jesse Rothacher’s suggestion to experiment with full-featured fonts, here’s a pdf of 4 different treatments: https://www.dropbox.com/s/01wx64isxnv3vko/FotF2e_typetest3.pdf?dl=0

In that PDf the order of appearance is: HPLHS Oldstyle (current L&B font), Caslon Pro, Garamond, and Bodoni.

I’m pretty sure I’ll be maintaining the house style for header type regardless.

We started our second full Freebooters campaign last night (I’ve also run a bunch of one-shots with the rules), and…

We started our second full Freebooters campaign last night (I’ve also run a bunch of one-shots with the rules), and…

We started our second full Freebooters campaign last night (I’ve also run a bunch of one-shots with the rules), and it went great! Three of the players had created characters at our last session, so while the fourth made up his character, we talked a little about the rules, how the setting generation works, etc. One of the players had never played a PbtA game before, but she’s been awesome and very willing to try out new systems with our group, so I knew she’d be on board.

Once all the characters were created, our party consisted of:

Nyle, an extremely charismatic, but thoroughly evil human thief, played by Amber

Tobrec, a dim but burly human fighter, played by Rose

Seaver, a mercurial human magic user, played by Shane

and Mirin, a good, selfless, chain-wielding dwarf fighter played by Ryan

I had printed out a bunch of the maps from MadVandel’s map pack, and offered to let the group choose which one we would use, but they have fully embraced the “Let’s roll randomly and see what we get” ethos of Freebooters, so we let the dice decide. Once we had our map, we went around the table establishing facts about the setting. Rose placed our setting a few miles inland form the coast, and rolled up a village, with natural defense, and with a religious focus. After some discussion, we determined that the village had grown up around an ancient monastery dedicated to a now little worshipped god, and named the settlement “New Town” (Uusipunki really, since we rolled on one of the random name tables form Perilous Wilds, but I getthe feeling we’ll mostly stick with New Town in play). Ryan determined that the area surrounding the village was swampy wetlands, and that the natural defenses were that the monastery/village was built on a plateua in the midst of the swamp that was hard to get to.

We circled around the group, rolling regions and places on the PW tables, and ended up with some evoactive place names like The Quagmire of Darkness, the Ashen Vale, Doom’s Blighted Mountains, The Long Reach(a sandy coastline across the bay), and the Valley of Thieves.Shane added that in ancient times, the region was inhabited by the Tijuman people, a theocratic empire devoted to the god Reima (teh same god that the monastery is devoted to). Reima is a god of phiulosophy, Generosity, and Fertility. Alas for the Tijumans, their peaceful empire was overthrown by an invasion of barbarians.

Rose told us that, later, a new culture, the Hemetians, rose in the area. These people tried to domesticate giants, but eventually the giants threw of their bonds of servitue and tore down the cyclopean walls of the Hemetian cities.

Ryan said that the local people told tales of the fearsome Shagrin, a large, hairy, tusked, bipedal monster with a trunk and three eyes (sort of like an angry Mr. Snuffleupagus…) whose gaze could turn victims into ooze and who was said to lair in the swamps south of town.

Finally, we determined that the Valley of Thieves was full of the tombs of the ancient Tijuman people, and that a camp of would be plunderers had grown up there despite the fact that most of the tombs had been looted already.

The party was relying on the generosity of the monks of Reima and staying at the monastery (except Nyle, whose self-centeredness had gotten him kciked out). Arvi, the old man who swept up the courtyards and who always seemed to be up on th elastest gossip in the settlement told Seaver that he had heard that perviously unknow tomb had been discovered under a ruined tower just outside the Valley of Thieves, but people were afriad to enter it due to the fact that everone knows, the Tijuman laid powerful curses on any who defiled their resting places. Not dissauded, our hungry band of Freebooters gathered their gear and set off with a glint in their eyes…

I have to say, the combination of the great inspiration from the random tables and the combined creativity fo the whoel group led to a setting full of cool details that I would never have come up with on my own.

It was still early, so I offered the group the choice between forgign ahead and having me improv the whole adventure or waiting until next session and having me prepare something, but everybody was all for playing, so we got to it. I had the players rol piles of D12’s and percentiles and I pulled together a random dungeon using the tables in PW. I pulled out a Dyson Logos map (I keep printouts of a bunch of my favorites on hand for just such an occasion), and quickly set up an old Tijuman tomb, with a trapped Shadow Demon and some quarrelsome Ogres who had taken up residence.

