We’ve had a game going for some time now, switching from 1e to 2e stuff when I found about the playtest, but we’ve…
We’ve had a game going for some time now, switching from 1e to 2e stuff when I found about the playtest, but we’ve made some changes:
-Players were not keen on the mark abilities change so we’ve retained the old XP track
-We ditched alignments in favor of everyone having three traits, two randomly rolled and one freely chosen, because of ongoing problems with the neutral alignment goal and players not really wanting to pick/roll evil alignment anymore
-Instead of alignment goal we have character goals that the players create at character creation
-The power pool of Magic-Users has been split into power and focus pools. Power is set at 2+Int and focus is equal to level, depletes with use and must be regained through quiet meditation
-One of my players created a bard playbook that we are now trying out
Anyone keen to try a D12 game of “Advanced Freebooters”?
Anyone keen to try a D12 game of “Advanced Freebooters”? I was thinking we could use Hangouts or play by post or whatever. I have some ideas that need fleshing out/testing. I’m GMT -5.
We’ve played three sessions of Mistmarch using FotF2e now, and I’m really loving it.
We’ve played three sessions of Mistmarch using FotF2e now, and I’m really loving it.
I have two separate groups of players making their way through the equivalent of a tutorial section: a journey through a broken, ogre-haunted land to the first hub.
I’m seeing a lot of stuff just click together: traits, bonds, burning luck, marking stats on a failure, ability damage, making camp. It all feels robust and flexible without being fiddly. Three or four of my players have never roleplayed before, and the system is great for introducing people to the hobby. The moves are discreet and easily explained; everything flows from the conversation, and the playbooks provide a handy go-to for when they’re stuck.
We had our first near-death and use of Bite the Dust last night — that move is grim. Several characters have levelled up, and I have never seen players so happy to gain hit points.
I’m thinking of making one tweak: just making one Venture Forth move per journey. I try to run each scenario in two short sessions, and rolling Venture Forth every day is stretching journeys to the adventure locations out a lot.
I may also abstract the return journey to the campaign hub with a custom move that summarises perils faced on the way into almanac-based consequences.
I’m experimenting running the game from a Trello (screenie below). This lets me store a whole almanac in each column. I colour code monsters, Discoveries, treasures and adventure locations, making it easy to scan through them. When I want details I can tap the card and pop them open. It’s a handy way to have a campaign’s worth of info a tap away (we’ll see if that stays true as the campaign grows). Working well thus far!
We’re in our third campaign of “Advanced FotF” and we decided to set it in the same world as the first.
We’re in our third campaign of “Advanced FotF” and we decided to set it in the same world as the first. Some of you may remember posted updates about our (real) year-long slog against “The Cultists of the Blight Dragon”. Here’s the developing map for “Against the Corruptor”, which has involved much less overland travel but no less fun or adventure! The players this round are playtesting books for The Druid, The Ranger, The Paladin, and a “1E” Mage.
So, knowing that this isn’t exactly within the spirit of the game, has anyone created additional playbooks or have…
So, knowing that this isn’t exactly within the spirit of the game, has anyone created additional playbooks or have tips for adapting DW playbooks to Freebooters?
I love the Perilous Wilds Survival Kit.My campaigns are GM-less, but we still use it for GM-style Record Keeping…
I love the Perilous Wilds Survival Kit.My campaigns are GM-less, but we still use it for GM-style Record Keeping sheets. That said, I found that the “Follower” sheet was being passed around an awful lot, so… In the style of the Maezar FotF sheets, I decided to create a letter-sized record that players could use to keep track of their own followers.
I present the PLAYER FOLLOWERS RECORD.
The one field that may seem unfamiliar to you is “Faithful” (Y/N). In our games, the number of followers that a character have is “1 or CHA, whichever is higher”. A follower who is FAITHFUL does not count against this total. Examples include the Animal Companion of a Ranger or the Familiar of a Mage. (Characters without sufficient Charisma may retain additional followers by adding an extra cost, “WAGES”, which designates these followers as “HIRELINGS”.)
We’ve been using 1E monsters in the game we call “Advanced Freebooters”.
We’ve been using 1E monsters in the game we call “Advanced Freebooters”.
The extra HP that characters earn as they level up makes it feel fair and fun to give the monsters some number of d8 Hit Dice, plus damage rolls on multiple dice (count armor against each attack).
We’re also converting armor class to armor which gives some monsters a LOT of armor, but with high level FotF character levels, it’s really been working out.
It does make the game more crunchy, but crunch can be very near and dear to us old school gamers.
My vision is to create a new “Manual of Monsters” also detailing instinct and special moves for our 1E favorites.
Hey all! Would anyone be interested in play-testing Freebooters 2e? We played & loved 1e with my regular group, but we’re now deep in a game of Blades and don’t want to take a break.
2e looks awesome and I’m itching for some creative, collaborative world-building! I’m UK-based (GMT) and would be happy to run it over Roll20 or play-by-post somewhere if that’s easier with the time difference.
Finally managed to start running Mistmarch, which I’ve posted about here before, for people at work and their…
Finally managed to start running Mistmarch, which I’ve posted about here before, for people at work and their partners. Because 8 people wanted to play, I’m running two groups of 4, and then after the initial sessions people will be able to form ad-hoc parties out of the bigger pool based on who’s available and interested.
Thoughts:
The travel moves provide a great practical introduction to the system – none of the players have played PbtA games before, and I’ve only run a few.
Keep Company is worth its weight in gold. It’s great tool for balancing spotlight time out after the GM’s attention has been on other players. We did a 2-player use of the move and a solo use of it, and both resulted in excellent scenes.
We’re not using alignment, so I let people earn an XP for fulfilling a vice and another for fulfilling a virtue. I don’t think that’s the best way to handle it, though.
Anyway, I really love this game. The more elaborate moves, like Venture Forth, provide good framing and meat for the rest of the session. The simpler, more immediate moves are flexible and resolve quickly. It flowed very smoothly (although I need to think more about possible 6-9 complications before rolling the dice.