Type treatment for FotF2e: Freebooters Futura or Lampblack & Brimstone house style?

Type treatment for FotF2e: Freebooters Futura or Lampblack & Brimstone house style?

Type treatment for FotF2e: Freebooters Futura or Lampblack & Brimstone house style?

I’m trying to decide between the original Freebooters treatment, which is vaguely evocative of OD&D, and the “house style” I used in all the other L&B books (like The Perilous Wilds). Which do you prefer?

You can get a better look at the draft here: https://www.dropbox.com/s/rb10d8r2gcho0tj/FotF2e_typetest.pdf?dl=0

Note that I haven’t settled on either d12 or d100 tables, d100 is just what I’m using on this draft.

Encounter tables for Freebooters on the Frontier 2e: nested d12 a la The Perilous Wilds or classic d100?

Encounter tables for Freebooters on the Frontier 2e: nested d12 a la The Perilous Wilds or classic d100?

Encounter tables for Freebooters on the Frontier 2e: nested d12 a la The Perilous Wilds or classic d100?

There will be lots of tables. I’m working on some comprehensive settlement encounter tables right now. I find d12 tables easier to reference quickly, but d100 tables are obviously more flexible in terms of how much you can pack in. Plus I’m already using d100 tables in Freebooters, and consistency is important to me…

Hm. I may have just answered my own question, but feel free to vote and let me know why you think one or the other is superior!

Session 2 of FotF last night. Continues to be great.

Session 2 of FotF last night. Continues to be great.

Session 2 of FotF last night. Continues to be great.

Originally shared by J. Walton

Session 2 of Jason Lutes Freebooters on the Frontier last night, with Johnstone Metzger and Ariel Cayce. This game continues to be super fun to run, and hopefully it’s fun to play too.

One thing I definitely noticed: We decided to start over with new characters, since Johnstone thought his last character was kind of a dick. And there’s this thing where you roll up these random people and their random setting and the random inhabitants of that setting (and in this case: random flotsom and jetsom you washed up with in a random location on the coast), but if you forget to actually spend some time giving them real emotions and real goals and real interactions with each other, you don’t end up really caring about any of it and it becomes hard to roleplay or make choices because you don’t have enough context to do that.

So there were these few awkward moments in the beginning when I turned to Ariel and was like: “So what do you do?” way before we’d set up enough context for him to really know how to make that decision. So then we back-peddled a little bit and I spent more time actually describing the setting and the context and what the other characters were doing and how his character’s leather armor had been stiffened into a board by the saltwater. And after all that we finally had enough context to start making decisions that felt meaningful and made sense. And that was true for me-as-GM in addition to the players. There’s a certain degree of detail and context that you have to establish, even in the richness of things that come out of Jason’s excellent tables, before you can really play effectively, particularly in a game where the fiction provides the foundation for everything else (such as making moves). And I found myself, once my attention was drawn to this, having to do it over and over in this game in each new location or situation that we encountered. So that got me thinking about the role of description and detail (“i.e. make the world seem real”) even in old-school-inspired play. No huge revelations yet, though.

With that out of the way: Johnstone played an evil dark elf priest of darkness named Garsian (and he was worried his previous character was a dick?) and Ariel played a chaotic human thief named Holt Caden. Their starting followers were the human Ardith, a war-profiteer who sold overpriced goods to armies, and Devan, a semi-retired human scoundrel who had some past beef with Holt. They had all been linked to King Edlyn’s Crusade to take back the Citadel (where the world was born) from monsters, but the entire fleet was wrecked against the Cape of Chaos (a bit like the Spanish Armada or the Mongol invasion of Japan) leaving the survivors washed up as unwelcome intruders on an unfamiliar shore.

Garsian had been fished from the water by two caretakers of this semi-abandoned semi-ruined lighthouse, where the signal fire was now lit most for the local fisherman to find their way safely home. The lighthouse (and the spiders later on), I pulled from Vandel J. Arden’s “Pallid Dunes” entry in Perilous Almanacs, which turned out to be very helpful, though I swapped the order of paladins there for a couple of local fisherfolk, as per Garsian’s starting circumstances. Garsian also somehow ended up with a horse that swam ashore from the crusaders’ ships, so he rode down the beach to look for other survivors and found Holt, Ardith, and Devan. Garsian already had a plan to leave the lighthouse and push toward the Bahazirian Necropolis across the desert to search for loot, wanting to leave right away, but he failed his CHA role to rouse the group into action, since they were so bedraggled from just making it to shore alive.

