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Jeremy Strandberg
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Madison, WI ● https://spoutinglore.blogspot.com
Madison, WI ● https://spoutinglore.blogspot.com

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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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The other PCs are making a run for the airship, but the Paladin falls back. "I'll stop in the archway, turn, and face the Usurper's soldiers. Sword at the ready, they aren't getting past me."

Cool! We all agree that she's Defending. She rolls it, 10+. 3 hold! Sweet.

The four soldiers fan out, size her up. She waits. They rush her! What do you do?

"Give a little ground so they can only come at me two at once, block their blows, cut them down as I'm able!"

How do you resolve this?

(Assume that you talk it out with the Paladin, agree on what's fair, etc. Also, of course you can Defend yourself. It's right in the discussion of the Defend move, page 62 )

Option A: The Paladin rolls to Hack & Slash, and we resolve that move. Because she's fighting, she's no longer standing in defense and loses her Hold.

Option B: The Paladin rolls to Hack & Slash. It's a 7-9. The Paladin rolls her damage and cuts one of the soldiers down, but they make an attack against her... let's say d8+1 damage. The Paladin spends 1 hold to halve the damage, then spends 1 more hold deal damage equal to her level to one of the other attackers (not enough to drop him, but he felt it). The soldiers back off, warry. The Paladin still holds 1. "What do you do?"

Option C: The Paldin spends 1 hold to halve the attack's damage/effect, so she takes d8+1 damage, halved. She spends 1 more hold to deal her level in damage to one (or maybe both) of the attackers. They're still up, but maybe back off a little, two of them on her, two behind them. The Paladin still has 1 hold. They renew their attack, what do you do?
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B: Hack & Slash, spending Defend hold
C: Take damage, spend Defend hold
1%
A: Hack & Slash, lose all Defend hold
34%
B: Hack & Slash, spending Defend hold
65%
C: Take damage, spend Defend hold

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It's bedlam! The bat-things are flying all over, attacking everyone. The cultists are in disarray, fending off bat-things and trying to get their bearings. It's mostly dark, just a few braziers and starlight lighting the open-aired tower.

The Fighter rushes through the chaos and chops through the manacles, freeing the young lad who was going to be a sacrifice to the Night God. The Fighter then starts ushering the lad toward the exit. "I'm leading him by the wrist," she says, "sword out and ready for danger." We agree that this Defend and she rolls, gets a 7-9, holds 1.

We cut the action to one of the other PCs for a bit (the bard, wresting with the cultists on the tower's edge). That exchange resolves with a cultist plummeting off the edge and the bard making a dash toward the stairs.

We jump back to the Fighter and the lad she freed. They're making their way through the chaos, trying to make it to the stairs, too. There's plenty of danger: the darkness, the bat-things, the cultists! The Fighter Defies Danger (with DEX, or INT, or even CHA... whatever. On a 7-9, maybe they get to the stairway but there's a cultist coming up from down below.

Doesn't matter, though, because the Fighter rolls a miss. The obvious move is separate them, and I say "as you're dodging and ducking through the chaos, there's a scream and the boy's wrist is snatched from yours, a couple cultists are dragging him away, knife at his throat! What do you do?"

The Fighter, though, is like "Oh no they don't! I spend that 1 hold from Defend and redirect their attack to me. Before they grab him, I yank him in front of me, so I'm between him and the cultists, then I spin and lash out at them. Hack and Slash?"

What do you think? Hack and Slash? Or does the Fighter just get grabbed/stabbed by the cultists?
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No, Fighter gets grabbed/hurt
Something else entirely (see comments!)
25%
Yeah, Hack and Slash
71%
No, Fighter gets grabbed/hurt
4%
Something else entirely (see comments!)

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Hey all, looking to crowdsource/brainstorm ideas a little.

In Stonetop (my "hearth fantasy" Dungeon World hack), the fae are established as residing in the Great Wood near town. See the image for the text I've written on them so far.

One of my playtesters asked me for advice on portraying the fae in play, and I realized that I'm not very good at it myself.

So... What tips or ideas do you have for portraying fae like this? For making such alien-yet-familiar creatures "pop" on screen? And for emphasizing their strangeness?

