Fadyn (tricksy fox spirit)

Fadyn (tricksy fox spirit)

Fadyn (tricksy fox spirit)

solitary, small, magical, spirit, stealthy, devious, intelligent, cautious

HP 12, Armor 1 (reflexes)

Bite, scratches, knife (d6, hand)

● Appear as a fox, or as a pretty youth

● Follow and watch, glimpsed only rarely

● Play tricks on someone’s senses

● Ensnare someone in a pocket dimension

Instinct: to sate its curiosity

There are many dangers to those who travel the Flats. Hunting drakes. The nosgolau that lure the weak-willed from the Roads. Great gwythaints circling above and swooping down like thunder. All deadly. All to be feared.

But fear also the fox that follows you for miles on end. Fear the laughter of the beautify boy, glimpsed in tall grass. Fear what you see and hear. For the fadyn does not mean you harm, it merely finds you interesting, and wants to know what you will do. The magic of the Roads will not protect you. You’ll need all your wits for that.

#stonetop

Hunting Drakes

Hunting Drakes

Hunting Drakes

horde, small, stealthy, organized, cautious

HP 3, Armor 1 (quick reflexes)

Sawtooth teeth d6 damage (hand)

● Dart through tall grass unseen, unheard

● Surround their prey

● Bite down and pull in one direction while a packmate pulls in the other (messy)

Instinct: to bring down easy prey

Sneaky little dog-sized critters that prowl the Flats. Hunt in packs ranging from six to a couple dozen. Just the worst.

What’s the surest sign of their presence?

What do all wise travelers do to keep them at bay?

Which of you has seen them tear apart their prey? What haunts you about it to this day?

#stonetop

Idle thought.

Idle thought.

Idle thought… a class (probably some sort of wizard) that starts ridiculously powerful, but that grows less so through XP.

Like, imagine something like a Boaz, First of the Magi in Joe Abercrombie’s First Law trilogy. Ancient, ridiculously powerful, but each time he uses his magic there’s a significant risk of it going completely out of control and draining an enormous amount of vitality & power from him, vitality/power that he does not get back through any normal means.

At the same time, he’s got this enormous life history, a network of temporal power, and no shortage of powerful enemies and old grudges working against him.

You could flavor it a few different ways: an ancient magus (like Boas), a lich or mummy, a forgotten deity, a pharaoh/god-king.

I think a class like that could be made interesting. But could it be made in such a way that it didn’t completely overshadow the rest of the players? Is DW even the right game for it?

Hmm…

39 sessions in we had our first PC fatality (I’m a bit of a softy, I think).

39 sessions in we had our first PC fatality (I’m a bit of a softy, I think).

39 sessions in we had our first PC fatality (I’m a bit of a softy, I think).

He died by taking damage as part of a love-letter, even! Player knew the risks, and made the choice anyway, and roll damage equal to his remaining HP. And then even with another PC Aiding, he got a 4 on Death’s Door.

So now the 8th-level Heavy is a ghost. I think he also just got himself a crew or followers (soldier buddies, who he died breaking out of the brig).

http://goo.gl/v9C2km

This is totally #stonetop.

This is totally #stonetop.

This is totally #stonetop.

Originally shared by Vandel J. Arden

Plain of Jars, Laos

Shrouded in myth, megalithic stone jars are scattered across Xieng Khouang Province in groups from one to one hundred. A working theory is that the huge cylindrical jars were used in ancient funeral ceremonies, though local legend has it that the jars were used to brew rice wine for giants. In the 1960s Northern Laos was subject to a massive aerial bombardment by the USA and it’s only been relatively recently that some areas have been cleared and declared safe for visitors.

Strange remnants like theses fire up the imagination. I like to send my players into bezarre locations and offer them unresolved mysteries like theses. What the imagine is often true gold and I like to implememt some half truth from that on the fly.

A little refinement to my player’s guide for Stonetop.

A little refinement to my player’s guide for Stonetop.

A little refinement to my player’s guide for Stonetop.

I think the player’s agenda, principles, triggering moves, and “when in doubt” part is pretty applicable to most PbtA games. It dawns on me as I write this that this could also be a place to define a couple things like “+1 forward” what it means to hold and spend X.

The “If You Want To…” section is based on feedback from a few playtest groups. Many of the long-term mechanics of the game are subtle enough that it’s not always obvious what you should do if you want to achieve X. Hopefully this helps?

https://goo.gl/FgkUey

Huh… this seems like something that’d be useful in Stonetop.

Huh… this seems like something that’d be useful in Stonetop.

Huh… this seems like something that’d be useful in Stonetop.

Anyone out there ever use Kumu.io for relationship mapping in your RPGs? Got a good template to start with? Any advice for getting the most out of it? Alternately, do you know of a better tool?

The link below is an abortive stab at mapping out some of the PCs and NPCs I use in my examples. Not sure I’ll keep building on it.

Initial impressions:

1) super click-heavy to use… UI isn’t terrible, but it’s not easy either

2) You can color-code or otherwise change connections based on tags (like “enemies” or “allies”) but there’s no easy way to see the unique description of each relationship.

3) No ability to crop/zoom/re-position images within the circles (y’know, like Facebook/G+/etc. let you do). Means you have to crop/center images before uploading. Pretty big pain in the ass.

4) You can make unlimited publicly visible maps for free, but still grant editorial access to specific others. That’s nice.

