Homebrew World v1.3

Homebrew World v1.3

Homebrew World v1.3

> Updated with my rewrite of Defend

> Some tweaks to the Barbarian

>> Replaced “What Are You Waiting For” with “Formidable”

>> Went back to “The Upper Hand” instead of “Hello, Old Friend”

>> Dropped “Armored”

> Two versions of Fighter

>> One with Signature Weapon (& Situation Awareness instead of BB/LG)

>> One with Weapons Specializations (& BB/LG)

> Minor fixes & adjustments throughout

Not familiar with Homebrew World? https://spoutinglore.blogspot.com/2018/07/homebrew-world.html

https://drive.google.com/open?id=1oLQ6QUT9LgOZuzoB_YqUaCjfPGYEOlud

Been wondering where all this talk of Defend has been going?

Been wondering where all this talk of Defend has been going?

Been wondering where all this talk of Defend has been going?

Here’s where I think it should go.

Comments/questions/angry screeds welcome and appreciated.

Rewriting Defend

DEFEND When you take up a defensive stance or jump in to protect others , roll +CON: on a 10+, hold 3 Readiness; on a 7-9, hold 1 Readiness.

I’m going to mix 2 things I wanted to post into one post so that I don’t spam this board with my project too much.

I’m going to mix 2 things I wanted to post into one post so that I don’t spam this board with my project too much.

I’m going to mix 2 things I wanted to post into one post so that I don’t spam this board with my project too much. I wanted to share a link to all the concept art that we have from The Wyrd of Stromgard, final versions are all on the kickstarter page but I always like looking at how things evolved. The other thing I wanted to post is a quick synopsis of what the play-test session with our main game group was like.

Campaign’s outline:

Party is Stormcaller, Bearskin, Alfir (like a high elf), and a Fae with a wind affinity.

Part 1:

Party fights a Vaxa Ormr (giant snake) and the Stormcaller gets his arm ripped off. The Fae uses the name of a guard he managed to make small talk with to cast wild magic that stole one of the guard’s arms and magically transplant it onto the Stormcaller. Soldier is understandably extremely upset, Alfir promises to fix it but he storms off, cursing them all. Alfir delivers a poor gift to the goddess of healing in an effort to get help and it goes over so badly that the goddess demand she take care of some other task before she’ll even talk to her. The Fae manages to get the Stormcaller’s real and true name out of him during the confusion of casting the wild magic, leveraging the stressful, dire situation against his comrade to get what he wanted. This def comes up again later.

Part 2:

Party is sent to deal with a necrotic mushroom blight at the borders of Jotunheim and into the iron forest. They come across a village near the Jotunheim border that’s been infested with these things and a colony of Knutr, which are kind of like a cross between gibbons, gully dwarves, and kobolds. Real stinky, stupid, horde monsters with low HP but strength in numbers. The party makes too much noise so hordes of these little bastards start pouring out of the woodwork. This Fae PC looks me dead in the eyes and asks if he can cast his wind spell, but through the horn he picked up. I say sure since it wouldn’t change anything mechanically. He rolls, its almost perfect. We talk about the spell and the effects you can choose when you roll good. He starts blasting Knutr everywhere while the Bearskin is killing 2-3 of them in almost every attack. Its chaos. The Alfir is traumatized by the carnage. Knutr will tell legends for generations about the thunder sound and magic wind that Team Rocket-ed them all over Midgard.

Anyway they move into the Iron Forest and find the remains of a small Faewood ship. They discover they can ride it with the Fae’s magic touch and cruise into the forest. They fight a dead Jotunn being dragged around on vines like a creepy marionette and an undead Linnorm that chases them at high speed. They track down the source of all this- a necromancer with a botany specialization. We called him the necrobotanist because I was brain dead when I made him. He escapes their confrontation but only barely. Party gets somewhere safe and Alfir decides to contact the goddess again now that the threat has been taken care of for the time being. The goddess listens but says she can’t fix the arm situation. When the Alfir presses why I look at the PC and say “so you…stole… the innocent guard’s arm to put on the on stormcaller. You want the goddess to put it back?” and the player’s like “yes and restore the arm the stormcaller lost”. I pause for a second and then say “this battle happened weeks ago. You want her to put the Stormcaller’s original arm back on?” There’s a moment of dead silence as comprehension dawns and then the Bearskin player shouts ITS ROTTEN at the top of his voice and general shouting ensues for a few minutes. The goddess reveals that if they want the Stormcaller’s original arm back, they’ll have to go to Helheim and ask the goddess of the underworld to get it back.