Consequently, the ended up spending the night in the lighthouse as semi-welcome guests. During the watch that night, Garsian put out the beacon fire just to be a jerk and also because he was the cleric of a god of darkness, but then they failed their watch roll, so a swarming school of tiny florescent flying semi-magical creatures moved toward the lighthouse (I rolled their motivation as “going home”), circling the spire at the top. The locals said that the signal fire had previously kept them away. Rather than confront them directly, Garsian cursed them with darkness and all the lights were extinguished in a shower of sparks. Then everyone went back to bed, after relighting the beacon.

The next day, everyone set off across the desert. Garsian failed his scout roll and Holt got a mixed result on navigation, so they end up walking right into a host of “bear/ape/gorilla droppings” (rolled on the Discovery table!) which stuck to their shoes and smelled bad. Plus, they found somebody’s finger bone (complete with ring still on it) in the poop as they were rubbing it off.

Then, after finishing the day of walking, it was time to make camp for the night. Holt failed the roll for distributing rations, so I ruled that he’d let Ardith carry all of his rations and they she, for some reason, didn’t have them anymore (she ate them or lost them or buried them, something; though I probably just said she’d gotten sand in them and they were ruined). Holt berated Ardith and she went off to sulk and sleep separately from the rest of the group (as a result of a followers roll). Garsian, in turn, lectured everyone as he regretfully passed out his own rations to the group. Devan complained that it wasn’t his fault for an hour before everyone went to bed (another roll for followers).

After all that, then they failed their watch roll and got an immediate Danger with no warning. So I picked the dog-sized poisonous white spiders from Vandel’s almanac, rolling on “no. appearing” and getting 4 of them, one for each sleeper. They woke up to find themselves partially wrapped in spider-silk as the giant creatures prepared to drag them back into their collective lair (“spiders hunt in groups?” Ariel questioned), a large hole in one of the nearby outcroppings.

The fight went well at first: Holt stabbed his spider through the middle, killing it in one blow. Garsian cursed his spider with being drained of all warmth and then shattered it to pieces. The spider wrapping up a still-sleeping Devan then got spooked and started running away, partially thanks to Garsian screaming loudly at everyone. So then Holt and Garsian ran off toward the somewhat-distant spot where Ardith was sleeping. Holt got a mediocre roll on trying to make it to her in time, so I ruled that she was unconscious from the poison and wrapped up, but the spider was only beginning to drag her toward its lair. Holt stabbed at the thing’s pincers but rolled a miss, which I turned into a successful stab but dealt damage as the pincers closed around Holt’s wrist (making his hand start to go numb).

Garsian arrived, banging his long hammer on the ground to try to intimidate the spiders, but rolling a fail despite having a great CHA score. I ruled that the banging got the attention of more spiders underground, so a few more began poking their heads out of the lair entrance. Now worried about being outnumbered, Garsian and Holt seized Ardith’s unconscious/wrapped body from the spiders and began running back towards their own campfire. Devan by this point was finally awake and had worked his way out of the partial spider webbing.

In rolling to carry her back and maintain speed, Garsian failed a DEX roll and tripped on his long robes, dropping his half of Ardith. Sensing the way things were going, Holt dropped his half of Ardith and abandoned Garsian as well, booking it back to camp, away from the spiders. Getting to his feet, Garsian abandoned Ardith as well and ordered an approaching Devan to go fight the monsters, getting a mixed result. Consequently, Devan went to fight them, but in a fearful and kind-of half-assed way, taking the attention of two of the spiders, but clearly not holding his own very well and leaving the other two spiders to scurry after Holt and Garsian.

In the meantime, the two PCs finally located Garsian’s slightly-spooked horse (wish I’d had them roll LUCK for this, but oh well) and rode off to the sound of Devan’s screams. And that’s where we stopped for the night.

Pretty brutal! This game doesn’t mess around.

A couple things I’m thinking about now:

1. So far I’m liking the Journey + Make Camp + Journey + Make Camp sequence of wilderness travel, and I’m hoping that it stays fun and doesn’t get repetitive in the long run. I can see the benefits of recording each encounter in different hexes or other units of a map, though, so you can either go back to the same places or make an effort to avoid them. Otherwise, it seems like travel stays this black box where you never know what to expect, even in well-travelled routes, though I guess you get to stop rolling for familiar routes after a while. Mapping things might help determine when a route counts as familiar, though.It might still be fun to have a move that updates what’s happened in a previously-visited location, though, to ensure that things aren’t always the same as when you left them.