5) There are handful of public RPG maps out there that are discoverable… but man are they kinda messy. Not entirely sure how I’d actually use a big ol’ map like that once play began.

https://www.kumu.io/jeremystrandberg/stonetop-test

Agenda & Principles for Players

Agenda & Principles for Players

Agenda & Principles for Players

I’m not strictly sure these are necessary, but I had room on a handout and thought it’d be a good thing to add. What do you think?

PLAYER’S AGENDA

● Portray your characters as real people

● Engage with the world you are creating

● Play to see what happens

PLAYER’S PRINCIPLES

● Think in character

● Think about the rules, too

● Begin and end with the fiction

● Show us what’s important to you

● Make connections to other characters

● Have goals and pursue them

● Be bold, take risks

● Embrace difficulty, setback, and failure

● Answer questions with integrity

● Be a fan: pay attention, ask questions, contribute to the conversation

● Respond to others with generosity and trust

● Communicate your wants and needs

● Be patient

(Yet another) attempt at rewriting Parley

(Yet another) attempt at rewriting Parley

(Yet another) attempt at rewriting Parley

Comments on the original post, please!

Originally shared by Jeremy Strandberg

Because I can’t stop fiddling with the Parley move… how about this?

When you press or entice an NPC, say what you want them to do (or not do). If they have reason to resist, roll +CHA: on a 10+, they either do as you want or reveal the easiest way to convince them; on a 7-9, they reveal something you can do to convince them, though it’ll likely be costly, tricky, or distasteful.

Things that might convince them…

• A promise/an oath/a vow

• A chance to do it safely/freely/discretely

• Appeasing or appealing to their ego/honor/conscience/fears

• A convincing deception

• A better/fair/excessive offer

• Helping them/doing it with them

• Violence (or a credible threat thereof)

• Something they want or need (coin/food/booze/etc.)

• Concrete assurance/proof/collaboration

• Pressure from __/permission from __/help from __

(This list would probably go in the GM Playbook, alongside other “What’s Required” lists like those for Make a Plan and Chart a Course.)

Design thoughts: I’ve been playing with previous (draft 4.5… link in the comments) version of Parley for a while now, and it’s seen a lot of action. The biggest problem I find with it is that it just doesn’t give me enough guidance on the 10+ vs. the 7-9. I’ve tried to incorporate a lot of Johnstone Metzger’s thoughts and feedback, but the “do it or choose 1” on a 10+ vs. “choose 1 or 2” on a 7-9 just wasn’t prompting me enough.

What I like about this version is:

1) Keeps the open trigger. You don’t need to establish leverage before you roll, you just keep your eyes open for PCs pressuring or enticing NPCs and roll.

2) It avoids being mind control by the “or reveal the easiest way to convince them” on the 10+.

3) Unlike my previous versions, the “easiest way to convince them” makes it clear that what I (the GM) should reveal should be the minimum, the most accessible avenue. That might still be functionally impossible or really unpalatable, but you know on a 10+ that you’ll get either success or the best path forward.

4) The 7-9 gets me thinking about hard choices, dramatic choices. “Yeah, you could convince the leaders of the slave revolt not to murder their minders, if you suggested that they enslave their minders instead. What do you do?”

5) The bullet list doesn’t need to be explicitly part of the move, so I don’t need to include it (e.g.) on a basic moves handout. It can go the GM Playbook. It also doesn’t have to be exhaustive, right?

Because I can’t stop fiddling with the Parley move… how about this?

Because I can’t stop fiddling with the Parley move… how about this?

Because I can’t stop fiddling with the Parley move… how about this?

When you press or entice an NPC, say what you want them to do (or not do). If they have reason to resist, roll +CHA: on a 10+, they either do as you want or reveal the easiest way to convince them; on a 7-9, they reveal something you can do to convince them, though it’ll likely be costly, tricky, or distasteful.

Things that might convince them…

• A promise/an oath/a vow

• A chance to do it safely/freely/discretely

• Appeasing or appealing to their ego/honor/conscience/fears

• A convincing deception

• A better/fair/excessive offer

• Helping them/doing it with them

• Violence (or a credible threat thereof)

• Something they want or need (coin/food/booze/etc.)

• Concrete assurance/proof/collaboration

• Pressure from __/permission from __/help from __

(This list would probably go in the GM Playbook, alongside other “What’s Required” lists like those for Make a Plan and Chart a Course.)

Design thoughts: I’ve been playing with previous (draft 4.5… link in the comments) version of Parley for a while now, and it’s seen a lot of action. The biggest problem I find with it is that it just doesn’t give me enough guidance on the 10+ vs. the 7-9. I’ve tried to incorporate a lot of Johnstone Metzger’s thoughts and feedback, but the “do it or choose 1” on a 10+ vs. “choose 1 or 2” on a 7-9 just wasn’t prompting me enough.

What I like about this version is:

1) Keeps the open trigger. You don’t need to establish leverage before you roll, you just keep your eyes open for PCs pressuring or enticing NPCs and roll.

2) It avoids being mind control by the “or reveal the easiest way to convince them” on the 10+.

3) Unlike my previous versions, the “easiest way to convince them” makes it clear that what I (the GM) should reveal should be the minimum, the most accessible avenue. That might still be functionally impossible or really unpalatable, but you know on a 10+ that you’ll get either success or the best path forward.

4) The 7-9 gets me thinking about hard choices, dramatic choices. “Yeah, you could convince the leaders of the slave revolt not to murder their minders, if you suggested that they enslave their minders instead. What do you do?”

5) The bullet list doesn’t need to be explicitly part of the move, so I don’t need to include it (e.g.) on a basic moves handout. It can go the GM Playbook. It also doesn’t have to be exhaustive, right?