Part 3:

They actually pursue the Going to Helheim thing. They get to a huge barrow that supposedly contains one of the gateways to Helheim but when they reach the entrance, its sealed and a dog skull hanging on the door animates and asks them to offer a tribute each to pass. The Bearskin gives up his bear skin, the Fae gives up his ability to accurately remember/perform a dance he learned a couple days prior in a halfling town, the Stormcaller offers a hand-scribbled map from the same town (it had value to him, so I thought it was good enough.) Alfir tries to play it cheap and give up one of her arrows. Dog skull is not having it and keeps suggesting terrible things as they haggle (memories of her family, her sense of smell, etc etc) finally they agree on her hair and the Alfir is now magically bald. All of these tributes were permanent, too. Anyway the go down through this huge barrow, thinking someone is watching them the whole time. When they make it to the portal they’re interrupted but a huge dog-like monster that calls itself Garmr. This thing nearly wipes the party out. The Alfir takes too many hits and cant get away and takes her Last Breath roll and refuses the deal to personally serve the goddess Hel to the extent of her power. The Stormcaller gets got next and gets shaken horribly in Garmr’s jaws. The Fae releases his holde on the Stormcaller’s name to revive him. They escape the barrow and came super close to taking down Garmr too!

Part 4:

Something’s not right with the Stormcaller but they can’t figure out what. He’s cold and a little dead-eyed and can’t heal above the 1 HP he was left with after reviving. The Alfir is gone and that player rolled a new character to join the team- a novice Hunter looking to be fully inducted into her order by performing tasks for her superiors. She and the Stormcaller/Fae/Bearskin run into each other in a swamp where the Stormcaller was tracking down a Crone who might be able to make sense of what was happening to him. After encounters with many frogmen and a kelpie, the party finds the witch’s hut only to discover they must contact her through a ouija board like runic carving and quartz circular planchette. The Stormcaller learns that he has been slowly changed into a wight and will need seriously pure magic to reverse the effect, if that was his goal. Otherwise he could try to appeal to Hel. The party leaves, with more questions than answers but they find Garmr the hellhound waiting outside for them.

Part 5:

In a stroke of pure genius, the Fae convinces Garmr to help them by telling him that the Stormcaller was a wight and Hel might get pissed if she finds out the hellhound let that happen. Reluctantly, Garmr becomes the party’s Zuko. So they go back to the barrow, Garmr helps them get through the portal and they get an audience with the goddess Hel, lady of the underworld. Long story short, the Stormcaller agrees to stay a wight and do Hel’s bidding occasionally with the promise she’ll help him control his powers and then she convinced the Bearskin that his goal of Vallhalla was a false honor for bootlicking Asgard worshippers, and they both swear fealty to her on the spot. Meanwhile the Fae is enjoying the chaos and his new hellhound friend and the Hunter PC is very uncomfortable.

So now in their next session, I want to let them run around with their new goals and a couple custom moves to mechanize their specific situation but dang! They went places I was totally not prepared for but this was probably one of the most fun/varied campaigns I’ve ever run.

https://imgur.com/gallery/QlsUj0Q

Defend is a rather unique move in that it hacks the main game loop / the narrative economy.

Defend is a rather unique move in that it hacks the main game loop / the narrative economy.

Defend is a rather unique move in that it hacks the main game loop / the narrative economy.

A hold-carrying player has to power to hijack MC moves. They can interrupt soft and hard moves and change them in a kind of ¿firm? move.

On a soft move, by spending holds, the defending players ensure that the threatening attack effectively happens, potentially bypassing other player’s agency and – in a way – transforming a soft move into something harder.

On a hard move, the player spending holds is saying “oh no you don’t, not so fast”, they are allowed to react when they normally can’t.  With much less liberty then when faced with a soft move, but nonetheless.

Strategically, if playing to win, spending hold on a soft MC move isn’t optimal. Better to address the soft move with a regular move (or no move at all) and keeping one’s hold for a hard move.

I don’t like the agency-robbing and the strategic parts so much.

It seems that interrogating oneself over Defend is in the air, so here is my shot at it.

It seems that interrogating oneself over Defend is in the air, so here is my shot at it.

It seems that interrogating oneself over Defend is in the air, so here is my shot at it.

My foremost trouble with this move is its temporality.

First, when it triggers, on a success, nothing really happens in the fiction. But on a 6-, the GM gets to make a move. It’s weird. Second, what happens when the holds are spent? Not very much.

Secondly, with the hold mechanics, I feel like a pc shouldn’t be able to defend again. Because if the they could, why didn’t they get more holds the first time? What does it means that the holds are spent? As far as I know, other hold-spending moves are usually for more abstract/unique things, giving something like a number of charge for a per-session effect or things like that. They depend less on a fictional trigger.

Now, players and GM may work together to move the game from there to a place where defend is less desirable, but it always feels artificial to me.

I feel that defend should work very well with no holds, as an “instant” move, like Hack n slash or Volley. Like this (untested): When you rise in defense of a person, item, or location under attack, roll+Con. ✴On a 10+, choose 3 from the list below. ✴On a 7–9, choose 1…

Piotr’s crushed form is to your right.

Piotr’s crushed form is to your right.

Piotr’s crushed form is to your right. The giant just snatched Vigo and smashed him into the rocks. The wind howls, and the giant hefts its enormous, jagged sword. It’s definitely spotted you, Fighter. What do you do?