2. It does take a lot of gametime to roll up a new Discovery, Danger, or NPC from scratch, since you have to roll like 10d12 across different tables. I started just rolling 10d12 in an app and then going through the necessary tables all at once, which sped things up. I like the feel of rolling, but it might be easier to have some Abulafia thing that would just generate them for you. It does really show the benefit of using Almanacs, Deeps, or pre-genned adventures, even if you don’t necessarily end up using any of that content straight-up, without alteration, because it means some smart folks have effectively rolled up random stuff for you and thought about how those random traits fit together. So you can just drop those locations, situations, NPCs, or monsters right into the game. Have to say, though I really REALLY like having them broken down by location type and being relatively short rather than being in a long-form format in an alphabetized beastiary, because they’re much easier to find on the fly. Thankfully, even Jason’s Book of Beasts is arranged by terrain type.

3. In this session, it was clearer to me that Make a Saving’s Throw (FoTF’s version of Defy Danger, going appropriately back to that move’s original name in early DW drafts) is the core of what makes the game work, with the other moves not being supplemental moves or rulings per say but helpfully fleshing out types of actions that need a little more to them than what a Saving’s Throw roll would provide. Consequently, I think the other moves could be potentially open to some tweaking for different campaigns or groups (building on the concept from A Storm Eternal that all moves are basically rulings at heart), even though I think they’re some of the best moves that have ever been written for DW and provide an excellent foundation. Though maybe that’s just my biases from playing World of Dungeons talking.

In any event, great game, fun session, lots of failures, but hopefully the players aren’t too disheartened. Excited to see what happens when we maybe face some dungeons next time, at the Necropolis.

Exiting a Dungeon

Exiting a Dungeon

Exiting a Dungeon

so I’m running Caverns of Thracia using Freebooters but I want to do it as an open table game whereby each session is a single trip in + out of the Dungeon. This means that sometimes we run out of time to do the extraction phase. Hence I have adapted Jeff Rients excellent Triple Secret Random Dungeon Fate Chart of Very Probable Doom and procedure into a set of 3 possible moves the PC’s have to make depending on the level of danger they are in at the time we have to stop the session.

When you exit a dungeon well equipped, though a known route with few known dangers, roll + WIS on a 10+ you survive without incident. On a 7-9 pick one from the list below:

One item from your stuff is gone, randomly determined.

You pick up an extra wound – take d6 attribute or HP damage

One of your hirelings doesn’t make it

You have to use up your luck, lose a point

on a miss, mark XP and something terrible and unforeseen happened, roll 1d10 on the escape consequences table.

When you exit a dungeon without essential equipment, through an unknown route or with vile danger en route, roll + LUC on a 10+ you survive but pick one from the list below. On a 7-9 the GM picks two from the list below:

One item from your stuff is gone, randomly determined.

You pick up an extra wound – take d6 attribute or damage

One of your hirelings doesn’t make it

You have to use up your luck, lose a point

on a miss, mark XP and something terrible and unforeseen happened, roll 1d12 on the escape consequences table.

When you try to escape a dungeon when captured, trapped or seriously out of your depth, roll + nothing, on a

10+ You lucky dog! You manage to somehow escape the dark forces of the dungeon. You return to civilization, naked and half-delirious.

7-9 as above but you are horribly mutilated physically or mentally during your release, pick two:

Perma-burn a random attribute by 1d6

Lose one point of WIS and re-roll your alignment and traits

6- mark XP and something terrible and unforeseen happened, roll 1d20 on the escape consequences table.

Escape Consequences Table (Modified from Jeff Rients original at http://jrients.blogspot.ie/2008/11/dungeons-dawn-patrol.html)

1. Maimed. You escape but suffer the effects of a random critical hit. Also, 50% of your stuff is gone, randomly determined.

2. Opportunity for betrayal. Pick one other character who got away safe. Roll 1d6, 1-4 he takes your place and has to roll on this chart while you escape, 5-6 you both suffer the fate rolled by your victim.

3. Held for ransom by seedy humans. A member of the Thieves Guild can arrange release for 1,000 coins per character level. 1 in 6 chance the money disappears.

4. Captured by monsters. Escaping comrades know the level you were captured on and the type of monster holding you captive.

