Hi everyone!

Hi everyone!

Hi everyone! I’ve been lurking in the shadows of this community for a while now, and I’m completely in love with all your products Jason!

Given that short presentation, I’ve come to share a couple of travel moves I have created for my west marches current game.

I was able to translate only two of them this afternoon (originally wrote in Spanish) but wanted to share them with you all, given the latest post was about the travel moves having you unsatisfied. Maybe they serve as an inspiration! I will try to finish translating the other three later.

https://www.notion.so/Travel-Exploration-moves-01e4495918a949b9811c4ef19e8ee290

Thank you for all the great content on this community and keep up the good work!

https://www.notion.so/Travel-Exploration-moves-01e4495918a949b9811c4ef19e8ee290

I am reworking the Travel & Exploration moves because I’ve been unhappy with the way Venture Forth works out in play…

I am reworking the Travel & Exploration moves because I’ve been unhappy with the way Venture Forth works out in play…

I am reworking the Travel & Exploration moves because I’ve been unhappy with the way Venture Forth works out in play — too fiddly and repetitive! The main change is that I’m integrating encounter rolls — formerly called Discoveries & Dangers, now called Incidents and Threats. Incidents encompass hazards, obstacles, mishaps, encounters with non-hostile entities, and discoveries; Threats are hostile entities. The Judge can make something up for those results, or roll on the Incident and Threat tables that I’m currently working on (based on those in The Perilous Wilds).

Let me know whatcha think.

https://www.dropbox.com/s/2aim9nz4er1lc2y/FotF2e%20-%20Travel%20%26%20Exploration%20draft%201-28-2019.pdf?dl=0

Does anyone playing 2e use Keep Company?

Does anyone playing 2e use Keep Company?

Does anyone playing 2e use Keep Company? I am considering cutting it along with bonds. Experiences and opinions welcome.

KEEP COMPANY

When you spend time talking with a fellow party member, say who it is and what ability you use to find common ground with them. If they agree with your choice of ability, start a conversation with them about something (their past, their heritage, their intentions, etc.).

Then, roll +your chosen ability: on a 10+, describe or act out how the conversation goes well, and choose 2 from the list below; on a 7-9, describe our act it out, and choose 1 from the list below; on a 6-, mark XP, and describe what caused the conversation to go badly; you must make amends before you can Keep Company with this particular companion again.

– You gain 1 bond with them (max. 3)

– They gain 1 bond with you (max. 3)

– Refresh all marked bonds each of you has with the other

Below is a beta version for a set of three funnel starters I’ve put together:

Below is a beta version for a set of three funnel starters I’ve put together:

Below is a beta version for a set of three funnel starters I’ve put together:

Saviors of Hogtown: In which a small backwater village must band together to prevent a war and discover their own origins.

The King Beneath The Castle: In which the surviving townsfolk of Stargard Castle discover a dark secret hidden beneath their feet.

Shark God’s Chunder: In which a wrathful deity from the deep threatens a seaside town with utter destruction.

I’ve also put some effort into providing alternative methods of play, additional moves to enhance the game, and a fair number of tables to be used in different ways! So far they’ve made for great one-shot adventures for myself and at cons and the titular adventure even sparked a 24 session campaign some years ago.

Enjoy!

Oh, and comments are appreciated.

https://drive.google.com/open?id=1RFZEKqf-_TLCoFQbpGABXR3WP3Ido-16

Looking for ways to fold these components of old-school play into the move set. Feedback welcome.

Looking for ways to fold these components of old-school play into the move set. Feedback welcome.

Looking for ways to fold these components of old-school play into the move set. Feedback welcome.

SCATTER THEM

The first time you reduce an enemy’s headcount or hit point total to less than half its original value, roll +LUC: on a 10+, they flee, perhaps to fight another day; on a 7-9, they flee if they’re cautious, but otherwise continue fighting; on a 6-, they will fight to the bitter end. Fearless and mindless enemies are immune to this move.

GET A REACTION

When you encounter a person or creature who has no particular predisposition toward you, roll +nothing: on a 10+, they react as positively to your presence as their alignment allows; on a 7-9, they react warily, waiting to see what you do first; on a 6-, they react with as much hostility as their alignment permits.

The Sorcerer’s Jewel

The Sorcerer’s Jewel

The Sorcerer’s Jewel

A “Map Not Required” Dungeon World Adventure by Mark Tygart

https://drive.google.com/open?id=1rpBaMGzmYVkrsbawdXapwiuClxscIydR

Inspired by the “Boinger and Zereth” short story The Sorcerer’s Jewel by Dr. Eric J. Holmes and the works of Edgar Allen Poe

Adventure Background

The young human had a map. Zereth had seen innumerable treasure maps, and he was not impressed with this one.

“Whoever sold you this, sire,” he said callously, tossing it down on the table between them, “did a poor job. The parchment isn’t even aged.”

