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:

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.

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

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?

When You Prep an Adventure Site, What Do YOU Prep?

When You Prep an Adventure Site, What Do YOU Prep?

When You Prep an Adventure Site, What Do YOU Prep?

Deep Six Delver’s thread about on-the-fly dungeons got me thinking about what my ideal level of prep is for a “dungeon” (i.e. a site-based location). I’m curious what other folks find most useful and most comfortable.

Let’s assume it’s NOT the first session. You’ve gotten to know your players and their characters. Your world has gotten some flesh on its bones. The characters want things, and they have announced that they want to go to Dungeon XYZ, because Reasons. You’ve got time to prep between sessions.

What do YOU want to have in front of you (or least clearly in mind) when you sit down to play? What makes YOU uncomfortable if you start play without it?

BTW, I don’t give two owlbear pellets about what the game text says you should have or do. I want to know what YOU WANT TO HAVE as prep. If that’s Fronts and monster stats and custom moves, cool! If that’s a couple mental notes, sweet. No judgement. No _should_s. What is YOUR preferred prep like?

This makes me want to pick up an old project I had in mind, of making culturally inspired “playsets” with maps,…

This makes me want to pick up an old project I had in mind, of making culturally inspired “playsets” with maps,…

This makes me want to pick up an old project I had in mind, of making culturally inspired “playsets” with maps, tweaked playbooks, monsters, magic items, and related resources (names lists, social structures, etc.).

But I’ve got other things to do. So someone get on this, please.

Or just enjoy the awesome Slavic-pagan-goth photoshoot.

http://www.boredpanda.com/pagan-slav-culture-photography-marcin-nagraba-angieszka-osipa/?page_numb=1

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

And here’s the Thrall, a “compendium” (insert) class for #Stonetop, which is one of the ways you can escape death’s…

And here’s the Thrall, a “compendium” (insert) class for #Stonetop, which is one of the ways you can escape death’s…

And here’s the Thrall, a “compendium” (insert) class for #Stonetop, which is one of the ways you can escape death’s door when your time is up (other way: become a ghost or a revenant).

I’m pretty pleased with the Impulse/Favor mechanic… I think it could work pretty well for a D&D-4/5e style warlock, one who’s patron really has their hooks into the PC.

Anyhow… feedback and questions appreciated!

Originally shared by Jeremy Strandberg

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

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

A starting adventure for #Stonetop!

A starting adventure for #Stonetop!

A starting adventure for #Stonetop!

Feedback greatly appreciated, especially on the framework and structure.

Originally shared by Jeremy Strandberg

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

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

Ceffylwraig (Horse Wife)

Ceffylwraig (Horse Wife)

Ceffylwraig (Horse Wife)

solitary, large, cautious, organized, magical, spirit

HP 20, Armor 0

Kicking hoofs: [w]2d8+3 (hand, close, forceful)

• Manifest as a majestic, beautiful horse

• Slip free of any restraint

• Guide the herd like it was a single living entity

• Curse someone with wild, unbridled emotions

Instinct: to be fiercely independent

A herd of wild horses has a life, nay, a spirit all its own, a spirit as free and fickle as the wind. Take care, you who would poach wild horses for your own purpose, lest you find your heart turned against you!

Something interesting: A ceffylwraig sees herself more as queen than wife: proud and haughty, disdainful of the weak and the slow, the herd her subjects more than her children

Something useful: a ceffylwraig is scornful and suspicious of praise or fancy words, but can be appeased by thoughtful gifts, offered with appropriate respect from proud women of noble bearing

What sort of gift do the ceffylwraig most value?

What sort of gift will do in a pinch?

#stonetop