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Jeremy Strandberg
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Playtest Groups Wanted
Exciting news!   #Stonetop  is going to be published by Lampblack & Brimstone, with +Jason Lutes editing, doing layout, and art directing.

We're ready for some serious playtesting. Interested?

We're looking for groups who:
• Play every 2-3 weeks (or more!)
• Can commit to actually playing 3+ sessions
• Are willing to specifically try out certain content
• Will ask questions & provide thoughtful feedback
• Can put up with potentially frequent changes 

If that sounds like you, please speak up in the comments.

If you're interested in playtesting, but don't have a group that meets the requirements above, let us know and we'll see if we can't put some of y'all together. EDIT: If you do, please post your time zone (e.g. GMT -5) so we help identify possible Hangout groups.

If you'd like to take a look but aren't really interested in playtesting, that's cool, too!  Click the #Stonetop  hashtag and check out the content. It might not be totally up-to-date but it'll give you an idea of what we're working on.  
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+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. 
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
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i would very much like a cute plushy beholder wouldn't you please help kthnx

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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!
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!


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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!


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A starting adventure for #Stonetop!

Feedback greatly appreciated, especially on the framework and structure.
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.

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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.

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Animated Photo

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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, changing and untamed. Take care, you who would capture these wild things for your own use, less you find your own 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
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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
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