Hey all, thinking of starting a PW game and was wondering if there’s any expanded “random place” and “random region”…

Hey all, thinking of starting a PW game and was wondering if there’s any expanded “random place” and “random region”…

Hey all, thinking of starting a PW game and was wondering if there’s any expanded “random place” and “random region” tables already existing. Would love to have more than 50 options per place/adjective/noun. Thanks in advance!

Thought you might like to check in on the developing map from our random emergent storytelling, GM-less…

Thought you might like to check in on the developing map from our random emergent storytelling, GM-less…

Thought you might like to check in on the developing map from our random emergent storytelling, GM-less Perilous/Freebooters game! The four main characters are each now level 8! They’ve discovered that the source of the blight is a Necrotic dragon living deep beneath Kinlye… I’ll post more on the stories after this weekend’s session.

Partner and kids were out of town this past weekend, so I threw an all-day game day at my place for my group.

Partner and kids were out of town this past weekend, so I threw an all-day game day at my place for my group.

Partner and kids were out of town this past weekend, so I threw an all-day game day at my place for my group. We decided to give Genlab Alpha a spin, partly to see how PbtA it is, and partly because animal vs. robot overlords action! We had a great time.

When things were winding down, we got to talking about our ongoing Freebooters campaign, and what it might actually be like to explore dark places by torchlight. I had explored some drainage tunnels with a torch when I was 15 or so, but I had no memory of what it was like. So we grabbed a few sticks of firewood, some rags, shoe goo, and lighter fluid, and made some torches!

We explored the back forty and went into the woods a bit. We imagined what it would be like to hear strange noises just out of range of the firelight. It really brought home how scary it would actually be to explore a dungeon this way.

The two things we took away were that the torches need to be carried by the people in the middle of the marching order, with everyone else looking away from the light (to avoid getting blinded); and your torch arm gets really tired really fast. Jokes about warriors with overly-muscled torch-arms ensued.

Let’s talk about the difference between FOLLOWERS whose cost is “Lucre” …and HIRELINGS.

Let’s talk about the difference between FOLLOWERS whose cost is “Lucre” …and HIRELINGS.

Let’s talk about the difference between FOLLOWERS whose cost is “Lucre” …and HIRELINGS.

At present, I’m limiting my players to CHA followers whose cost is NOT Lucre.

To retain additional followers, the cost of Lucre must be ADDED to any other cost the hireling has.

This is working out, but I feel like a cost of Lucre could be played as something. more speculative, whereas proper “hireling” wages would be more structured.

Follower:

“You’re going to the Ghathari Wild? I’ve heard there are great treasures there! I’ll join you if you’ll share the loot.”

Hireling:

“You’re looking for a strong-arm travel with you in the Ghathari Wild? That place is the graveyard of heroes. I demand 40 silver pieces per day.”

This week in the lab, our crew of 1st and 2nd level freebooters will be plumbing the depths beneath the ruined city…

This week in the lab, our crew of 1st and 2nd level freebooters will be plumbing the depths beneath the ruined city…

This week in the lab, our crew of 1st and 2nd level freebooters will be plumbing the depths beneath the ruined city of Sjorrin Leid. At first I was planning to do try to generate it node-by-node on the fly, Meazar-style, but after a week’s delay I felt the need to flesh it out a bit. So I drew a nodal map to get a handle on my vague sense of how things fit together underground, generated a bunch of danger and discovery prompts using the PW tables, and wrote them up.

I’m curious about how dungeon crawling can work in the space between mapping every 10’x10′ square and the more cinematic Dungeon World approach. I’m also trying to structure play such that the Venture Forth move in FotF can be used to explore the underworld as easily as overland.

Will report back after we see how it goes!

Here’s a sneak peek at my legal-sized character sheets for FotF!

Here’s a sneak peek at my legal-sized character sheets for FotF!

Here’s a sneak peek at my legal-sized character sheets for FotF! We’ve been switching to these at around level 7 when the standard letter-sized sheet starts to feel a bit cramped.