After some travails on the journey to the Valley (getting lost, getting wet feet form straying off the path in the swamp, a weird encounter with a hypnotic giant albatross which they drove away and then ate it’s eggs, stumbling upon a lovely mating dance by some birds of paradise, and getting surprised in their camp by a party of thieves form the Valley who Seaver managed to mind control into leaving them alone and being satisfied with the shards of the Albatross eggs – much of these from a pre-generated list of Discoveries/Dangers that I had already generated using the PW tables and The Wilderness Alphabet), they eventually found the ruined tower.

The party broke down the tower door, found a secret chamber ful of tools, lamps and oil, found some large, bronze double doors with panels of raised figures showing Reima defeating a winged, horned demonic figure, avoided the flame trap in the door (pretty obvious, what with the charred bodies in front of it), distracted the Ogres with illusions then mind controlled one to attack the other (but not before poor Tobrec bit the dust – thankfully he’s much more Lucky than he is intelligent, and rolled a 10 to recover). Having bested the Ogres, they found another entrance to the main tomb chamber/shrine where Nyle (at least temporarily) blocked the spike trap and got the door open enough for them to squeeze in (a 7-9 on Pick Locks and Disarm Traps by Nyle). Seaver investigated the Magic Circles carved into the floor while Mirin sniffed out the gold alter equipment (Chalice, bowl, and dagger – Rose had established earlier that the Tijuman religion used chalices extensively in their rituals).

Luckily for the group, Nyle, who was hanging back and letting his “friends” take all the risks while he waited to collect the rewards, noticed the thickening shadows that rapidly too k the shape of the winged, horned demon form the door panels, and called out a warning. Seaver and Tobrec fled, but Mirin was weighed down with his golden treasure and rolled a 7-9 on his save to get past the demon. I offered him the coice of keeping all of ther gold but only making it halfway to the door, or dropping half the gold and getting out. After a very hard choise by Mirin’s player, he opted to live to fight another day and left half of the treasure on the tomb floor, narrowly escaping with his life. The group fled to the surface, glad to be alive and with at least some ill-goten gains to show for their troubles.

I am always amazed at the fun gaming that can come out of such a light system and a bunch of random tables. I’m pretty good at imrpovising and winging things (it’s really my natural GMing style, which is one of the reasons I love Freebooters/DW/PW so much), but I was nervous going in with literally noti=hing excpet the bare bones of setting info we had just generated. It turned out toatlly fine, and everyone had a good time and islooking forward to the group’s further adventures.

Thanks again to Jason Lutes for putting together my favorite iteration of my favorite RPG, which has provided so much fun for me and my group.

Maezar posted his cool character sheets, where Thieves could use INT or DEX for their core moves; and Clerics could…

Maezar posted his cool character sheets, where Thieves could use INT or DEX for their core moves; and Clerics could…

Maezar posted his cool character sheets, where Thieves could use INT or DEX for their core moves; and Clerics could use WIS or CHA for their core moves. What about Mages using INT or CON for their SpellCasting move?

Fictionally Mages are digging deep within their soul/ego/psyche to draw forth their mystical power.

Can’t think fictionally an alternate stat for Bend Bars Lift Gates for the Fighter…

In my games of Freebooters on the Frontier, we use flat glass beads to keep track of FAVOR, METTLE, SPELL POWER, and…

In my games of Freebooters on the Frontier, we use flat glass beads to keep track of FAVOR, METTLE, SPELL POWER, and…

In my games of Freebooters on the Frontier, we use flat glass beads to keep track of FAVOR, METTLE, SPELL POWER, and CUNNING. I made this sheet for Mage players so they can distribute and re-allocate available spellcasting energy right on the table. http://www.mysticworks.com/freebooters/downloads/Maezar-Mage-Spell-Sheet.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-Mage-Spell-Sheet.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

Having tested my sheets across perhaps 12 sessions with four groups of players from all types of backgrounds, I have reduced my Freebooters character sheets to a single “super compact” page (8.5″ x 11″) per class. My goal was to produce something that eliminates shuffling or flipping of papers, gives first-timers less to read and remember, and evokes a familiar character sheet feel.

At my table, Advanced moves are now handled with CARDS so I’ve left a place for the player to record their selections. This is really working out great and I will share the set when it is finished.

