I have decided to start a blog about Dungeon World and my hack, Stonetop.

I have decided to start a blog about Dungeon World and my hack, Stonetop.

I have decided to start a blog about Dungeon World and my hack, Stonetop.

The first few posts will be largely functional (posting links to and summaries of my work). But after that, I plan to start putting up some old “from the archives of the Tavern” posts and some design-diary type essays.

Anything you’d like me to talk about? Any topics rolling around that you want to discuss?

https://spoutinglore.blogspot.com/2018/07/whats-this-then.html

(edit: criminy… that feeling when you freaking register your blog with a typo in the name. fixed now, but… this bodes well.)

Tonight was the 50th session of my ongoing face-to-face Stonetop “playtest” campaign, and the last session with one…

Tonight was the 50th session of my ongoing face-to-face Stonetop “playtest” campaign, and the last session with one…

Tonight was the 50th session of my ongoing face-to-face Stonetop “playtest” campaign, and the last session with one of our six players. Two years of real time!

The Heavy-turned-vengeful-ghost finally got said vengeance on Marc, leader of the Red Band, the Would Be Hero’s father and cause of the Hillfolk Civil War that has embroiled the PCs for the past 20ish sessions.

The Would Be Hero, dubbed “Breaker of Chains” actually broke some chains and used them to beat-to-death one of the Heiromonks who had led her father down his dark path.

She then rode after her father, showed up at the Moot of Hillfolk leaders just as the Heavy-turned-Ghost poltergeisted her father into a crumbled heap. She took leadership of the Red Band from him, set her own newly-formed band “free,” and murdered the last remaining Heiromonk in front of all the elders… breaking the old power structures and ending the civil war.

And as dawn broke, after mopping up the dozens of quicksilver wretches that Marc had brought with him as a treacherous power-play, the Heavy wistfully asked his friends: “How do you think harvest went back in Stonetop?” and after a little bit of banter, when no one was looking at him, stepped through the Black Gate.

It was, I think, a pretty great sendoff. Both to Hobbes and her Breaker of Chains and to the Heavy, who’s player will be picking a new playbook soon.

Thanks for playing with us, Hobbes LeGault. Your ideas and contributions made this particular Stonetop the rich world was that it is, and Nolwenn’s arc is one of my favorites in almost 30 years of gaming.

Everyone else was doing it, so I thought I would, too.

Everyone else was doing it, so I thought I would, too.

Everyone else was doing it, so I thought I would, too.

But seriously: inspired by Yochai Gal’s One Shot World and Peter J’s DW Quick Sheets, I’ve put together my own set of playbooks and rules tweaks that:

● Are optimized for one-shots and short-run play

● Introduce a lot of tweaks and changes that I’ve been using in Stonetop and my own home games of DW

If I was going to be in charge of DW2.0, it’d probably look an awful lot like this.

I’m all sorts of interested in any feedback y’all might have, and more than happy to answer questions.

(Oh, also: it’s probably riddled with typos and little gotchas that I missed, so if you see something, please say something!)

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

Has anyone out there done any work statting up hazards or traps as if they were monsters?

Has anyone out there done any work statting up hazards or traps as if they were monsters?

Has anyone out there done any work statting up hazards or traps as if they were monsters?

For example:

Flash Flood

natural, terrain

Instinct: to flow

● Soak someone or something

● Drag something or someone away

● Block a path

or

Crude Spiked Pit Trap

constructed, concealed, static

Sharpened stakes: 2d6 damage (messy)

Instinct: to lie in wait

● Give out underfoot

● Impale someone

● Betray signs of its presence

I’m not really sure it’s worth it, but I’d love to see other, similar stuff that’s been done before.

Updated GM playbook for Stonetop, mostly to reflect the new agenda, principles, GM moves, etc.

Updated GM playbook for Stonetop, mostly to reflect the new agenda, principles, GM moves, etc.

