Noodling with ideas for a dark fantasy Freebooters game.

Noodling with ideas for a dark fantasy Freebooters game.

Noodling with ideas for a dark fantasy Freebooters game. I want to get rid of demihuman races and alignment, and am planning to replace them with heritages. A heritage grants a choice of bonus stat and a selection of virtues and vices from which you pick one of each.

I haven’t decided what to do about the special moves that demihuman races get in FotF. Tempted to skip them, but maybe I should invent some new moves for each heritage.

Aulderly: A mizzly land of shepherds, rhymers, and wizards. There are no roads in Aulderly; its inhabitants navigate by standing stones, jutting lonely on the heaths. Do not read what is engraved on them; the Devil adds to them in idle moments.

– +2 CHA or +2 LUC

– Virtues: Generous, Courteous, Dependable.

– Vices: Boastful, Liar, Doubtful.

Tantea: The plague-raddled, festival-addicted City of Steeples. Listen! Plainsong from the churches. Debauches in the golden palaces. Doctors droning to draughty lecture halls. Anguished curses from the Yellow Quarter.

– +2 INT or +2 CON

– Virtues: Tactful, Pious, Patient.

– Vices: Ruthless, Vain, Zealous.

Dolor: a brooding land of forested mountains, where the Beliphasean knights war upon the old clans of pass and peak and their grey, wicked gods. Silvered helm against mouthless war-mask. Hammer against spear.

– +2 STR or +2 WIS

– Virtues: Loyal, Defiant, Disciplined.

– Vices: Inflexible, Moody, Merciless.

The Cairnwoods: A pale forest, populated by scowling trappers, silent hunters and cats. Tread softly: when the moon is narrow, ragged necromancers pick over the ancient, stony graves.

– +2 DEX or CON

– Virtues: Humble, Focused, Resourceful.

– Vices: Obsessive, Disloyal, Irritable.

The Riverlands: A wolf-land; a honey-land. Where creaking lords cradle grievances in their oaken halls, hounds curled at their feet. Crow-flocked trees. Blood in the snow. Swords of blue steel.

– +2 STR or WIS

– Virtues: Just, Cautious, Generous.

– Vices: Reckless, Vengeful, Envious.

Scathe: The white wasteland. Birthplace of the counter-Church. Graveyard of saints. Its people are travellers, riders, falconers. Their old dynasty has fled, their crowns stolen by the Thief-Kings who reign in the black-towered cities.

– +2 INT or DEX

– Virtues: Forgiving, Frugal, Ambitious.

– Vices: Cruel, Greedy, Hasty.

After choosing a heritage, you answer the following question:

Are you:

– kind of an asshole? Choose an extra vice from the general list.

– striving to be better? Choose an extra virtue from the general list.

Some weeks ago, someone posted a bunch of variant moves here which replaced the default DW racial moves.

Some weeks ago, someone posted a bunch of variant moves here which replaced the default DW racial moves.

Some weeks ago, someone posted a bunch of variant moves here which replaced the default DW racial moves. Instead, characters got a different move based on what sort of place they came from – so a city-dweller got a different move from someone raised in the forest, etc.

I can’t for the life of me find it – anyone got a link?

+Sage LaTorra on RPG.net you mentioned running DW in quite an intense way, with a very in-your-face example of an…

+Sage LaTorra on RPG.net you mentioned running DW in quite an intense way, with a very in-your-face example of an…

+Sage LaTorra on RPG.net you mentioned running DW in quite an intense way, with a very in-your-face example of an orc mauling a player hiding behind a shield in response to a passive action. That made me sit up and get all excited, because when I ran AW I erred towards the cautious.

Could you say a bit more about running like this? Got any advice?

If anyone else runs aggressive, bite-your-face-off-as-soon-as-look-at-you DW like this, please chime in!