5. Captured by monsters. Escaping comrades know the level you were captured on, but not the type of monster involved.

6. Captured by monsters. Escaping comrades know the type of monster involved, but not what level to search.

7. Captured by monsters. Unseen monsters spirit you away to an unknown location.

8. Lost in the dungeon. GM sets your location each session. Re-enter play if the party finds you.

9. Also dead. Your body is irretrievable due to dragon fire, ooze acid, disintegrator beam, etc. but your stuff is still around for some other jerk to nab at a later date.

10. Alas, you are no more. If any comrades escape they are able to bring your remains and your stuff back to civilization.

11. You and your stuff are sacrificed to the loathsome ___ Gods in order to gate in d6 ___ Demons that are added to the dungeon.

12. A gorgon or somesuch has petrified you. Escaping characters know what level to search for your statue.

13. Magically transformed or transfixed within the dungeon, your location is known only to the GM.

14. A fate worse than death. Drafted into the ranks of the monsters. Roll d6: 1-2 undead, 3 lycanthrope, 4 charmed, 5 polymorphed, 6 other.

15. Pining for the fjords. If any comrades escape they are able to bring your remains back to civilization, but your stuff is lost.

16. Dead as a doornail. The general location of your body is known to any surviving comrades.

17. Your stuff has become part of a ____‘s hoard and your body part of it’s supper.

18. That is an ex-character. The location of your body is unknown to all.

19. Bought the farm. Your body and possessions irretrievable due to dragon fire, ooze acid, disintegrator beam, etc.

20. No longer on this plane of existence.

http://jrients.blogspot.ie/2008/11/dungeons-dawn-patrol.html

Racial traits

Racial traits

Racial traits

So, we had a bit of an issue in our game with infra/dark/?vision. We had a hobbit and 2 elves. I said the halfling had none but the elves could see in the dark (as per Moldvay) – my halfling player was unhappy. But this points out to me that it is a missing element from the game since the racial traits don’t list any of this. OK, the rule may be to ask questions of the players and find out how your world works but I still think that some prompts in the rules would be good eg I like DCC’s phrasing of “heightened senses”. I personally think this is more important than being light of step and balance – which interacts in a weird way with DEX saving throws. (My halfling thief is getting a bit of an inferiority complex about the elves).

I’ve been doing some more work on my dark fantasy treatment for Freebooters on the Frontier, which I’m calling…

I’ve been doing some more work on my dark fantasy treatment for Freebooters on the Frontier, which I’m calling…

I’ve been doing some more work on my dark fantasy treatment for Freebooters on the Frontier, which I’m calling Mistmarch.

First up, I’ve written the third of the magical traditions: the knotty sorceries of the Witches of Pelethé. Link here:

https://docs.google.com/document/d/11JLR4BX6do9nj-82AIOcgBFSFkoIjHgCTlsNc6288pY

This document also includes a revised draft of all the traditions. Thanks to critique from David Perry I’ve carved each table down from 20 entries to 12. They generate more provocative spell names, now, and spit out fewer clunkers.

And secondly, here’s the introductory text for players:

Listen, oath-breaker, and I will tell it. The mists have lifted, the storms have stilled, the fires have died. This is the Age of Stone.

For a thousand years the wall has stood. Giants built it to guard their primordial thrones. Behind it, giants swore oaths to giant-lords, who swore oaths to the gloomy Mountain-King. But a generation ago, the earth heaved and the wall cracked. Those first souls who ventured through found its sentinels long-dead: mounds of great, graven bones.

Joda, the Queen of Nails, had long dreamed of the jeweled halls of the giants. Forsaking her king, she led her armies beyond the wall. Her champions accompanied her:

The Knight-Judge Laurentine, the Queen’s executioner.

Noske Knee-breaker, last of the giant-killers.

The Abbess of Owls and her prisoner: Bernhardt, the Living Saint.

The Six Sisters and their seven masks.

The leveler of kings, Eiron the Rhymer.

Twice-hanged Scholovander, the thief of days.

And the wanderer Spiral, who promised nothing.

They soon learned that not all the giants were dead. Some the Queen drove from their halls. Some she nailed to the grey hillsides. But the Mountain-King had champions of his own: the titanic Knights of the Chalice. The Queen’s March ended in ruin beneath a trembling sun, brave soldiers ground to paste.

Now, the Queen’s folly is condemned, and the lands beyond the wall forbidden. To all except you, oath-breaker. There is the gap, grey with mists. There is your new home. Go, and trouble us no more.

Negotiate Terrain

Negotiate Terrain

Negotiate Terrain

When you negotiate strange or arduous terrain on a Perilous Journey, each member of the party rolls + an ability suitable to the terrain (the Judge will say which).

