Is there a reference sheet for the Funnel World Villager moves (Last Breath, End of Session, Test Your Luck, Reap…

Is there a reference sheet for the Funnel World Villager moves (Last Breath, End of Session, Test Your Luck, Reap…

Is there a reference sheet for the Funnel World Villager moves (Last Breath, End of Session, Test Your Luck, Reap Your Fate, and Level Up) anywhere out there? Maybe Know Your Stuff too but that’s on the character sheet. I’m running a funnel starter this weekend and it would be handy to have at the table. If not I can make my own but it won’t be pretty! 😄

Manage Provisions

Manage Provisions

Manage Provisions

Does FotF need this move? Is it time to give it the axe?

I like resource management in a survival-oriented game, but I’m not sure it adds enough to the proceedings to keep it around.

I want tension around the need for sufficient supplies to complete a foray into the wild, but that might just be accomplished by the Judge making the “use up their resources” move to destroy rations when the fiction suggests.

Any thoughts one way or the other? Positive and/or negative examples of how you’ve seen Manage Provisions work in play?

Here’s a draft of a “wandering monster” move that also acts as a reminder that time passes in a dungeon, with a hint…

Here’s a draft of a “wandering monster” move that also acts as a reminder that time passes in a dungeon, with a hint…

Here’s a draft of a “wandering monster” move that also acts as a reminder that time passes in a dungeon, with a hint of Torchbearer’s “Grind”. It might be too harsh if used strictly with the way the trigger is currently worded.

When you do anything carefully, thoroughly, or otherwise take your time in a task, such as searching for traps or secret doors, reading lengthy text, enacting a ritual, or bandaging your wounds and catching your breath(?), determine what everyone is doing (if you wish, someone may Stay Sharp and/or Make Camp and Manage Provisions during this time), and the Judge chooses a character to roll + Luck (minus a chaos factor set by GM? Dungeon level?).

* On a 10+, all is quiet.

* On a 7-9, choose one.

* On a 6-, the Judge chooses two.

– It takes longer than hoped; all torches gutter out, and a tool in use breaks or a resource is used up.

– Exhaustion sets in; unless you Make Camp very soon, everyone burns 1d4 CON.

– A Danger will soon manifest (or, the Judge makes a move).

“PASS THE DIE”

“PASS THE DIE”

“PASS THE DIE”

This Friday, I showed Freebooters on the Frontier to yet another a new group of players. Everyone told me they very much enjoyed the game, and there seemed to be strong interest in reconvening. One of the players, a very experienced gamer (who it turns out had in fact been a backer of “The Perilous Wild” 🙂 commented that he very much enjoyed our particular game, comparing it very favorably to Dungeon World “classic” and other games, and pointing out that he especially liked the extent to which each of the players had been involved in the story and the action. We talked specifically about this had occurred in some part due to a technique I use called “passing the die.” I thought I should share it here.

What I do is have players pass a large d6 (or other token) around the table, using it to indicate which of them will be asked to make the next “procedural” move (almost always a “Travel” move). After we resolve that move—and everything that follows directly, the die is passed to the next player.

I proposed—and we adopted—this method after noticing that certain players in each group would “claim” very regular moves that they’d be likely to succeed at. The most wise player is most often chosen to Scout Ahead. The most intelligent player always Navigates. This is fine and well within the fiction, and makes perfect sense, but more rolls means more chances to earn XP. This proved to have a pronounced effect on uneven advancement in our travel-heavy games!

Now, “passing the die” definitely tinkers with the core mechanic of Dungeon World, so I’d like to state at the onset of any discussion that my groups tend towards “collaborative improvisation.” In this style, players tend to agree that it’s OK to share control, at least to the extent that it enhances everyone’s enjoyment.

So if “the die” (or the shell, or the plastic unicorn, or whatever) indicates which player will be in the spotlight—either during the day’s travels, or on watch, or during whatever open-ended (passive, procedural) situation arises, play also passes around the table. This could be “SCOUT AHEAD” or “NAVIGATE” or “MAKE CAMP” or “STAY SHARP”, “MANAGE PROVISIONS”, “MAKE A SAVING THROW”, or whatever move seems appropriate. I’ll then tailor the fiction so it asks for the required move from the player holding the die.

To be clear, the turn-by-turn cycling does NOT necessarily mean—in the fiction or otherwise—that the “best” character isn’t really the one conducting an activity they are clearly best at. Rather, we use the fiction to focus on our “surrogate” while leaving room for other actors and agents to carry on however they imagine.

In many cases I will ask the player with the die to tell me how they become pivotal in the move of the moment. If they need help, we’ll come up with something together.

Here’s an example for SCOUT AHEAD: “As the others talk (and talk and talk) about what the scout found (or didn’t find) you [impetuous thief] grow tired of waiting and wander away to look again over the valley below. Roll +WIS to see if you notice anything out of the ordinary.”