The rest of the party is clambering up the slope behind him, trying to get into that cave they spotted earlier, hopefully safe from the giant and the elements. Not the Fighter, though. “I’m holding my ground. Hefting my shield, planting my feat. Let him come! Defend?” The Fighter is standing in defense, for sure. He rolls it. 10+, gets 3 hold.

Everyone’s looking to me, so make an obvious move and tell the consequences and ask. “Okay. It swings that mighty sword at you, straight across from your left. There’s no way you can just block that thing, it’ll send you flying if your lucky or cleave straight through you if you aren’t. What do you do?”

“I wait to the last moment and drop to a knee, planting my shield at an angle so it just glances off overhead.”

Cool, but how do we resolve this?

Option A The Fighter suffers the giant’s attack, taking d10+5 forceful damage, but spends 1 hold to halve the damage and effect. So he takes only 3-8 damage (less armor), knocked around but doesn’t go flying. Maybe there’s a crack down his shield. He’s still got 2 hold. “The giant’s a little off balance after that swing, what do you do?”

Option B The Fighter rolls to Defy Danger (based on his description, could be with STR, CON, or DEX… that’s not important).

On a 10+, the blow glances off the shield and rattles him a bit, but it does no real harm and the giant’s a little off-balance from the swing, what do you do?

On a 7-9, maybe I give the fighter a choice… hold his position but his shield shatters under the blow, or the shield holds but he goes flying… either way, no real damage. Regardless, he can spend 1 hold to halve the attack’s effect, so the shield is cracked rather than destroyed or he staggers back a bit rather than going flying. The giant is a bit off-balance from the swing, what do you do?

On a miss, d10+5 forceful damage (sending him flying) and I’m probably shattering that shield at the same time. Spending 1 hold would cut the damage down to 6-8 (less armor) and only stagger him and crack the shield.

I’m pretty sure I’ve seen these around but I want to make one myself.

I’m pretty sure I’ve seen these around but I want to make one myself.

I’m pretty sure I’ve seen these around but I want to make one myself. (Inspired by Beowulf, Boromir, and other last stand warriors)

When you’re hopelessly outnumbered or outgunned and want to sacrifice yourself heroically for a person/cause, you trigger this move…

Your attack damage equals max damage + level 2X (does not affect accuracy)

All damage is halved against you

If using ranged Ammo, you don’t run out

But after a number of attacks equal to your level +2 have passed, or all your enemy(ies) are slain, you collapse without last breath roll.

(Dramatic option let’s you roll 1d100 with a 1% chance of coming back to life or returning in dramatic way later)

This is a rough draft, any critique or similar moves are welcomed. Thanks. Also feel free to comment favorite last stands in movies or literature.

Alright, yet another HP alternative.

Alright, yet another HP alternative.

Alright, yet another HP alternative.

This is a WIP, so I want your feedback to see what you think of it and what you’d modify.

This time, I got inspired by the Fate Core conditions mechanic.

I always loved how each injury had a narrative impact and the small tactical choice you have to take each time you receive damage. The big advantage is that you don’t need to get rid of the damage system to make it work.

So, the gist of it is that you have 6 Injury boxes (I’ve attached a mockup of how it could look). To each injury is tied a number (from 1 to 6). This is the number of damage that box can “absorb”. When you receive damage, you HAVE to check one or multiple boxes to absord equal or more of the damage received. For example, if you receive 3 damage, you could check both the 1pt and the 2-pts injury boxes, or the 3-pts alone, or even a higher than 3-pt box. Each time you check an injury box, you can also write a short description of the wound for narrative flare. When you check the (6) Fatal injury, you immediately make a Last breath move. These boxes correspond to 21 hp worth of damage, although you can only ever sustain 6 injuries, so you’d still go down after getting 6 injuries of 1 damage each. Armor still works the same.

Scars are optional mechanic (inspired by Uncharted Worlds) where you’d write a few words to describe an injury that left a visible mark, again only for fluff (but still has narrative weight as anything in a pbta game).

Here’s the moves I’ve added/modified to make this work:

—————-

Patch up

When you patch untreated injuries, treat all your injuries then roll +Supply (+WIS if you don’t use Supply rules).

On a 10+, choose 1.

On a 7-9, choose 1 but suffer -1 Supply (or -1 Adventurer’s Gear).

Heal both Minor and Trivial injuries.

■ Lower the severity of your less severe injury by 1 degree (slot must be empty).

When you treat a wound, mark a star in its checkbox. A treated wound cannot benefit from the Patch Up move again.

When you heal a wound, clear the checkbox of this wound. When you do so, you can mark an appropriate scar.

—————–

You’d also replace the line “Heal half HP” from Make Camp by:

Lower the severity of all treated injuries by 1 degree, then heal your Minor or Trivial wounds.

When you do so, you can rewrite the wound description to match its less severe state.

—————-

I think it sounds actually way more complex than it actually is, though. In all cases, the wording is not final. I’ll also probably make a move to explain the mechanics. Something like :

Receive damage

When you receive damage, check a number of unchecked injury boxes whose sum equals or exceeds the damage received. If you check the Fatal injury box, roll Last Breath.

So whaddya think?