My party has acquired a horse, and of course immediately started piling on all their goodies so that they don’t have…

My party has acquired a horse, and of course immediately started piling on all their goodies so that they don’t have…

My party has acquired a horse, and of course immediately started piling on all their goodies so that they don’t have to worry about encumberment. Now, while they don’t seem to recognize how easily this might allow me to Use Up Their Resources (“sorry guys, but you come out of the dungeon and the horse is gone!”) but the more pressing concern is that I have no idea what the horse’s capacity should be, lest it become a horse of holding …

Any thoughts?

With the bless of Jason I’ve begin to code random generators to help with the beta test of freeboters

With the bless of Jason I’ve begin to code random generators to help with the beta test of freeboters

With the bless of Jason I’ve begin to code random generators to help with the beta test of freeboters

https://chartopia.d12dev.com/en/collection/234/

It is lot of work but it’ll help us to manage new games

I am currently working on monsters book

I just want to thanks again Jason for this wonderful supplement I played it on solo but with others playbook beacause I am not a fan of funnel (I know I know)

https://chartopia.d12dev.com/en/collection/234/

Could someone explain (or point me to an explanation or discussion) how durations work in practice?

Could someone explain (or point me to an explanation or discussion) how durations work in practice?

Could someone explain (or point me to an explanation or discussion) how durations work in practice? my most recent session was the first time it really came up (before that I planned to just figure them out on the fly) and I guess I just had a hard time wrapping my mind around how they actually work in play. Do durations only pass when a move is triggered that ends a duration? My cleric invoked his god in order to be granted temporary healing that would last one duration. I ended up having that duration and when it felt narratively appropriate but I wasn’t sure if that was the right way to actually approach things. Any assistance would be greatly appreciated.

Been running my Freebooters 2e campaign for a couple months now and we just had our first player character death…

Been running my Freebooters 2e campaign for a couple months now and we just had our first player character death…

Been running my Freebooters 2e campaign for a couple months now and we just had our first player character death that stuck. It wasn’t epic, he didn’t sacrifice himself, it wasn’t particularly climactic, but it was still powerful. The other PCs took a (very) brief moment to grieve, looted his corpse, and moved on. The player immediately started rolling up a new character. I really appreciate that the char gen process itself is so engaging, because the player was able to work on that in the background while the others carried on, and he didn’t feel like he missed out at all. He was still having fun.

Ran FotF 2e this weekend at Pinecon.

Ran FotF 2e this weekend at Pinecon.

Ran FotF 2e this weekend at Pinecon. 3 players – one a regular player of indy RPGs, one who had played a few sessions of D and D before, and then her husband whose first ttRPG was the D&D 5e i had run earlier that day.

We went through chargen and then world building. The chargen directly informed the world, since one of the character’s random items was nautical charts – so they built a peninsula called the Hand and the keep on the Hand that was tasked with fighting off the Kraken people/cult.

Ultimately they set off, and then had an encounter with the Raven Queen – who they thought was their enemy, but then learned was actually the being preventing the Kraken from arising. Sadly, that was after they had “killed” her (actually banishing her back to her pocket dimension). She tasked them with a quest and gave them some boons. Would have been a great start to a campaign.

It was amazing session, and the players loved how much they were invested in the world after helping build it.

One thought – I might put the marketplace right after the chargen rules; or maybe after the spell names table. There is a part about going shopping, and the rest of the chargen stuff is right there – but the marketplace is further on after all the moves and world building.

On Saturday I’m running the second session of my new Freebooters 2E game.

On Saturday I’m running the second session of my new Freebooters 2E game.

On Saturday I’m running the second session of my new Freebooters 2E game. We rolled for everything and built the world collaboratively, leaving plenty of blanks. Over the last few days, I’ve been working to convert our hand-drawn and very messy map into something more presentable. I made this using the amazing Hex Kit program, and I’m pretty excited about it.

https://drive.google.com/file/d/1hdgRUviXDyYzFR5tiz1eNbfYxiTQgVzB/view?usp=sharing

I would like some advice on running a game of Freebooters On The Frontier.

I would like some advice on running a game of Freebooters On The Frontier.

I would like some advice on running a game of Freebooters On The Frontier. The players in my face-to-face group are pretty new to RPGs, and so far we’ve played a campaign of Apocalypse World 2e which they all loved. For our next game, they’ve expressed an interest in a dark & gritty fantasy, sword & sorcery game. As they feel comfortable with AW / Powered By The Apocalypse, I thought that Freebooters + Perilous Wilds would fit perfectly, as straight-up Dungeon World seems a bit too big-picture heroic for want we want.

My question is… do my players or I need to read and understand Dungeon World first before playing Freebooters successfully? Or will our experience with Apocalypse World 2E be enough to allow us to ‘get’ Freebooters without any experience of Dungeon World?

Also, I’ve bought the PDF of Freebooters and the soft-cover of Perilous Wilds, but i’ve heard talk of a FotF 2nd Edition. Is it available anywhere?

Thanks in advance for your help!

I found 3 discrepancies in the 2e playtest rules.

I found 3 discrepancies in the 2e playtest rules.

I found 3 discrepancies in the 2e playtest rules. I assume these are editing issues, so maybe Jason Lutes will update them. Apologies if they were mentioned before.

Shoulder Burden: “You cannot carry more weight than twice your Capacity.” (2e basic rules) vs “When you carry more weight than twice your Capacity, you are slow and clumsy.” (class playbooks)

Mark XP as a Group: “Did we make an exciting discovery?” (2e basic rules) vs “Discover something new about the world” (class playbooks)

Cleric Moves – Invoke: “on a 6-, mark XP, and the Judge makes a move.” Should that be Mark Wisdom, since references to Mark XP were removed from all other class moves?

Which should we use in 2e? (PS, FotF 2e is awesome, my group is loving it.)

The excellent Roll20 character sheet is updated with the latest text from the 2e playtest, Mar/Apr 2018.

The excellent Roll20 character sheet is updated with the latest text from the 2e playtest, Mar/Apr 2018.

The excellent Roll20 character sheet is updated with the latest text from the 2e playtest, Mar/Apr 2018. All credit goes to Jim Morris for making the sheets and posting them on GitHub. All I did was update a few sentences. Roll20 with these sheets is a great way to play Freebooters.

https://github.com/jimbodriven/freebooters