I played Freebooters 2e last night! We played through “Hot Springs Island” using my reference sheet for stats.

I played Freebooters 2e last night! We played through “Hot Springs Island” using my reference sheet for stats.

I played Freebooters 2e last night! We played through “Hot Springs Island” using my reference sheet for stats.

https://technicalgrimoire.com/files/HotSpringsReference.pdf

There were two new players who had never played an RPG before. This was the first time I had ever played Freebooters, but I have extensive experience with DW.

I have many thoughts!

EDIT: Just saw you updated the sheets, haha. Definitely take this with a grain of salt, we used the old ones.

Things that went well:

– Tracking resources and supplies. The marketplace sheets were super useful, and it was very easy to see how much things weighed, how many uses they had, and managing inventory. The players enjoyed the weight system. Also the penalty for carrying too much was great, and seemed like something players COULD deal with, but didn’t want to.

– Duration blended well with Hot Springs. Hot Springs has its own solid time-tracking system, and freebooters slotted extremely well into it.

– The magic system was fun as hell! We had two mages, and they both LOVED generating their spells and allocating the power costs. Very cool!

– Character creation was also fun; the vices and virtues added a lot to each character. Stats made sense, I like how the game includes the capacity for stat damage.

– The Make Camp and Keep Company moves were a big hit. Players enjoyed having the spotlight to talk to one other person and developer specific relationships.

– XP for gold seemed to flip switches in their brains. They were extremely engaged and dedicated to exploring and finding treasure, more so than I’ve seen from any other game. The character sheet especially makes this really easy to track, which is nice.

– LOVE spending luck. One of my favorite mechanics from DCC, and I’m glad to see it here.

– Alignment goals were really solid, and the players were able to embrace it in an active way.

– Really happy to see a “Retreat” move. Perfect for weak characters.

– Threads are really interesting, and remind me a bit of “Clocks” from blades in the dark. A great and simple way to handle Fronts. Love it!

Questions/Criticisms:

Feel free to ignore these, or take them with a grain of salt

– Perceive vs Saving Throw. I never really found a good opportunity to use the Perceive move. Players would ask specific questions already: “Can I see what color the creature is from this distance?” “Do they seem poisonous?” So I just used saving throws to check for success/failure.

– Characters were extremely weak. 3/5 of the party started with 1 hp. In our first encounter with a crazy old man: a mage blasted herself when the spell failed, the old man cut down the cleric, and the thief poisoned herself. Maybe give players a little more HP to start? The luck helped a little bit, but they ran out pretty quick.

– Character Creation Slow. Maybe it was because of all the new players, but the random rolling was really fun, but slowed down the game. It took us about an hour before all the characters were done. This might just need a simple online generate to fix the issue, but it was way slower than DW character creation, which mostly just involves making simple choices. Having the inventory be checkboxes might help a lot.

– The human heritage move makes no sense if you have a “Good” character.

– Establish also never saw much play. Perhaps it was because we were playing a game with a concrete world and rules, but players never got the opportunity to make stuff up.

– We didn’t use the travel moves because Hot Springs has it’s own rules, but without the rest of the book it would be hard to come up with “Discoveries”.

– Do players still get the benefit of a camp rest if something attacks them?

– Camping did NOT recover much HP (only 1 for the majority of the group). They really enjoyed camping, but were super bummed that it didn’t have much of an impact. Maybe let them roll HD twice and use worst result or something? I dunno.

https://technicalgrimoire.com/files/HotSpringsReference.pdf

FREEBOOTERS 2e PLAYTEST UPDATE

FREEBOOTERS 2e PLAYTEST UPDATE

FREEBOOTERS 2e PLAYTEST UPDATE

I’ve made some significant changes to the basic rules and playbooks. Note that if you’re using the previous version, those files are now in the “older versions” folder on Dropbox.

For most moves, on a 6-, you no longer mark general XP, you mark the ability used for that move instead. Each ability has a five-bubble counter, and when you fill it up, your ability score increases by 1. I like this (in theory and in our actual play around here) because it draws a direct relationship between failure and improvement. In addition, the ability score increase curve is built in because you’ll be getting fewer 6- results as your ability climbs.

