Well, here’s something cool.

Well, here’s something cool.

Well, here’s something cool.

I didn’t actually read the Prydain books until recently, well after I started working on Stonetop. And they aren’t quite the right feel… But there’s a to like in them, even if it’s just a bunch of characters with Welsh sounding names.

I’m finding this take on The Book of Three to be more enjoyable than the actual novel. Taran’s a little less obnoxious (or rather, the graphic novel spends less time on his obnoxiousness). It seems a little better paced, and the exposition works betters in visual format, I think.

http://thebookofthree.webcomic.ws/comics/first

Here’s my chicken-scratch outline for what the GM section of Stonetop will look like.

Here’s my chicken-scratch outline for what the GM section of Stonetop will look like.

Here’s my chicken-scratch outline for what the GM section of Stonetop will look like.

I’ve been going round and round on how to organize these. Do I put all the “common” GM moves (basic, exploration/dungeon, homefront) in one section? Do I split them out? Where do I put the Homefront chapter? (Before “The Hook” or at the end?) Do I introduce Threats before the first adventure, or after?

Ultimately, I’ve opted for what I hope is a workflow-based/task-oriented approach: you get an overview of how to GM, then we talk about how get started (character creation, introductions) and leap into the first adventure. From there, look at the parts of each adventure, and what goes into them.

If you’re willing to wade through my chicken scratch, I’d love to hear thoughts and impressions on this.

In my home game/Stonetop, I’ve been toying with changing the Ranger’s Hunt and Track move to this:

In my home game/Stonetop, I’ve been toying with changing the Ranger’s Hunt and Track move to this:

Originally shared by Jeremy Strandberg

In my home game/Stonetop, I’ve been toying with changing the Ranger’s Hunt and Track move to this:

HUNT AND TRACK

When you spend a few moments to scan your surroundings, you can ask the GM “What tracks or other signs of passage are present here?” and get an honest answer.

When you Discern Realities by studying tracks or other signs of passage, take +1 and add “Where did they go?” to the list of questions you can ask.

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By contrast, here’s the original move:

HUNT AND TRACK

When you follow a trail of clues left behind by passing creatures, roll+WIS: on a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel; on a 10+, you also choose 1:

* Gain a useful bit of information about your quarry, the GM will tell you what

* Determine what caused the trail to end.

==================

Reasoning:

The original move is… okay. I like that it’s a move where 7-9 gives you a full success and a 10+ gives you something extra. The things I dislike about it, though, are:

1) It sorta implies that you need that move in order to follow a creature’s trail. But really, you could get basically the same info by closely studying a set of tracks, triggering Discerning Realities, and asking “What happened here recently?” “Well, there was a fight, and this guy got killed, and then the victor skulked off down this tunnel.”

2) Nothing about the Hunt & Track move makes you particularly better and noticing that there are tracks in the first place. I guess that the fact I have the move, as a player, makes me more likely to ask the GM “Are there any tracks here?” and the GM should then be a fan and think about it and be like “yeah, totally, tracks!”

But I’ve see too many players not do that, or just forget that they have the move until I as the GM offer an opportunity fitting a class’s abilities and then prod them a little.

3) It doesn’t really lend itself to that scene in The Two Towers, where Aragon’s like “A hobbit lay here…” and then recreates the events in his head based on the tracks. Yeah, that’s totally Discern Realities and not really “following a trail,” but that’s the kind of thing I wan the ranger with this move to be able to do. They should be able to Sherlock the place up.

4) In Stonetop, rangers don’t automatically start with the Hunt & Track move unless they pick the “Mighty Hunter” background. So it’s pretty important to me that the move be “worth” the choice and that it not imply you can’t track creatures without this move.

Anyhow… interested in opinions! How do you like the proposed revision vs. the original move? How heavily does Hunt & Track get used in your games? Have you had parties without rangers that followed tracks? How’d you resolve it?