“You wrong me, Sir Elf,” said the man, “for I never claimed this to be authentic. It was drawn yesterday; I saw it drawn myself.” The arched eyebrows of the black elf shot up on his forehead. “Drawn? By whom?”

“By Misteera the Medium.”

“At a séance?”

“Verily. The controlling spirit claimed to be one Yartoosh, a sorcerer dead these two thousand years.”

—The Sorcerer’s Jewel by John Eric Holmes (first published in Dragon #46, recently republished in Tales of Peril.)

To order Tales of Peril: https://grodog.blogspot.com/2017/06/how-to-order-tales-of-peril-and-other.html

Okay, here’s a link to my blog, which I am going to try to update weekly:

Okay, here’s a link to my blog, which I am going to try to update weekly:

Okay, here’s a link to my blog, which I am going to try to update weekly:

https://lampblack-and-brimstone.com

And here’s a link to sign up for L&B news:

https://docs.google.com/forms/d/e/1FAIpQLSeckdohVx_8jsA2mrAc5oSDQzIAf9Totnkc0wfVovLg6xwJIA/viewform?usp=sf_link

Thanks for all of your support, everyone. I have really enjoyed meeting new folks and discussing games via this community, and I hope we can stay in contact.

Happy new year!

Happy new year!

Happy new year!

As a part of end-of-year accounting for L&B, I pay out profit shares to contributors and donate 10% of DTRPG sales to the Southern Poverty Law Center. This year I’m happy to announce that I was able to give $800 to the SPLC. So if you bought an L&B product this year, thank you!

Along with this auspicious beginning to the new year, I am quitting Facebook and paring down my life in order to focus as much as possible on comics and RPG stuff. Since G+ is sinking, the first steps in this department are to reboot my old blog, connect it to the L&B shopfront, and start posting again on a regular basis. I’ll let you know here when that’s all in order, which should be within the next 10 days. I’ll also be setting up a mailing list for anyone who wants to stay apprised of our activities.

My priorities right now are Stonetop (design & layout) and Freebooters 2e (development/playtesting). My contributions to both of these projects have been minimal over the past 9 months due to book tour stuff, but the dust has settled and I am super-eager to dig back in.

Thanks for your patience! Watch this space for more details.

Troll Hunt (An Adventure for Jason Lutes’ Funnel World Dungeon World Expansion)

Troll Hunt (An Adventure for Jason Lutes’ Funnel World Dungeon World Expansion)

Troll Hunt (An Adventure for Jason Lutes’ Funnel World Dungeon World Expansion)

“Your father was a rare thing in your village…a man that could read. And read he did; trying to find life’s true meaning. The world is ever full of “wonders and signs” your poor father used to say before he succumbed to the bleeding ache (or was it the aching dropsy?) He found the stars a wonder, a leering leper a sign and his own hideous demise a prophecy of….he never said; probably because he was too busy dying hideously. He certainly would have found the crushed hovels and disappearances of local village families to be spiritually meaningful. You and your friends are more practical; something has to be done before your entire village is slowly removed from the map and you with it!”

https://drive.google.com/open?id=1tQdMkTJPumbgaF6yK2c9SbZjofPt9STb

So I’ve been thinking a bit about custom moves for some good, light PvP scenarios.

So I’ve been thinking a bit about custom moves for some good, light PvP scenarios.

So I’ve been thinking a bit about custom moves for some good, light PvP scenarios. This came up because two PCs got into an argument that it was clear neither was going to budge on; they did a great job of roleplaying it out but it was clear they were at an impasse so I decided to incentivize making things come to some sort of a dramatic conclusion. With that in mind, I came up with a custom move on the spot based on some of the mechanics in Apocalypse World and Monster of the Week, and today I wrote it up and revised it a little bit. I’d love for your feedback, particularly on whether a.) you even think PvP mechanics should be a thing, and b.) whether the incentives being offered are sufficient and make sense. So far we haven’t had any fist fights break out so I’m hoping this is all we really need, but any ideas for handling PvP stuff that gets physical would also be of interest to me. How do y’all handle this stuff if and when it comes up in your games?

The mechanics for negotiating (or manipulating, I suppose) NPCs haven’t changed so I’m only including the new PC rules:

Negotiate or Manipulate

When you want something from someone that they don’t want to give up, make your case and roll…

…+STR to intimidate them

… +CHA to convince or charm them

For PCs: on a 10+, both; on a 7-9, choose 1:

– If they do it, they mark XP and take +1 forward

– If they refuse, they suffer 1 point of ability score damage to an ability of your choosing, as long as it makes sense

On a 6-, mark the ability used, and they decide how badly you offended them and choose 1:

– If they refuse to do it, they mark XP

– They’ll do it, but they’re going to hold it against you; erase any bonds you have with the PC