Had our second game of Hot Springs Island using the latest freebooters beta.
Had our second game of Hot Springs Island using the latest freebooters beta.
I was dubious about marking abilities on failure, but I’m sold now. As soon as I explained how it worked, all the players eyes lit up and they began to talk excitedly about how “We better start doing more stuff and taking bigger risks!”
It was awesome.
I still think HP is too low. I gave all players +4 starting hp, but that might be because HSI is super dangerous.
The new magic table is way easier to understand, and the mages still had the most fun of any classes. It’s a shame that the other classes don’t get as much flexibility as the mages do, but they make up for it with HP and damage.
I have started to let the players develop bonds during long journeys (3-4 hours) in addition to making camp.
The new knowledge roll works really well, it’s a solid change.
How do Containers work? Do backpacks increase carry weight? I know some games have systems where you can carry a sack instead of a shield, or that some bags hold more but weigh more, etc. Just curious if there’s any kind of extra rules about wearable containers.
My group continues to enjoy the trait tags, especially the combinations of Vices and Virtues. “Hmmm, I’m virtuous but a liar? How can I play that?”
I wish some of the reference sheets were organized a bit differently. Eventually I’ll try my hand at making a ref sheet of my own, but that’s just nitpicky.
I really like the perceive move, and I plan to lean on it more next time.
I haven’t touched any of the follower, downtime, settle, or exploration moves (HSI has it’s own system for that stuff).
My only request is that the other classes get more ways to customize their options. The mage is such a standout compared to the rest. I REALLY like how you can buy custom poisons, giving something like that to the thief could be really neat (randomly generated poisons? Traps?)
Maybe the fighter can customize several tags and make their own weapon/fighting style? (DW has something kinda like this).
The cleric can pick their god’s weakenesses and domains? spend points on how they channel stuff?
I know each class needs to feel special, but the randomly generate mage spells + power combinations are SO good. SO SO good. I want more.
Anyway, thanks again Jason! We’re having a blast with Freebooters!