That feeling when you write a ton of stuff for a chapter, and then realize it doesn’t quite belong, and it makes you…

That feeling when you write a ton of stuff for a chapter, and then realize it doesn’t quite belong, and it makes you…

That feeling when you write a ton of stuff for a chapter, and then realize it doesn’t quite belong, and it makes you rethink you entire chapter structure.

sigh

Christo Meid is going to be running some Stonetop over at the Gauntlet!

Christo Meid is going to be running some Stonetop over at the Gauntlet!

Christo Meid is going to be running some Stonetop over at the Gauntlet! If you’ve been wanting to try it out, this is a good opportunity.

Originally shared by Christo Meid

Darkest Fridays: A Colony of Crinwin (A Stonetop game)

When: 8/4/17, 8/11/17, 8/18/17, and 8/25/17 9:00 PM – 12:00 AM EDT

Where: Google Hangouts

Gorlass staggers back into town muttering, “Crinwin! Nests of ’em. Lots of ’em. A great big one, too!” A small crowd gathers, asking questions and poking fun at him. Few believe him. One of you does, why is that?

Stonetop is Dungeon World hack by Jeremy Strandberg currently in playtest. The setting is a small isolated village of 300 souls living near the edge of the known world, on top of a flat-topped hill with a huge monolith on top of it that is often struck by lightning. It stands at the edge of the Great Wood where the Forest Folk live, which complicates things. Adventures focus on dealing with threats to the village, such as Crinwin, seizing opportunities for the village, or pursuing personal goals. Months or years might pass between adventures, with the fortune and prosperity of the village depending on the projects undertaken and decisions made.

Note: This game will be recorded since it is a playtest, although there are no plans to make it public.

Session 1: https://gauntlet-hangouts.firebaseapp.com/event-detail/-Kp8K8goNMj3Vi59hidq

Session 2:https://gauntlet-hangouts.firebaseapp.com/event-detail/-Kp8L-rJW7Qar9pWAf7U

Session 3:https://gauntlet-hangouts.firebaseapp.com/event-detail/-Kp8LGb8UrhnfZ7Nmquz

Session 4:https://gauntlet-hangouts.firebaseapp.com/event-detail/-Kp8LRKlHmP48b1mUG_c

The Thrall

The Thrall

The Thrall

In #Stonetop, we use Death’s Door instead of Last Breath. And here’s what happens on a 6-:

On a 6-, your time has come. Choose 1:

• Step willingly through the Black Gates

• Refuse to go; gain the Revenant or Ghost insert (your choice)

• Call on one of the Things Below by name and beseech it to intercede; gain the Thrall insert

The Ghost and Revenant have been done for a long time, but I’ve been putting off the Thrall for a few reasons. I wasn’t quite sure where on the “dead man walking” vs. “sorcerer” spectrum I wanted to go. I wanted the specific Thing Below that you made a deal with to be important, but didn’t want to give up on their ambiguous, mysterious nature. A fair number of the Things Below are associated with Major Arcana, and didn’t want to crowd those out (either their moves or their consequences). And, of course, I wanted it to all fit onto one 1/2 sheet, front & back.

I’m basically using my rules for long-term enchantment & mind control for this (from here https://goo.gl/ZTZ4e4), but with Favor instead XP. The GM picks the Impulse and the first Mark, allowing them to set the initial tone for this specific Thing Below.

As you continue as a Thrall, you both gain new Marks and lose access to future marks, sort of burning the candle at both ends. When you run out, you’re done. You’re no longer a PC; you’re a monster now.

Anyhow… I’m honestly not sure if anyone would every actually choose this insert. I’m almost positive that none of the players in my long-running game would (well… maybe one of them). But that’s okay: I’m pretty sure that the mere _existence of this insert adds texture to the game, establishing part of the mythology in a way that describing sorcery just couldn’t quite do.

As always, feedback and questions are welcome and appreciated!

https://goo.gl/tbWzJ8

Second stab at an adventure starter

Second stab at an adventure starter

Second stab at an adventure starter

The original version was (mostly) based on the classic Dungeon Starters, with questions and “love letter” moves that started the situation in the field, having already made it through the Great Wood and right to the crinwin’s doorstep. It asked a lot of questions about why they were out there and what they hoped to accomplish, but it basically meant that they spent a bunch of time building the town of Stonetop up and then not setting foot in it during play. At least, not in the first session.