Here’s an example for NAVIGATE. “While planning the route, there is some disagreement about which way is best. As it happens, eyes somehow turn to you [dim warrior] to cast the deciding vote. Roll+INT and let’s see what happens next…”

Here’s one for MANAGE PROVISIONS: “Have you noticed that every night this priestess cooks the same bland Northern-style food? When she asks you to watch the pot, you [clever mage] decide to ‘tweak’ the recipe a bit. Let’s see how THAT goes… Roll +WIS.”

So, as I’ve said, this method is working great for us. Dungeon World is already very good at distributing XP during typical RPG combat situations, where each character’s beefy “prime requisite” score results in lots of successes, plenty of narrative advances, and regular-enough failure. Here, the chances to roll for more individual moves are shared as well. In a sense, “non-combat fun” is also therefore more evenly shared. Aside from these mechanical aspects, I find that the play style which emerges reflects the micro-push-and-pull of real life character-driven situations in a fun and familiar way.

So that’s how and why we pass the die.

If there’s interest, I’ll post more of my thoughts on this, covering how I sometimes (objectively) ask players to use an ability that is NOT specifically the one mentioned in a given move, or how I try to “forge the fiction of failure” around the kinds of character substitutions that occur.

Freebooters 2e: Moves, Settlement Events, and NPCs

Freebooters 2e: Moves, Settlement Events, and NPCs

Freebooters 2e: Moves, Settlement Events, and NPCs

I had to get this out of my system since I became kind of obsessed with settlement event generation. The linked PDF includes all of the projected moves for the game, some slightly tweaked and some new. Also included are the NPC and settlement event tables. The event tables are not quite done — I still need to add the task/job tables, which should add another page spread.

Heads up to John Marron, J. Walton, and other people out there currently running games.

This has been distracting me from Stonetop layout duties, so now it’s time to get back to that!

https://www.dropbox.com/s/slen9gri5s31ch7/FotF2e_playtest_draft1.pdf?dl=0

I got an iPad pro and wanted to try my hand at mapmaking, so last night I drew this map of “Stonetop” in the style…

I got an iPad pro and wanted to try my hand at mapmaking, so last night I drew this map of “Stonetop” in the style…

I got an iPad pro and wanted to try my hand at mapmaking, so last night I drew this map of “Stonetop” in the style of my favorite Judges Guild products. It’s a first attempt, and I will improve but I thought you might enjoy! it anyway.

Rob Brennan (and everyone else), how’s this for a “gather info” downtime move?

Rob Brennan (and everyone else), how’s this for a “gather info” downtime move?

Rob Brennan (and everyone else), how’s this for a “gather info” downtime move?

Research

When you spend one week of downtime gathering information, say what you’re looking for and roll…

…+INT to pore over written materials

…+WIS to keep an ear to the ground

…+CHA to ask people directly

On a 10+, the Judge will tell you whatever you want to know, within the limitations of your approach and local resources; on a 7-9, the Judge will tell you something useful, and you choose 1 from the list below.

> Your queries draw unwanted attention

> Whatever you learn is accompanied by an unwelcome truth

> What you find is only the first crumb in a longer trail—ask the Judge where you might need to go next

Proofreading needed

Proofreading needed

Proofreading needed

I am wrapping up a smaller L&B project that needs proofreading. Whoever chips in will get a copy of this 40+ page pdf for free. That’s a $4 or $5 value for several hours of your time! Plus proofreading credit if I can figure out a way to cram it onto the credits page (I just realized I need to do that).

I would like to get proofing notes back by next Friday, September 23.

First 3 people to respond are in!

What have people found/created with regard to online generators for FotF and Perilous Wilds Tables?

What have people found/created with regard to online generators for FotF and Perilous Wilds Tables?

What have people found/created with regard to online generators for FotF and Perilous Wilds Tables?

Here are a couple I’ve found:

generators for Perilous Wilds region/place names, items, discoveries, dangers, creature, steading, dungeon, adventures:

https://perilous-wilds.geekwire.net/welcome

a generator for FotF spell names:

http://www.random-generator.com/index.php?title=Spell_Name_Generator

another generator for FotF spell names (along with some other things the creator found useful):

http://www.random-generator.com/index.php?title=Alex%27s_Sandbox

(Originally added the above as comment on a different post… but figure having a post all on its own might be nice for those searching.)

Running my first session of FotF next week, for 3 people, two of whom are new roleplayers.

Running my first session of FotF next week, for 3 people, two of whom are new roleplayers.

Running my first session of FotF next week, for 3 people, two of whom are new roleplayers.

What do most people do in terms of Prep for it? Clearly a lot of the game is based around player input combined with random table results, but I’d also like to come in with a solid direction to point them in, especially because they are new. I’m also worried about rolling on a ton of tables mid-game grinding things to a halt.

Would love to hear some folks’ first-session prep strategies to keep things moving.