If it helps, elements associated with the fae in Stonetop include:
1 Beauty/wonder/awe
2 Ugliness/horror/disgust
3 Fluidity of time and space
4 Illusion/glamor/pretense
5 Singing/poetry/art
6 Debts/vows/obligations
7 Strange, fickle customs & etiquette
8 Callousness/cruelty/indifference
9 Yearning/passion/desire
10 Dancing/revelry/sex
11 Wondrous food & drink
12 Tiny in size

Also, their history involves them having been bred, long long long ago, by the Green Lords, giants who bred and cultivated and experimented with life. I've sort of got in my mind that the Green Lords bred the fae at least in part to attend them in their false afterlives, which is why the fae are creatures of spirit and dream as much as flesh and blood.

It's also established that fae rebelled from the Green Lords, and drove the Green Lords to embrace the utterly corrupt and evil Things Below, but that the fae ultimately won.


Thanks!
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What does Defend look like in your games? Which of these is closer to how it gets used?

The GM points to a looming threat... there are noises in the dark, outside the light of the camp fire. Sounds like something creeping towards you, goblins maybe? What do you do?

Version A:
The Cleric is like "I heft my shield, ready my mace, and stand in front of Ovid." Rolls Defend, gets 3 hold.

The Wizard casts light and rolls to cast a spell. "Oh, crap. A miss." So the GM makes a hard move, and as the wizard starts casting the spell "twang twang" he's peppered with arrows! Take d6+3 damage, Wizard!"

But the Cleric's like "no! I spend 1 hold to redirect the attack to myself and another to halve the damage... so... 6 damage, half that is 3, and my 2 armor brings it down to 1. Did the wizard's light spell go off, or not?"


Version B
The Wizard casts light and roll to cast a spell. "Oh, crap. A miss." So the GM makes a hard move, and as the wizard starts casting the spell "twang twang" he's peppered with arrows! "Take d6+3 damage, Wizard!"

But the Cleric is like "whoa, hold up! I jump in front of the Cleric to protect him! Defend?' Sure, roll it. 10+, so 3 hold. "I spend 1 hold to redirect the attack to myself, another 1 hold to halve the damage. So that's... 6 damage, halved for 3... less 2 armor. Only 1 damage. Did the wizard's light spell go off, or not?"
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Version B, almost always
Sometimes A, sometimes B
34%
Version A, almost always
21%
Version B, almost always
45%
Sometimes A, sometimes B

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Version 1.2 of Homebrew World Now, with Druids!

Never heard of Homebrew World before? Read about it here:
https://spoutinglore.blogspot.com/2018/07/homebrew-world.html


Updates of Note:
* Druids!
* Formally added in the "Have What You Need" move an other moves related to Supplies (see here for explanations https://goo.gl/BHjyz7)
* Reworded various Backgrounds to reference Have What You Need
* Reorganized the basic, violence, and optional moves. You spend most of the game with your character sheet "open" and having to flip to the back to see the Basic Moves was annoying.


Got questions or feedback? I'd love to hear them.

Feel free to share far and wide!
Homebrew World.pdf
Homebrew World.pdf
drive.google.com

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This is how we carve pumpkins ‘round these parts.
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10/27/18
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Stonetop at Gauntlet Con 2018
Stonetop at Gauntlet Con 2018
spoutinglore.blogspot.com
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Aaaaand the gripping conclusion of Gauntlet Con 2018's long-con of Stonetop.

Really, it's just the first half that's "gripping" and a conclusion (but it was gripping!).

The second half shows off some of the most Stonetop-ish stuff of Stonetop: the return home, the reactions of friends and neighbors, how the PCs interact with each other between adventures, the turn of seasons, and the pursuit of steading improvements.

Many props to the players for fully engaging in that part of play, even though we only had a couple hours and it was obvious that we wouldn't get to see the fruits of their efforts.

Thanks, +Horst Wurst, +Tyler Lominack, +Greg Gelder, and +David LaFreniere! I had a blast.
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Session 2 of Stonetop at Gauntlet Con 2018. YouTube really likes +Greg Gelder's face. Or maybe it's the mic that it likes. It keeps making it the thumbnail.

+David LaFreniere, +Tyler Lominack, +Horst Wurst
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