Thinking about it, I realized that I never did that in my own games. In my own games, we start the first “adventure” session in town, reveal the problem, and then almost immediately launch into play. They’d Chart a Course (even if I hadn’t called it that), maybe recruit some followers/help, then Outfit for the adventure. We’d then deal travel at some level of abstraction, and then get to the destination and the “meat” of the adventure.

And I think that’s about right. A Stonetop adventure starter needs to start in town and let us see a slice of life. It should let us see who/what is important to the PCs and who/what the players are interested it. And then it should push them out into the field, with a mission in mind. It should give some guidance on how to handle the travel, and then give us something to work with: a map, blanks, discoveries, and dangers.

So… here’s what I’ve got. I’d really appreciate feedback on the format, level of detail, usefulness, etc.

All art should be considered placeholder.

https://goo.gl/UtfHFd

Fourth Draft: Parley (again)

Fourth Draft: Parley (again)

Fourth Draft: Parley (again)

So, I said I was done with this and I even changed my moves sheet to use a boring old crib on AW 2e’s Seduce/Manipulate. But then this happened.

It’s actually much closer to the root inspiration (Freebooting Venus’s Demand Something move, as described Johnstone Metzger) than any of the previous drafts. And it gives up on the Petitioner/Granter framework I was going for.

In the Demand Something move, the trigger is easily met (“When you demand something of someone”) and doesn’t require any leverage. The result then determines if there’s 1 requirement (on a 10+) or 2 (on a 7-9). But what goes unstated in the move is that the requirements can have already been met in the triggering of the move. So on a 10+, the GM could decide that they’ll do it if you have and apply leverage over them but you already did that, so whatever, they do it.

In this version, I tried to make that an explicit choice for the GM on a 10+. And on a 7-9, there will always be at least 1 requirement, no matter how well positioned you were before hand.

So, we keep the open trigger (“press or entice someone into a course of action”) without requiring the “do you have leverage” conversation, but keep the move from being mind control by allowing the GM to decide on a requirement on a 10+. And while there’s overlap in the 10+ and 7-9 results (e.g. in both cases, the GM could choose 1 requirement), I think this frames the decision for the GM in such a way that the results will feel different.

As always: feedback and questions appreciated!

https://goo.gl/dWDtqP

I’ve been tinkering a lot with the basic and special moves recently, for use in #Stonetop.

I’ve been tinkering a lot with the basic and special moves recently, for use in #Stonetop.

Originally shared by Jeremy Strandberg

I’ve been tinkering a lot with the basic and special moves recently, for use in #Stonetop. Figured folks might like to see where I’m at. Questions & feedback appreciated.

High-level changes, for those who don’t feel like poring over it in detail:

Aid and Interfere: replaced with two separate moves; no longer tied to bonds

Defend: unchanged

Defy Danger: slight tweaks to descriptions on when you use each stat; removed the “stumble, hesitate, or flinch” statement

Discern Realities: super minor tweak (“Who or what is really in control here?”)

Hack & Slash: rephrased the 10+ for clarity; mechanically unchanged

Parley: no more talk of leverage or promises; very close to the AW 2e Seduce/Manipulate

Spout Lore: you have to explain where you could have learned this before you roll (as opposed to asking you after the fact), so that the GM can couch their answer in those terms… this is very Stonetop specific; I wouldn’t necessarily advise it for most DW games)

Volley: rephrased the trigger to apply to thrown/non-aimed weapons; changed “take what you can get” to roll twice and take the lower; removed the descriptive “have to take multiple shots” from the 1 Ammo option (because reconciling that with reload sucks)

Struggle as One: new basic move, for defying danger as a group

And more changes to the Special moves than I care to write out. Plus the Follower Moves (originally seen in Perilous Wilds, but originally written for Stonetop).

Questions and feedback welcome & appreciated!

https://goo.gl/gpB94t