I recently brought a FotF 2e(ish) game I was running to an end and one of my players wrote an in character epilogue…

I recently brought a FotF 2e(ish) game I was running to an end and one of my players wrote an in character epilogue…

I recently brought a FotF 2e(ish) game I was running to an end and one of my players wrote an in character epilogue for his character: Jarnio, a simple warrior of resolute faith in his misspell riddled Holey Bibble. Jarnio managed to survive two campaigns (the first one was so short I allowed him to be ported over to the second one) despite whiffing most of his attacks and the bumbling of his fellow adventurers. He started as a human fighter, but over the course of the campaign mutated into a rabbit-dragon man with a tongue for a hand wearing a cursed cloak (that he never bothered to even try to remove) that occasionally made him pollute things, quite often himself.

At the end of the campaign he managed to polymorph himself back into human form using a variant of the Dungeon World Druid’s Shapeshifter move gained from eating a magic rock. I especially enjoy his descriptions for his fellow party members

https://docs.google.com/document/d/e/2PACX-1vR4O4zSti66J-APTCxsgibsvmNzLu1ajIjzEgT1brjuKG2aa472p86D7A5aEwNbcJAHeaXYDZEpmG4J/pub

https://docs.google.com/document/d/e/2PACX-1vR4O4zSti66J-APTCxsgibsvmNzLu1ajIjzEgT1brjuKG2aa472p86D7A5aEwNbcJAHeaXYDZEpmG4J/pub

Hi everyone!

Hi everyone!

Hi everyone! I’ve been lurking in the shadows of this community for a while now, and I’m completely in love with all your products Jason!

Given that short presentation, I’ve come to share a couple of travel moves I have created for my west marches current game.

I was able to translate only two of them this afternoon (originally wrote in Spanish) but wanted to share them with you all, given the latest post was about the travel moves having you unsatisfied. Maybe they serve as an inspiration! I will try to finish translating the other three later.

https://www.notion.so/Travel-Exploration-moves-01e4495918a949b9811c4ef19e8ee290

Thank you for all the great content on this community and keep up the good work!

https://www.notion.so/Travel-Exploration-moves-01e4495918a949b9811c4ef19e8ee290

I am reworking the Travel & Exploration moves because I’ve been unhappy with the way Venture Forth works out in play…

I am reworking the Travel & Exploration moves because I’ve been unhappy with the way Venture Forth works out in play…

I am reworking the Travel & Exploration moves because I’ve been unhappy with the way Venture Forth works out in play — too fiddly and repetitive! The main change is that I’m integrating encounter rolls — formerly called Discoveries & Dangers, now called Incidents and Threats. Incidents encompass hazards, obstacles, mishaps, encounters with non-hostile entities, and discoveries; Threats are hostile entities. The Judge can make something up for those results, or roll on the Incident and Threat tables that I’m currently working on (based on those in The Perilous Wilds).

Let me know whatcha think.

https://www.dropbox.com/s/2aim9nz4er1lc2y/FotF2e%20-%20Travel%20%26%20Exploration%20draft%201-28-2019.pdf?dl=0

Does anyone playing 2e use Keep Company?

Does anyone playing 2e use Keep Company?

Does anyone playing 2e use Keep Company? I am considering cutting it along with bonds. Experiences and opinions welcome.

KEEP COMPANY

When you spend time talking with a fellow party member, say who it is and what ability you use to find common ground with them. If they agree with your choice of ability, start a conversation with them about something (their past, their heritage, their intentions, etc.).

Then, roll +your chosen ability: on a 10+, describe or act out how the conversation goes well, and choose 2 from the list below; on a 7-9, describe our act it out, and choose 1 from the list below; on a 6-, mark XP, and describe what caused the conversation to go badly; you must make amends before you can Keep Company with this particular companion again.

– You gain 1 bond with them (max. 3)

– They gain 1 bond with you (max. 3)

– Refresh all marked bonds each of you has with the other

Looking for ways to fold these components of old-school play into the move set. Feedback welcome.

Looking for ways to fold these components of old-school play into the move set. Feedback welcome.

Looking for ways to fold these components of old-school play into the move set. Feedback welcome.