General XP still exists, and is mostly gained from hitting your end-of-session triggers. XP leveling requirements have been dropped by 5 points across the board.

End-of-session class XP triggers have been reworded slightly to be a bit more flexible.

Level Up rewards are no longer every-other-level, since that has always bugged me. in this new version, each time you Level Up, your choices are:

– Mark 2 abilities of your choice

– Increase your maximum hit points by one roll of your hit die, +CON (minimum 1 hit point)

– Choose a new Advanced Move from your playbook

I feel like this creates more tough decision-making, but feel free to disagree and tell me why.

Class moves have been reworded in a few spots, but nothing major. The Magic-User’s spell power table has been rearranged because I’m still looking for the easiest-to-understand version that will fit in such a tight space. Better? Worse?

David Schirduan, apologies if these changes come too late for your game!

https://www.dropbox.com/sh/p88e7exekcb0qsa/AACDXT11NSfNsy_VtQS51xDca?dl=0

Spending studio hours switching back and forth between Stonetop and Freebooters 2e, and right now I’m writing the…

Spending studio hours switching back and forth between Stonetop and Freebooters 2e, and right now I’m writing the…

Spending studio hours switching back and forth between Stonetop and Freebooters 2e, and right now I’m writing the Freebooters dungeon chapter. If you have the time, I would love suggestions for more things in the following categories. I’m not going to be able to cover everything, but I’m guessing I’ve overlooked some basic things.

DUNGEON TYPE

Prison

Mine

Crypt/tomb

Lair/den/hideout

Stronghold/fortress

Temple/sanctuary

Archive/laboratory

Ancient city

Underworld (think Underdarkish)

Origin unknown (most classic dungeons)

GM ADVICE FOR RUNNING DUNGEONS

Marching Order

Gear

Situational awareness and constraint (consider the physical space)

Light & Darkness

Wandering Monsters

Traps & Other Secrets

Saving throws & Luck

I’m looking to run Freebooters on the Frontier with an old school hex map, and want to convert the travel rules to…

I’m looking to run Freebooters on the Frontier with an old school hex map, and want to convert the travel rules to…

I’m looking to run Freebooters on the Frontier with an old school hex map, and want to convert the travel rules to work with 6 mile hexes. My original idea is as follows but I would be very interested to see the solutions others have come up with:

(Assuming 6 mile hexes with 8 hours of walking per day)

Move Quickly Normal Terrain: 5 hexes per day

Move Cautiously Normal Terrain: 4 hexes per day

Move Quickly Difficult Terrain: 2 hexes per day

Move Cautiously Difficult Terrain: 1 hex per day

These are all maximum values assuming no major encounters, and any major encounter would halve movement distance rounding down

I’ve run a few play test sessions with FotF 2e and we are really digging it – this is a bunch players who are down…

I’ve run a few play test sessions with FotF 2e and we are really digging it – this is a bunch players who are down…

I’ve run a few play test sessions with FotF 2e and we are really digging it – this is a bunch players who are down with the random nature and willing to play thru whatever I throw at them, so far a great system and really loving all the random tables. Although they are all a little wary b/c the hit point rolls were pretty terrible across the board.

Something that has been throwing me is the simplicity of the fight move I’ve been throwing a dungeon world slant to it rather than the deal damage / trade damage rules as written…. am I on the right track here or should it just be a damage thing?

Also with fight – on a -6 the monster is dealing damage with no return from the player?

The only other thing I’ve had a problem with is the discoveries – but on review I think I need to print off that section of perilous wilds and add it to my notes for reference the next time we hit ‘make a discovery’

Also can luck only be regained with level up?

Not sure where the play testing stands but if there is particular feedback I can give on our sessions that might be helpful let me know!

Spell part: Verb!!! Here’s a starting list based on 1E. What would you like to see added to this list?

Spell part: Verb!!! Here’s a starting list based on 1E. What would you like to see added to this list?

Spell part: Verb!!! Here’s a starting list based on 1E. What would you like to see added to this list?

