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Some info on Marshedge, the "proper" town to Stonetop's east.
Marshedge
Marshedge
spoutinglore.blogspot.com
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Just officially registered my Stonetop "long con" events for Gauntlet Con: Stonetop: Into the Woods (3 parts). They'll be:

Friday, 19 Oct, from 2pm - 6pm EST
Saturday, 20 Oct, from 10am - 2pm EST
Sunday, 21 Oct, from 8am - 2pm EST

The blurb:
The crinwin (horrid little things that live in the trees) have been getting bolder of late, and hunters and trappers report all sorts of darksome signs. Tonight, though, they've gone too far! An infant is missing, a father injured, and someone swears that they spotted crinwin inside the ringwall! What do you do?
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Pretty seriously thinking about making this change for Stonetop. I'd love some more feedback.
Continuing to tinker with Hack & Slash

Here's what I'm thinking. Explanation in the blog post.

HACK & SLASH
When you fight in melee, roll +STR. On a 7+, you attack your foe (deal damage!) and suffer the enemy’s attack; on a 10+, also pick 2; on a 7-9, also pick 1 (but not the first one).
● You evade/counter/prevent the enemy’s attack
● Your attack is powerful/fast/brutal: add +1d6 to your damage
● You hold the initiative or give it to an ally; say what you do next, or who gets to go next


Thoughts?

(edit: slightly reworded; it used to say "By default" instead of "On a 7+;" changed because I want a miss to still be completely undefined. I know I've had H&S misses where I brought in something out of left field, like a grim portent, instead of the enemy attacking. I also rephrased it to say "you attack your foe (deal damage) and suffer..." because I intend to have "Deal Damage" be it's own basic move when I'm done.
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Hello, I have a blog now.

Current stage is to post links & descriptions of all my creations & projects, with Stonetop being the biggest of them all.

If you've been following Stonetop for a while, probably not much new there. Though there are a few links to the most current versions of a few key documents.
Stonetop
Stonetop
spoutinglore.blogspot.com
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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.
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Updated GM playbook for Stonetop, mostly to reflect the new agenda, principles, GM moves, etc. from the Running Stonetop chapter.

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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.
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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
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Red Scepter
Staff of the Lidless Eye
71%
Hec'tumel Codex
12%
Red Scepter
18%
Staff of the Lidless Eye
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As my home group approaches 10th level, with many loose ends still about, I find myself thinking about the end-game, and how to wrap up a long-running campaign.

What do y’all got in terms of end-game mechanics, procedures, or just advice. What games do this well?

Bonus points for PbtA games that do end-game stuff well.
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If You Were Playing a Seeker (Antiquarian), 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 "Antiquarian" then these are your choices:
https://goo.gl/iue85f

For reference, here's the full Seeker playbook:
https://goo.gl/Sp3wAk
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The Azure Hand
The Mindgem
33%
Noruba's Ice-Sphere
37%
The Azure Hand
30%
The Mindgem
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