In Perilous Wilds, some regions/areas can be Barren.

In Perilous Wilds, some regions/areas can be Barren.

In Perilous Wilds, some regions/areas can be Barren. The definitions implies that it’s harder to Forage there/find water. However there is nothing specific avout Barren lands in the Forage action nor in the Water supply section on p. 30.

To Jason Lutes: Is this deliberate?

To all: How do you handle it?

How are people managing doors and directions in dungeons?

How are people managing doors and directions in dungeons?

How are people managing doors and directions in dungeons?

Maezar has a fantastic system of rolling for number of exits/direction of exits mapped on a hexagonal pointcrawl-style-thing, but I was wondering how people have traditionally used Perilous Wilds’ dungeon creation table with regards to the number of entrances and exits in dungeons?

How has space and layout been considered in your dungeoncrawling in general?

I’ve coded up a Python3 based villager generator using the instructions in Funnel World.

I’ve coded up a Python3 based villager generator using the instructions in Funnel World.

I’ve coded up a Python3 based villager generator using the instructions in Funnel World. Available here: https://github.com/GustavBertram/funnel-world-villager-generator

Here’s the druid spell name tables I’ve been using for my campaign, including an automatic generator.

Here’s the druid spell name tables I’ve been using for my campaign, including an automatic generator.

Here’s the druid spell name tables I’ve been using for my campaign, including an automatic generator. My favorite from our game is “magma sinkhole” which is usually pretty devastating. This webpage can also generate magic-user spell names. https://underwires.github.io/freebooters/

I want to run Curse of Strahd in Dungeon World or Freebooters, structuring it in the Perilous Wilds/Deeps style, but…

I want to run Curse of Strahd in Dungeon World or Freebooters, structuring it in the Perilous Wilds/Deeps style, but…

I want to run Curse of Strahd in Dungeon World or Freebooters, structuring it in the Perilous Wilds/Deeps style, but I’m not sure the best way to go about that. Some parts are more clear. I am using a more structured approach than normal since I have a player who does not want to get into world building at all, so it makes sense to use this kind of module. I plan on setting up fronts as much as possible, but I could use some help in other areas.

Should I abstract a ‘dungeon’ like Death House

https://media.wizards.com/2016/downloads/DND/Curse%20of%20Strahd%20Introductory%20Adventure.pdf

into the Perilous Deeps style, or just run it as is?

What about all the existing NPCs and their complex relationships? Should I make those more random and improvised or use them as written in CoS? They are pretty complex as this diagram shows:

http://www.dmsguild.com/images/8957/204160.jpg

or maybe just run #Stonetop, add a vampire and call it a day? I am considering using the stonetop classes regardless. Any advice?

I posted this on the DW Tavern, but figured this might work well for Freebooters as well.

I posted this on the DW Tavern, but figured this might work well for Freebooters as well.

I posted this on the DW Tavern, but figured this might work well for Freebooters as well. It feels appropriately old school to me.

Reaction Check

When you approach a wary or hostile NPC and try to communicate, roll +CHA: on a 10+, they’ll hear you out and choose 2; on a 7-9, they’ll hear you out and choose 1.

• They are impressed, intrigued, or amused by you, as the GM sees fit (otherwise, they remain wary or hostile)

• You’ve got their complete attention, for now at least (otherwise, they remain alert)

• You glean a valuable insight; ask a question from the Discern Realities list and take +1 forward to act on the answer

L&B project update:

L&B project update:

L&B project update:

Because of the amount of non-games work I need to get done between now and December (finishing a graphic novel, among other things), I have to put current L&B projects on the back burner until I’m in the clear.

For Freebooters on the Frontier 2e, this means development is on pause. For Stonetop, this means that design and layout are on pause, but Jeremy will continue to develop content and make it available to the playtest community at his discretion.

I’m still listening to feedback and suggestions, so please continue to post any you might have. The good news is that once I meet my deadline, I’ll have at least a 6 month chunk of time to devote to this self-publishing thing.

Thanks for your patience!

So I came up with this move for my game.

So I came up with this move for my game.

So I came up with this move for my game. I am using Perilous Wilds and Perilous Deeps. I trigger this move when the players state a firm objective and/or I need to move the action along. Thoughts?

DELVE

When you guide the party toward your objective in the dungeon, describe how you lead and, roll +relevant stat (see Defy Danger).

10+..Choose 2 from the list below and move towards your goal

7+….Choose 1 from the list below

6-…..Mark XP and the GM makes a move

– You encounter a Unique feature

– You make a Discovery

– As one above, but you do so safely, without encountering a Danger

– You encounter a Danger, but get the drop on it

Suggested GM Moves:

– You overcome an obstacle by expending some supplies (mark 1 Ration, 1 Bandage, or 1 Adventuring Gear, etc.) and describe what happened

– You hear a Danger drawing near

– You alert or leave a trace a Danger might find

– You get lost having ventured through a series of Common Areas, -1 forward to get back on track

– A Danger attacks from surprise

– A trap is triggered damaging and/or separating members of the party

While out for a walk yesterday I started thinking about how to make Freebooters campaigns naturally progress beyond…

While out for a walk yesterday I started thinking about how to make Freebooters campaigns naturally progress beyond…

While out for a walk yesterday I started thinking about how to make Freebooters campaigns naturally progress beyond the 10,000 silver mark. The characters would be rich enough to retire, but they wouldn’t want to for some reason – but what could they do with it?

What came to mind, among other things, was nobility. A character or two could be appointed lordship by a king or sultan or something, preferably on the border of civilized lands. They’d still have a reason to go exploring – protecting their subjects from things just outside their borders, or being dragged away for a while as a diplomat to a distant land.

Unfortunately, I doubt my players will progress beyond 10,000 silver. I’m willing to bet we’ll either start over with new characters or try a different system (although I’m loving Freebooters and would love to return to it in the future). It did, however, give me an idea for two new moves, centering around a single noble character in the party:

For Nobles:

Once per player per session, when you give an order, clear or implied, that a party member refuses, mark XP.

For Subjects:

Once per session, when you accept an order, clear or implied, from the noble character, mark XP.

This would encourage there to be a dynamic between the noble and subjects – they’d have a reason to follow, he’d (or she’d) have a reason to make them not want to. And, of course, the only bonus is experience. You don’t have to follow the orders or give ones they don’t want to follow. You’re just encouraged to in order to drive the story forward.

I think “per player” might need to be removed, however. In my current group that would mean up to 5 XP per session, which would roughly double the XP gain per session if the noble player really capitalized on it.