Affect

Alter

Animate

Bless

Blur

Call

Change

Chant

Charm

Climb

Clone

Command

Commune

Comprehend

Confuse

Conjure

Control

Create

Cure

Dance

Detect

Disintegrate

Dispel

Enchant

Enlarge

Entangle

Erase

Exorcise

Feign

Find

Forget

Heal

Heat

Hold

Identify

Imprison

Jump

Kill

Knock

Know

Levitate

Locate

Lower

Mend

Misdirect

Move

Neutralize

Part

Pass

Polymorph

Predict

Produce

Project

Protect

Purify

Push

Read

Regenerate

Reincarnate

Remove

Resist

Restore

Reverse

Scare

Shatter

Shield

Sleep

Slow

Speak

Stop

Stun

Suggest

Summon

Teleport

Transform

Transmute

Transport

Turn

Vanish

Write

BEASTS & BOOTY revised

BEASTS & BOOTY revised

BEASTS & BOOTY revised

Now that I have a bit more time in my schedule, I’m digging back into Stonetop and Freebooters 2e. The previous Beasts & Booty rules were a well-intentioned mess, but I think the new version I’ve just uploaded is an improvement.

These two “chapters” are the core of the B&B volume. They will be supplemented with more thorough rules explanations and a bestiary and treasure list intended to demonstrate what can be created using the various tables.

Feedback welcome!

https://www.dropbox.com/sh/p88e7exekcb0qsa/AACDXT11NSfNsy_VtQS51xDca?dl=0

Hi All.

Hi All.

Hi All. Been a long time as I am so busy in my non-gaming life. Just a note here in case anyone is still interested in our “d12 World” Freebooters campaign.

Recently, we added a new type of DURATION. It is measured in MOVE ROLLS. Any roll for any move causes that duration to decrease by one. Examples of this type of duration include the STUNNED condition inflicted by some attacks, the effects of certain poisons, and temporary afflictions that take characters out of action. The GM may make a move to increase or decrease roll duration by 1. We track duration with white glass stones.

An example.

Ahasio the Mage is gripped by a ghoul and paralyzed for (d6) (rolls). 5! His first response is to try to make a saving throw. Futile but simply because the move is rolled, duration on the paralysis is reduced to 4. Success! Athasio reduces the duration of his paralysis again to 3 (had he failed, it may have gone back to 4 or the GM might have taken another move. On a split, duration would still be reduced but would be accompanied by the usual unwanted (lesser) cost. With Athasio still paralyzed (3) and at risk of being devoured, Another player steps in. Honarth the warrior pushes forward to drive the Ghouls away from Athasio. [Saving Throw (STR)]. Upon rolling, d(Paralyze) is reduced again to 2. Success! Athasio is out of harm’s way for the moment. Sleerth the thief backstabs, inflicting damage against one of the ghouls. Since backstab requires no roll to “inflict your damage” this just happens with no effect on duration. The ghouls press back upon Honarth as he is joined by Jukko the cleric. Holy symbol held aloft, Jukko calls out an Invocation (+WIS). Rolling reduces Athasio’s paralysis duration to 1. A split. Jukko takes +1 forward from the effect and tries to Turn Undead (+WIS). Failure!!! Athasio loses a white stone. Just one left! A GM move determines that Jukko has been attacked and is now also paralyzed for (d6) 2 rolls. Ug! Sleerth glides in, defying danger with a Saving Throw (+Dex) to “snap his friends out of it.” Merely making the roll has the desired effect! Athasio comes around and Jukko loses a stone… just one left! Rolling a Critical Success, Athasio also grants +1 forward to Honarth, whose swing of a broad axe (+STR+METTLE) not only kills a ghoul, but gives Jukko the time to snap himself out of it. As he successfully rolls TURN UNDEAD, the ghouls scurry away as the party recoups with healing potions.

In comparison, in my previous by-the-book GM style I would not have used duration at all for Ghoul paralysis. A single saving throw would have reversed the effect on a split or better. The method above draws danger along over longer lines of play. When used to describe the effects of PLAYER inflicted durations (sleep poison) for instance, it forces an economy of rolls that really invokes an old-school problem solving mentality.

See you all in a month or so when work lets up 🙂