I’m trying different ideas for a pared-down set of treasure tables, to make it as easy and direct as possible to generate treasure. My goal is to fit it all onto one 5.5″ x 8.5″ page, but it will likely end up spread out over two pages. For me it’s important to include a wide variety of “stuff” in addition to raw coinage — trade goods, furs, spices, art objects, etc. That part I can handle. The challenge is figuring how to scale things properly without bogging down the process (with calculations, too many rolls, etc.), while maintaining the level of “simulation” that already exists in Freebooters.
I’m researching how others have done this kind of thing, so I would love to hear about treasure generation systems that you have used on the fly, and what about them really works for you.
Just threw this together before running off to class.
Just threw this together before running off to class. Too on the nose? Open to other title font ideas, this is just the best one I had on hand. Image is placeholder.
This is pretty raw, and things are missing (you will need FotF 1e and The Perilous Wilds to fill in the gaps), but I’m making it available here for anyone who wants to give it a spin. Especially John Marron, since he is planning to run a game imminently.
Note that the creature creation guidelines need a lot of massaging, and the treasure procedure is largely incomplete. I’m going to try to get the latter into workable shape before the end of the week.
I haven’t had a chance to try out the 2E Freebooters moves in play yet (hopefully I will this coming Wednesday!),…
I haven’t had a chance to try out the 2E Freebooters moves in play yet (hopefully I will this coming Wednesday!), but just from reading, I’m not super happy about the proliferation of “don’t mark XP on a 6-” moves. I like the consistency of always getting XP for a 6- roll, and I think it’s a nice softening of the blow for suffering the consequences of the roll (which, I would say, should usually be pretty serious). Any insight into your decision to make more moves not grant XP on a 6- Jason Lutes?
It never occurred to me before, but is the inclusion of “+LUC” under “Make a Saving Throw” redundant to the move…
It never occurred to me before, but is the inclusion of “+LUC” under “Make a Saving Throw” redundant to the move “Get Lucky”, which gives rules for how to use Luck to make rolls?
Feel free to throw dice at me, but with our games being very campaign-oriented (vs.
Feel free to throw dice at me, but with our games being very campaign-oriented (vs. one-shot/short multi-shot), we’ve started playing Freebooters on the Frontier with 2d12 instead of 2d6!
The finer granularity leaves more “headroom” to accommodate Freebooters’ inevitable stacking of ability score bonuses, move effects, class bonuses, spell effects, magic items, and other boons (and banes) without the game becoming unplayable due to characters never failing at their “main thing” (or ANYTHING as players learn to game the system.)
Some aspects of the base AW engine (such as “6– / 7–9 / 10+”) need to be re-scaled, but leaving class abilities and move effects as written for 2d6 makes a long-term game more fun and challenging. The scale for ability score modifiers took some time to tune; it is NOT a straight doubling) and in fact, we ultimately settled on a core mechanic that looks right but is in fact more “cruel” (mathematically speaking): 12– / 13–19 / 20+. This results in a feel that’s more OSR-like, with some cool side effects too, such as a more even progression of character level across repeated sessions and a tendency for more “Split” roll results in general (the middle bracket of the mechanic).
You may have seen my recent 2d6 AW math charts. Here is one showing how things work with 2d12, plus a set of pie charts to help you immediately visualize the difference. The idea is to get more mileage out of thespaces between the canonical plusses and minuses!
I’m hoping to publish my “d12 World” conversion kit this summer.
Here are some revised settlement encounter tables to take around the block.
Here are some revised settlement encounter tables to take around the block. The Perilous Wilds tables are meant to supplement this stuff in some places, and will be folded in to the final version of FotF2e.
They don’t feel as unified as I would like, but I’ve been rolling test encounters and I’m pretty happy with the scope and depth of results made possible by these 4 page spreads.
Roll some yourself and interpret them here, if you feel inclined!
Here’s the latest draft of the Travel & Exploration Moves for Freebooters 2e.
Here’s the latest draft of the Travel & Exploration Moves for Freebooters 2e. Trying to make these applicable to overland and underground exploration. Also cribbed and modified the “Cramped Quarters” move from Uncharted Worlds because I’ve been wanting a formalized way to encourage character development and interaction.
Splitting my day between Stonetop revisions and tinkering on Freebooters 2e, I came up with this draft playbook…
Splitting my day between Stonetop revisions and tinkering on Freebooters 2e, I came up with this draft playbook design for Freebooters. Feedback appreciated.
Copping some design elements and font from Maezar’s character sheets, which are really great. I hope that’s okay, Maezar!
Still a little torn between this more pulpy display font and something rougher.