Updated GM playbook for Stonetop, mostly to reflect the new agenda, principles, GM moves, etc. from the Running Stonetop chapter.

https://www.dropbox.com/s/azu69q3ofjycgnd/GM%20Playbook%20%28spreads%29.pdf?dl=0

I’ve officially pulled the trigger in #Stonetop: no more +1/-1 forward/ongoing.

I’ve officially pulled the trigger in #Stonetop: no more +1/-1 forward/ongoing.

I’ve officially pulled the trigger in #Stonetop: no more +1/-1 forward/ongoing. Instead, advantage and disadvantage!

Here’s a look at what the basic, special, etc. moves look like for Stonetop now, including ‘vantage.

Other things of note if you if you haven’t seen these before:

1) Split Aid and Interfere into two different moves

2) Aid-before-the-roll is just advantage (with exposure). Aid-after-the-roll is a retroactive +1 but the GM tells you the cost

3) Parley is completely rewritten from core DW. It’s as much an info-gathering move as it is a “convince them” move. Parley now also works against PCs.

4) Travel is kind of a big deal in Stonetop, so Undertake a Perilous Journey is replaced with a set of moves that help plot out the journey as an adventure in itself.

Let me know if you have questions or input!

https://www.dropbox.com/s/532xbmvvjrmp1a2/Moves%20%26%20Gear.pdf?dl=0

Sharing this a little more broadly.

Sharing this a little more broadly.

Sharing this a little more broadly. Looking for feedback, especially from newer GMs. Bonus points if you haven’t actually run DW just yet and aren’t quite certain what to do; if that’s you, I’d love to get your feedback on this.

#Stonetop is my DW hack/playset that sets the PCs up as the heroes of an isolated village in a late iron/bronze age setting. Less murderhobo, more hearth fantasy.

This is the Stonetop equivalent of the “The GM” chapter in Dungeon World: agenda & principles, GM moves, and the basics of what to do.

If you have time to read it and feedback to give, I’d appreciate it!

https://www.dropbox.com/s/jjqsm9yxt29tqyp/GM01%20Running%20Stonetop.pdf?dl=0

Running Stonetop chapter posted.

Running Stonetop chapter posted.

Running Stonetop chapter posted.

This is the mandatory chapter on GMing a PbtA game: your job as GM, agenda & principles, making GM moves, etc.

I had to talk myself back from a much more elaborate, longer, encyclopedic “these are all the things you might do as you GM” chapter, and it still ended up 2-3 times longer than the Dungeon World or Apocalypse World versions.

So: I’m super interested in feedback on this, especially from the newer GMs out there.

https://www.dropbox.com/s/jjqsm9yxt29tqyp/GM01%20Running%20Stonetop.pdf?dl=0

As no one appears to have posted this here yet…

As no one appears to have posted this here yet…

As no one appears to have posted this here yet…

$6 gets you: DW Core + Great Monsters of Crime + 20 Dungeon Starters + Perilous Wilds + Grim Hunt

~$20 gets you: a ridiculous amount more.

10% goes to Doctors Without Borders.

An insanely good deal. I’ve got well over half this stuff and I’m still thinking about it, mostly for Liam Ginty’s The Boughs and some misc Johnstone Metzger’s stuff that I missed.

Tell your friends.

https://bundleofholding.com/presents/DungeonWorld3?utm_source=sendy&utm_medium=email&utm_campaign=303DungeonWorld3

If You Were Playing a Seeker (Patriot), which would you choose?

If You Were Playing a Seeker (Patriot), which would you choose?

If You Were Playing a Seeker (Patriot), which would you choose?

The Seeker class starts with a choice of 3 major arcana, with the 3 options based on their background. If you choose “Patriot” then these are your choices:

● The Hec’tumel Codex: https://goo.gl/nU9htq

● The Red Scepter: https://goo.gl/yLcHSF

● The Staff of the Lidless Eye: https://goo.gl/2qUpX1

For reference, here’s the full Seeker playbook:

https://goo.gl/Sp3wAk