SCATTER THEM

The first time you reduce an enemy’s headcount or hit point total to less than half its original value, roll +LUC: on a 10+, they flee, perhaps to fight another day; on a 7-9, they flee if they’re cautious, but otherwise continue fighting; on a 6-, they will fight to the bitter end. Fearless and mindless enemies are immune to this move.

GET A REACTION

When you encounter a person or creature who has no particular predisposition toward you, roll +nothing: on a 10+, they react as positively to your presence as their alignment allows; on a 7-9, they react warily, waiting to see what you do first; on a 6-, they react with as much hostility as their alignment permits.

So I’ve been thinking a bit about custom moves for some good, light PvP scenarios.

So I’ve been thinking a bit about custom moves for some good, light PvP scenarios.

So I’ve been thinking a bit about custom moves for some good, light PvP scenarios. This came up because two PCs got into an argument that it was clear neither was going to budge on; they did a great job of roleplaying it out but it was clear they were at an impasse so I decided to incentivize making things come to some sort of a dramatic conclusion. With that in mind, I came up with a custom move on the spot based on some of the mechanics in Apocalypse World and Monster of the Week, and today I wrote it up and revised it a little bit. I’d love for your feedback, particularly on whether a.) you even think PvP mechanics should be a thing, and b.) whether the incentives being offered are sufficient and make sense. So far we haven’t had any fist fights break out so I’m hoping this is all we really need, but any ideas for handling PvP stuff that gets physical would also be of interest to me. How do y’all handle this stuff if and when it comes up in your games?

The mechanics for negotiating (or manipulating, I suppose) NPCs haven’t changed so I’m only including the new PC rules:

Negotiate or Manipulate

When you want something from someone that they don’t want to give up, make your case and roll…

…+STR to intimidate them

… +CHA to convince or charm them

For PCs: on a 10+, both; on a 7-9, choose 1:

– If they do it, they mark XP and take +1 forward

– If they refuse, they suffer 1 point of ability score damage to an ability of your choosing, as long as it makes sense

On a 6-, mark the ability used, and they decide how badly you offended them and choose 1:

– If they refuse to do it, they mark XP

– They’ll do it, but they’re going to hold it against you; erase any bonds you have with the PC

As promised, here’s the marketplace.

As promised, here’s the marketplace.

As promised, here’s the marketplace. I ended up putting our house ruled loads in parentheses after the RAW loads in case you want to use them. The changes aren’t terribly dramatic, I don’t think. So far it all seems to be working for us. The only other change is that I’ve added in Halfling Pipeleaf, since that was a fave from DW. Players can use it to add +1 to Negotiate or Keep Company by expending 2 uses. I think those are the only changes.

Note that there’s a blank page left in just so I could easily print it out in booklet form. Feel free to, y’know, do whatever you want with that.

I’ve been making some handouts for my players and myself and thought others might find them useful.

I’ve been making some handouts for my players and myself and thought others might find them useful.

I’ve been making some handouts for my players and myself and thought others might find them useful. The first one I’ll share is the Judge Reference guide. It contains the Judge Moves as well as an adapted set of agendas and principles (inspired by the Principia Apocrypha), some recommendations on GM moves from a PDF I found called Worse Outcomes, Hard Choices, and finally a list of tags and terms and some page references for The Perilous Wilds. I don’t know if anyone would find this useful or not, but in case you might, I’m glad to share it.

I’m also finishing up a marketplace booklet my players can keep on hand (with some slight updates based on the discussion the other day about horses and loads).

A thought about procedures in FotF:

A thought about procedures in FotF:

A thought about procedures in FotF:

I was recently reading stuff about describing the procedure a GM goes through to run dungeon exploration, and wondering which games best describe this procedure. For instance, things like this: https://necrotic-gnome-productions.blogspot.com/2018/11/bx-essentials-adventuring-mode-control.html?m=1

I’ve been wondering if having such a procedure for FotF could make play smoother by giving the GM a structure to lean on, or if that’s contrary to the game’s design principle. A literal checklist of things to go through. Something like:

– When a player describes looking at a specific place, tell them what they see.

– If they want to look closer, have them roll Perceive.

– If they want to search an entire room, tell them how long it will take. If they spend the time, they find everything that can be found. Then, reduce the duration of spell, use up fuel for torches and rations, tie knots and possibly introduce a Danger.

And similarly for other situations. Your thoughts?