I am sure there will be further changes and additions, but I wanted to share these with you here. Here’s a quick review of my house rules/modifications:

1) I lowered/simplified LEVEL UP requirements to LEVEL x5 XP. This is partly due to the elimination of the “Bank It” since treasure is not the main focus of our games. I also award a reduced maximum of 3 XP at end of session — one each for ROLE PLAYING (Class, Alignment, Traits), one for WORLD BUILDING , and one for STORY DEVELOPMENT.

2) There are damage die limits per class, per classic DW. I have yet to explore how the multi-class moves will impact this limit, but my thought is that a single advanced move may not be able to remove a given limit altogether, perhaps instead upping it by one die type (ex: d4->d6)

3) Various modifications to the CLERIC class starting moves and TEST OF FAITH table. Clerics also have the option to select WISDOM or CHARISMA as the basis of FAVOR and BASIC MOVES. PS: I’ve been fortunate to have a lot of clerics in my games — at least one or two at every table!

4) Thieves have the option to choose DEX or INT as the basis of their CUNNING and BASIC MOVES.

5) I removed Race/Heritage and Alignment details from the sheet in favor of blank areas to record details created collectively at the table.

6) I added a big area for NOTES since my players were keeping yet another sheet of paper in addition to my 2-sided tabloid sheets.

That’s it for now!

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

Settlement Events second draft

Settlement Events second draft

Settlement Events second draft

Here’s my first complete pass at a nested d12 version of the basic Settlement Event table, along with a new Basic Move (“Pass Time”) that triggers rolling on it, and 3 moves in a new “Downtime Moves” category. The idea is that events are triggered by freebooters making the Pass Time move, instead of the traditional way of rolling once per day/week/etc.

The Downtime moves — “Craft,” “Recover,” and “Train,” are gated by the Pass Time move, and give freebooters things to do in between expeditions. None of them have been tested, so I’m open to suggestions (especially with Train — is this approach wrongheaded?)

It’s interesting how switching from d100 to d12 and compact nesting changes the way I approach the content of the tables. For the better, I think, as it forces my word choice to be more suggestive and less prescriptive.

John Marron, J. Walton, Maezar, and anyone else who wants to playtest this, please do. Just note that “Pass Time” should be added to the existing Basic Moves, and the old moves “Poisoner” (Thief), “Proselytize” (Cleric) and “Arcane Research” (Magic-User) will need to be rejiggered as Downtime moves in their respective playbooks.

Note that none of the supplemental tables are done yet, so if you do throw this into play you’ll need to wing that part. I think there’s enough here to work with, though. Plus, less time spent rolling dice!

https://www.dropbox.com/s/zahe2u9ryc8oyln/FotF2e_playtest_downtime.pdf?dl=0

Type treatment for FotF2e: Freebooters Futura or Lampblack & Brimstone house style?

Type treatment for FotF2e: Freebooters Futura or Lampblack & Brimstone house style?

Type treatment for FotF2e: Freebooters Futura or Lampblack & Brimstone house style?

I’m trying to decide between the original Freebooters treatment, which is vaguely evocative of OD&D, and the “house style” I used in all the other L&B books (like The Perilous Wilds). Which do you prefer?

You can get a better look at the draft here: https://www.dropbox.com/s/rb10d8r2gcho0tj/FotF2e_typetest.pdf?dl=0

Note that I haven’t settled on either d12 or d100 tables, d100 is just what I’m using on this draft.

Encounter tables for Freebooters on the Frontier 2e: nested d12 a la The Perilous Wilds or classic d100?

Encounter tables for Freebooters on the Frontier 2e: nested d12 a la The Perilous Wilds or classic d100?

Encounter tables for Freebooters on the Frontier 2e: nested d12 a la The Perilous Wilds or classic d100?

There will be lots of tables. I’m working on some comprehensive settlement encounter tables right now. I find d12 tables easier to reference quickly, but d100 tables are obviously more flexible in terms of how much you can pack in. Plus I’m already using d100 tables in Freebooters, and consistency is important to me…

Hm. I may have just answered my own question, but feel free to vote and let me know why you think one or the other is superior!

Session 2 of FotF last night. Continues to be great.

Session 2 of FotF last night. Continues to be great.

Session 2 of FotF last night. Continues to be great.

Originally shared by J. Walton

Session 2 of Jason Lutes Freebooters on the Frontier last night, with Johnstone Metzger and Ariel Cayce. This game continues to be super fun to run, and hopefully it’s fun to play too.