I’ve been thinking recently about what might be called Social Combat and I was wondering if anyone had any ideas…

I’ve been thinking recently about what might be called Social Combat and I was wondering if anyone had any ideas…

I’ve been thinking recently about what might be called Social Combat and I was wondering if anyone had any ideas about how to implement it elegantly in FotF or DW or how the current moves might be used to create a more structured social confrontation

Currently, as I understand it, a physical combat has HP which is attacked with Damage dealt by successful Fight/Hack n Slash/Volley/etc rolls

a social combat might come down to a Negotiate roll or a Charisma-based Defy Danger/Saving Throw

The difference between the two is the 10+ outcome of a Fight roll is not “the monster dies” since it’s understood there is an HP stat which must be exhausted. On the other hand the Negotiate roll is rather all-or-nothing – if the player’s intent is to convince the king the evil baron is not to be trusted, a 10+ roll will thus convince the king. Perhaps you could make them roll more than once on the same stat to represent various stages of convincing, but that’s quite boring and unfair as you’re basically just asking them to try over and over until they fail.

There is a system called Honor & Intrigue in which social combat is represented with a social HP called Composure and there are various ’rounds’ of repartee where players and NPCs roll + relevant modifiers and a successful roll lowers the other’s Composure. Reaching 0 Composure means that person is defeated, and might storm off in a humiliated huff or spill the beans or confess to the murder etc.

I think there are situations which might call for a similarly-structured social combat where there is a Social HP to exhaust before victory. Perhaps I’m overcomplicating things, but here’s an early, very rough rule. It’s basically Fight/Hack n Slash but with an attempt to include HP into a Charisma roll.

PARLEY

When you engage with an intractable or uncooperative group or figure in verbal repartee, say what you want from your opponent or what you want them to do. Then describe how you want to approach your opponent (schmooze, mock, intimidate, plea, etc.). Then both sides hold 3 Composure.

When you make a verbal attack, describe what you say and how. The GM may award a +1 for engaging roleplay. Then roll + CHA

10+ your wordplay overcomes their defenses. They lose 1 Composure

7-9 you make some headway but they retort with a smart comeback. They lose 1 Composure, but retaliate

6- mark XP, you are tongue-tied or your delivery falls flat. GM makes a move

When Composure reaches 0, that character is defeated. They will storm off, burst into tears, reveal hidden information, etc. If the player is defeated, describe how your character deals with the humiliation or intimidation of their loss and mark XP.

My Friday night group is delving DEEP.

My Friday night group is delving DEEP.

My Friday night group is delving DEEP. They’re five levels down in a ten level megadungeon. A section on one of the levels is a nasty maze of twisting passages, all alike. We improvised a mini-game and I’ve written it up here for you to enjoy:

(Note: we play with 2d12. If you’re playing with 2d6, a CRIT is 12+, a HIT is 10-11, a SPLIT is 7-9, a MISS is 3-6 and a FLOP is 2-.) ——————————————————————-

Maze of Twisting Passages

When you try to make it through the maze, ask the GM how many True Paths each party member needs to mark and what ability to test, then roll +that ability:

You mark a True Path and all allies take +1 forward

You mark a True Path.

You mark a True Path but burn 1 in the tested ability.

The GM chooses one from the list below:

[ ] You burn 1 in the tested ability.

[ ] You must un-mark a True Path.

[ ] The maze takes a toll on your resources.

[ ] A dungeon danger manifests. Stay sharp!

Mark XP. The GM chooses two from the list above.

When everyone has marked all the required True Paths, your party escapes the maze.

——————————————————————-

Here are some sample mazes:

1. Every player must mark 3 True Paths of Roll+WIS.

2. Every player must mark 2 True Paths, one Roll+STR and one Roll+INT.

3. Every player must mark 1 True Path by testing their worst ability (excluding Luck).

4. Every player must mark 3 True Paths by rolling +two different abilities of their choosing.

5. The group must mark 5 True Paths total by rolling +their choice of abilities, but at least one of the abilities tested must be Luck.