Testing, testing, 1, 2, 3…
Testing, testing, 1, 2, 3…
Testing, testing, 1, 2, 3…
Testing, testing, 1, 2, 3…
Testing, testing, 1, 2, 3…
I knew this day would come. I’ve now got a group where EVERY player has burned their luck down to 5, 4 or 3.
I knew this day would come. I’ve now got a group where EVERY player has burned their luck down to 5, 4 or 3.
I feel like I should offer them some way to redeem themselves, but then, they spent it, so…
Thoughts?
If you have played Freebooters on the Frontier, I would love to hear how the setting creation stuff (the “See the…
If you have played Freebooters on the Frontier, I would love to hear how the setting creation stuff (the “See the Frontier” section of the rulebook) has gone for you. In particular, what parts of the process were clunky and which parts worked well? Are there any additions or subtractions to the procedure that you’d like to see?
Here’s another tool we use in our “almost GM-less” Freebooters campaign.
Here’s another tool we use in our “almost GM-less” Freebooters campaign. It’s a nodal dungeon record. We enter the map at a random location, roll to see what we find, then roll for the number of exits (and their directions) and repeat until the dungeon is fully explored, making notes as we go.
When a monster is encountered, we roll a d12. If the number corresponds to a monster already on the list, we re-use it! If not, the new monster is added to the end of the list.
It’s important to note that this is strictly nodal; there’s no intention to represent size, distance or anything more than rough general spatial relations. I’ll post an example of a filled-in level too.
Here’s a PDF. I print these at Staples on 11×17 card stock. They fold in the middle with room for hole punching.
http://www.mysticworks.com/freebooters/downloads/Nodal-Dungeon-Record-by-Maezar.pdf
Struggling with my cleric to properly use and explore the bless/curse move.
Struggling with my cleric to properly use and explore the bless/curse move.
I’ve seen one or two examples that rely on the god in question being vindictive or wrathful and having domains such as Fire or Pain.
however my player is adamant she follow the good-natured child-god of Flowers, Growth, and Kindness.
One answer is that because of this array of beliefs she shouldn’t really be getting into fights and such, but it seems unfair to deny her gameplay because she wants to be a kind cleric.
I have one or two ideas but I’m interested to hear other people’s anecdotes of interesting curses and blessings drawn from not-obvious domains
I’ve been running a new Freebooters on the Frontier group that is 75% GM-less.
I’ve been running a new Freebooters on the Frontier group that is 75% GM-less. We do zero prep and use random results for virtually everything. The characters have now reached 7th level and the game is rich with twisting mysteries, multi-dimensional NPCs, and fantastic stories.
Last week I took our in-session notes map and drew this nodal map. MOST play has been in the dungeon levels beneath “The Caves of Kinlye,” which I’ll map and post separately.
PS: We’re now using my modified playbooks with the early playtest materials for FotF 2E and it’s going great.
Jason Lutes My players are about to wrap up their first dungeon and head back to town, and I had a question.
Jason Lutes My players are about to wrap up their first dungeon and head back to town, and I had a question. How are you using the “Passing time” move in your game? As written, it looks like every character makes the move individually when they get back to town to see if they get any downtime moves or if their week is interrupted. With six players, I’m thinking that I’ll probably have more than one 6-. Do you often have more than one settlement activity happening during a given downtime week?
Looking forward to using this with TPW!
Looking forward to using this with TPW!
With 2e’s additional content around settlements, I’ve been wondering what’s missing for anyone wanting to play in…
With 2e’s additional content around settlements, I’ve been wondering what’s missing for anyone wanting to play in the True Frontier. To that end, here’s a move to make a mini-settlement where the party can make Downtime moves.
Outpost
When you spend a week building up a small outpost on the frontier, you must first Scout the area, dealing with any threats. Then, roll+nothing, +1 if you pick the +1 forward from Scout, and choosing 1 more option if you find beneficial terrain. On a 10+, choose 3, On a 7-9, choose 2, On a 6-, Don’t mark XP and choose 1.
– Circle the Wagons: You’re able to build up some defenses, the specifics depending on local resources
– Creature Comforts: Lodging counts as Modest instead of Poor for Recover
– Good Hunting: As a Downtime move, gain 4D6 rations
– Curious Visitors: You can Recruit from local inhabitants or travelers
– Placid Environs: +1 Peace for Pass Time
At the Outpost you can…
– Find enough food to sustain you without tracking Rations.
– Bank It by burying or hiding your stash to retrieve later.
– Pass Time at 0 Peace and Poor Conditions, treating settlement events as GM moves, and make Downtime Moves. After each week, everyone should Keep Company once due to the isolation.
For my next session my party ventures into a landscape of dizzying cliffs and perilous rock-cut staircases.
For my next session my party ventures into a landscape of dizzying cliffs and perilous rock-cut staircases. I envision the idea of there being ziplines for the locals to get around, and I want my party to also take ziplines.
I’m trying to think of some kind of rule to represent the benefit of ziplines over walking. Perhaps making a Thread where the final knot is “arrive at destination” and the zipline is an instant advance-1-knot whilst I withhold a Judge move to regress them by 1 knot (i.e. they get lost or took a wrong turn)
Anyone got any thoughts on other ways I could represent shortcuts, and if there is a move I could use like
“use Zipline roll + DEX
10+ make it across
7-9 pick from
* something slips out of your bag, lose an item
* you get vertigo burn WIS
* something else?
Any and all thoughts welcome