One thing I definitely noticed: We decided to start over with new characters, since Johnstone thought his last character was kind of a dick. And there’s this thing where you roll up these random people and their random setting and the random inhabitants of that setting (and in this case: random flotsom and jetsom you washed up with in a random location on the coast), but if you forget to actually spend some time giving them real emotions and real goals and real interactions with each other, you don’t end up really caring about any of it and it becomes hard to roleplay or make choices because you don’t have enough context to do that.

So there were these few awkward moments in the beginning when I turned to Ariel and was like: “So what do you do?” way before we’d set up enough context for him to really know how to make that decision. So then we back-peddled a little bit and I spent more time actually describing the setting and the context and what the other characters were doing and how his character’s leather armor had been stiffened into a board by the saltwater. And after all that we finally had enough context to start making decisions that felt meaningful and made sense. And that was true for me-as-GM in addition to the players. There’s a certain degree of detail and context that you have to establish, even in the richness of things that come out of Jason’s excellent tables, before you can really play effectively, particularly in a game where the fiction provides the foundation for everything else (such as making moves). And I found myself, once my attention was drawn to this, having to do it over and over in this game in each new location or situation that we encountered. So that got me thinking about the role of description and detail (“i.e. make the world seem real”) even in old-school-inspired play. No huge revelations yet, though.

With that out of the way: Johnstone played an evil dark elf priest of darkness named Garsian (and he was worried his previous character was a dick?) and Ariel played a chaotic human thief named Holt Caden. Their starting followers were the human Ardith, a war-profiteer who sold overpriced goods to armies, and Devan, a semi-retired human scoundrel who had some past beef with Holt. They had all been linked to King Edlyn’s Crusade to take back the Citadel (where the world was born) from monsters, but the entire fleet was wrecked against the Cape of Chaos (a bit like the Spanish Armada or the Mongol invasion of Japan) leaving the survivors washed up as unwelcome intruders on an unfamiliar shore.

Garsian had been fished from the water by two caretakers of this semi-abandoned semi-ruined lighthouse, where the signal fire was now lit most for the local fisherman to find their way safely home. The lighthouse (and the spiders later on), I pulled from Vandel J. Arden’s “Pallid Dunes” entry in Perilous Almanacs, which turned out to be very helpful, though I swapped the order of paladins there for a couple of local fisherfolk, as per Garsian’s starting circumstances. Garsian also somehow ended up with a horse that swam ashore from the crusaders’ ships, so he rode down the beach to look for other survivors and found Holt, Ardith, and Devan. Garsian already had a plan to leave the lighthouse and push toward the Bahazirian Necropolis across the desert to search for loot, wanting to leave right away, but he failed his CHA role to rouse the group into action, since they were so bedraggled from just making it to shore alive.

Consequently, the ended up spending the night in the lighthouse as semi-welcome guests. During the watch that night, Garsian put out the beacon fire just to be a jerk and also because he was the cleric of a god of darkness, but then they failed their watch roll, so a swarming school of tiny florescent flying semi-magical creatures moved toward the lighthouse (I rolled their motivation as “going home”), circling the spire at the top. The locals said that the signal fire had previously kept them away. Rather than confront them directly, Garsian cursed them with darkness and all the lights were extinguished in a shower of sparks. Then everyone went back to bed, after relighting the beacon.

The next day, everyone set off across the desert. Garsian failed his scout roll and Holt got a mixed result on navigation, so they end up walking right into a host of “bear/ape/gorilla droppings” (rolled on the Discovery table!) which stuck to their shoes and smelled bad. Plus, they found somebody’s finger bone (complete with ring still on it) in the poop as they were rubbing it off.

Then, after finishing the day of walking, it was time to make camp for the night. Holt failed the roll for distributing rations, so I ruled that he’d let Ardith carry all of his rations and they she, for some reason, didn’t have them anymore (she ate them or lost them or buried them, something; though I probably just said she’d gotten sand in them and they were ruined). Holt berated Ardith and she went off to sulk and sleep separately from the rest of the group (as a result of a followers roll). Garsian, in turn, lectured everyone as he regretfully passed out his own rations to the group. Devan complained that it wasn’t his fault for an hour before everyone went to bed (another roll for followers).

After all that, then they failed their watch roll and got an immediate Danger with no warning. So I picked the dog-sized poisonous white spiders from Vandel’s almanac, rolling on “no. appearing” and getting 4 of them, one for each sleeper. They woke up to find themselves partially wrapped in spider-silk as the giant creatures prepared to drag them back into their collective lair (“spiders hunt in groups?” Ariel questioned), a large hole in one of the nearby outcroppings.

