I’m finding these PDFs to be very difficult to print.

I’m finding these PDFs to be very difficult to print.

I’m finding these PDFs to be very difficult to print. If I leave off the cover, I get spurious blank pages in the middle of the book when printing Perilous Wilds Survival Kit. For some reason that I can’t discern, the page flow is weird. Any suggestions?

For those able to read Portuguese, here’s the crowdfunding project of the Brazilian Portuguese edition of…

For those able to read Portuguese, here’s the crowdfunding project of the Brazilian Portuguese edition of…

For those able to read Portuguese, here’s the crowdfunding project of the Brazilian Portuguese edition of Freebooters on the Frontier.

If anyone wants a hardcopy (the book will have 48pp in B5 format) just send me a message and we’ll see how to do that.

But if you just want to chip in and help with any amount, you can use this link: https://www.catarse.me/pt/projects/70044/contributions/new?reward_id=133863 — it starts with R$ 10, or roughly US$ 3, but even this tiny amount will be of a huge help.

https://www.catarse.me/snf

I loved the perilous wilds, but never dipped my toe into FOTF, but am considering it now.

I loved the perilous wilds, but never dipped my toe into FOTF, but am considering it now.

I loved the perilous wilds, but never dipped my toe into FOTF, but am considering it now. I don’t need to know funnel world to be able to play it, do I? (I have Perilous Wilds and Dungeon World). Would someone be willing to give me an elevator pitch? What’s going on with second edition?

About FotF 2e, Magic-User Invocations

About FotF 2e, Magic-User Invocations

About FotF 2e, Magic-User Invocations

Dragonlance 5th Age, Saga System, used a kind of point buy feature to design spells on the fly. It strikes me as similar to what’s proposed on the 2e rules, so I’d like to share this (maybe it shines some light on Jason Lutes design and playtests, but I believe he must be familiar with this anyway).

Spells there have 5 components: invocation time (taking more time uses less points), range, duration, area of effect (including a kind of subtable for groups, physical area, and time for divination purposes), and effect.

The only thing different here is the invocation time, I believe.

My “Monday Knights” group has been playing Freebooters weekly for 15 months!

My “Monday Knights” group has been playing Freebooters weekly for 15 months!

My “Monday Knights” group has been playing Freebooters weekly for 15 months!

Tonight’s session was about “recovering from major setbacks” that had befallen the group in weeks past. First, they plied Queen Yijara of Hind with glories and gifts (a phoenix ransomed with the loot from a dragon’s horde, and a huge stalactite of magical darkness delivered to her court by a creature of living stone) until she finally returned to them the magical key that will allow them to continue exploring the depths of the dungeon below distant Kinlye. The key had been confiscated when the sorcerer Serso (PC) was thrown to rot in Yijara’s dungeons after he was caught attempting to spy magically upon her.

Next, the group finally put an end to the obstacles posed by the will (and agencies) of Akheenistradu, a suspicious and hot-tempered extra-planar noble who it turned out had been spying on them through their longest-held follower, the guide (and confidant) Wara. All were indeed delighted when it was revealed that tonight’s reward would be an alliance rather than fiery death.

Next time, it will be new magical research for Serso, “Lucky” Jakk’s return to Kobold-town, and new challenges as the toad-priest Kathug attempts to claim the arch-clericy of Thalangul while Raas the Dragonslayer awaits the product of his partner’s forge: a magical sword to wield against the Blight Dragon who waits beyond the final door!

Question about setting monster difficulty level:

Question about setting monster difficulty level:

Question about setting monster difficulty level:

In preparing for a freebooters game with my niece and nephews after the holidays, I’ve been trying to figure out how to set monster difficulties, particularly around damage. A typical freebooters character will have 5ish hit points, a bit more for fighters and clerics, who may also have 1-3 points of armor. Magic users are very likely to have 3hp at first level.

If I follow the monster creation guidelines the most vanilla horde monster will do d6 damage to a character if they roll anything less than a 10 in hack and slash or anytime you get to make a monster move “do damage.” Magic users and theives are likely to go down in one hit, fighters and clerics in two hits. Monsters that make sense in “groups” or “solitary” are even worse, doing d8 or d10, possibly with bonuses/piercing.

From the couple times that I played DCC, it seemed like most/all monsters in the early adventures did only d6 damage, some d3 or d6 with a penalty, etc. This made it possible for combat to be very dangerous/exhausting of resources, without being suicidal. I like the high danger of freebooters, but the dying on a 9- when you’re lucky to be rolling at +1 doesn’t seem “fun.” Even going to second level gives them a bit of resilience/ability to give and take in combat.

I’m worried that as written they may as well play as funnel world because mortality of even full freebooters first level characters will be so high. Is there any advice on hacking the damage system to make it make sense. Or are there other ideas to help this make sense?