On a 10+, You manage yourself well through the area.

On a 7-9, You’re exhausted from the constant effort; burn 1d4 from the ability used.

Examples: Hacking through underbrush (STR), recognize landmarks if you’ve been this way before (INT), trudging up a mountain (CON), jumping over crevasses in broken land (DEX), keeping a constant eye out for whip vines (WIS), not driving your companions crazy on a road trip (CHA).

Here are some alternate/custom Magic User moves to use if you prefer to see more spells overall.

Here are some alternate/custom Magic User moves to use if you prefer to see more spells overall.

Here are some alternate/custom Magic User moves to use if you prefer to see more spells overall. These might be available at first level, or as one advanced move, or replacing Arcane Research (with some more tweaking). Critique is welcome.

Postulate Spell

When you spend at least a few hours distilling magical potential from an arcane tome, artifact, or place of power, forget all memorized spells, roll a new spell, and memorize it. Use your name in place of “Wizard Name”.

Cast Ephermeral Spell

When you cast a spell not in your spellbook, use Cast Spell as usual, but On a 10+ you also burn the spell into your spellbook.

Lost to the Ether

When you forget an Ephermeral Spell, it is gone forever.

Freebooters on the Frontier, 2nd edition

Freebooters on the Frontier, 2nd edition

Freebooters on the Frontier, 2nd edition

Okay, thanks to everyone taking the time to answer that poll, it looks like Freebooters 2e will be the next project toward which I will focus my game-brain. I am excited about that, and eager to make the game better in every way possible. To that end I would love to hear from anyone who has played FotF and has an opinion about how to make it better. Specifically, what problems have you encountered in your own games, and what suggestions do you have for addressing these problems?

FotF 2e will be self-contained (i.e., you won’t need Dungeon World to play it). Right now my plan is for a 5-booklet set. Each booklet would be comparable to the original FotF in length (24 pages). Yes, I want to evoke the old D&D white box vibe.

My current plan for the set is:

Freebooters on the Frontier (the basic rules, revised and improved)

Advanced Freebooters (additional classes and other optional rules)

Civilization & Savagery (tables and moves for cultures, settlements, and NPCs)

Overland & Underworld (tables and moves for wilderness and dungeons)

Beasts & Booty (tables and moves for monsters and treasure)

My goal in revising Freebooters on the Frontier is to create a fantasy role-playing game that successfully fuses the improvisational survivalist adventure of early D&D with the improvisational fiction made possible by the Apocalypse Engine. The PCs should feel motivated primarily to accumulate loot, and fight monsters mostly out of necessity. I believe that by making PC death a real possibility (by starting with relatively weak PCs, not fudging rolls, and relying heavily on sensibly-interpreted randomized content), the drama and satisfaction of watching PCs survive and grow over time is heightened.

It’s also important to note that I want to avoid feature-creep on the basic rules and keep them as slim as possible. The Advanced Freebooters book will have room for additional classes and all the cool house rules people have concocted.

Here are some issues of which I’m currently aware and intending to address:

PC hit points

Does the cumulative HP rule make PCs too powerful relative to the monsters they face, given that monsters follow the basic Dungeon World rules? Has PC HP been a problem at your table? My current plan is to write new monster rules for FotF that expands their HP range. The intention would not be to have encounters that scale to the party, but to allow for bigger, older, scarier monsters to have more HP. Alternatively, I could scale down the roll-for-HP move.

Exploration moves

As +David Perry has pointed out, the interaction between Scout Ahead and Navigate can be confusing, and I’d like to improve the overall procedure for travel both aboveground and below. Ideally, the same set of moves could be used in dungeons and wilderness, but I tried various versions of that when I was writing/playtesting The Perilous Wilds, and none of them were satisfying. The two modes of exploration are so fundamentally different that they call for different sets of moves. If that’s the case, I want to come up with a tight set of moves for each of these types of exploration.

The Cleric

Some folks have said that clerics are the least interesting class to play. Why is that, and how could the cleric be made for interesting? I like Maezar’s idea of rewriting the Divine Disapproval table to a 2d6 roll instead of 1d12 roll, in order to reduce the swingy nature of that table (and I think I would keep 1d12 for the Arcane Accident table because it underlines the chaotic nature of sorcery).

The Magic-User

Rob Brennan has that noted that the “Cast a Spell” move may have some issues, in terms of not leaving enough room for making a GM move on a 6-.

Any opinions on the above stuff? What other potential problems have you encountered in play? What new things would you like to see folded into the mix?