The fight went well at first: Holt stabbed his spider through the middle, killing it in one blow. Garsian cursed his spider with being drained of all warmth and then shattered it to pieces. The spider wrapping up a still-sleeping Devan then got spooked and started running away, partially thanks to Garsian screaming loudly at everyone. So then Holt and Garsian ran off toward the somewhat-distant spot where Ardith was sleeping. Holt got a mediocre roll on trying to make it to her in time, so I ruled that she was unconscious from the poison and wrapped up, but the spider was only beginning to drag her toward its lair. Holt stabbed at the thing’s pincers but rolled a miss, which I turned into a successful stab but dealt damage as the pincers closed around Holt’s wrist (making his hand start to go numb).

Garsian arrived, banging his long hammer on the ground to try to intimidate the spiders, but rolling a fail despite having a great CHA score. I ruled that the banging got the attention of more spiders underground, so a few more began poking their heads out of the lair entrance. Now worried about being outnumbered, Garsian and Holt seized Ardith’s unconscious/wrapped body from the spiders and began running back towards their own campfire. Devan by this point was finally awake and had worked his way out of the partial spider webbing.

In rolling to carry her back and maintain speed, Garsian failed a DEX roll and tripped on his long robes, dropping his half of Ardith. Sensing the way things were going, Holt dropped his half of Ardith and abandoned Garsian as well, booking it back to camp, away from the spiders. Getting to his feet, Garsian abandoned Ardith as well and ordered an approaching Devan to go fight the monsters, getting a mixed result. Consequently, Devan went to fight them, but in a fearful and kind-of half-assed way, taking the attention of two of the spiders, but clearly not holding his own very well and leaving the other two spiders to scurry after Holt and Garsian.

In the meantime, the two PCs finally located Garsian’s slightly-spooked horse (wish I’d had them roll LUCK for this, but oh well) and rode off to the sound of Devan’s screams. And that’s where we stopped for the night.

Pretty brutal! This game doesn’t mess around.

A couple things I’m thinking about now:

1. So far I’m liking the Journey + Make Camp + Journey + Make Camp sequence of wilderness travel, and I’m hoping that it stays fun and doesn’t get repetitive in the long run. I can see the benefits of recording each encounter in different hexes or other units of a map, though, so you can either go back to the same places or make an effort to avoid them. Otherwise, it seems like travel stays this black box where you never know what to expect, even in well-travelled routes, though I guess you get to stop rolling for familiar routes after a while. Mapping things might help determine when a route counts as familiar, though.It might still be fun to have a move that updates what’s happened in a previously-visited location, though, to ensure that things aren’t always the same as when you left them.

2. It does take a lot of gametime to roll up a new Discovery, Danger, or NPC from scratch, since you have to roll like 10d12 across different tables. I started just rolling 10d12 in an app and then going through the necessary tables all at once, which sped things up. I like the feel of rolling, but it might be easier to have some Abulafia thing that would just generate them for you. It does really show the benefit of using Almanacs, Deeps, or pre-genned adventures, even if you don’t necessarily end up using any of that content straight-up, without alteration, because it means some smart folks have effectively rolled up random stuff for you and thought about how those random traits fit together. So you can just drop those locations, situations, NPCs, or monsters right into the game. Have to say, though I really REALLY like having them broken down by location type and being relatively short rather than being in a long-form format in an alphabetized beastiary, because they’re much easier to find on the fly. Thankfully, even Jason’s Book of Beasts is arranged by terrain type.

3. In this session, it was clearer to me that Make a Saving’s Throw (FoTF’s version of Defy Danger, going appropriately back to that move’s original name in early DW drafts) is the core of what makes the game work, with the other moves not being supplemental moves or rulings per say but helpfully fleshing out types of actions that need a little more to them than what a Saving’s Throw roll would provide. Consequently, I think the other moves could be potentially open to some tweaking for different campaigns or groups (building on the concept from A Storm Eternal that all moves are basically rulings at heart), even though I think they’re some of the best moves that have ever been written for DW and provide an excellent foundation. Though maybe that’s just my biases from playing World of Dungeons talking.

In any event, great game, fun session, lots of failures, but hopefully the players aren’t too disheartened. Excited to see what happens when we maybe face some dungeons next time, at the Necropolis.