Freebooters on the Frontier 2e Discussion

Jason, this looks fantastic! Much cleaner and more useful at a glance; generating booty feels far less like a puzzle to be put together or a math equation. This seems like, if needed, it can actually be used in the moment at the table if necessary, which I never felt about the old version.

I’ll hopefully get a chance to try it out sometime this week. I have a lot of prep to finish up as my Freebooters get ready to enter the capital city (moving distinctly away from the Perilous Wilds but what can you do…)

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First game in 2 months, and it went really well. Lots of action. Realized I need to work on combat to make it more interesting than the players just rolling Fight over and over again. For some reason I have no problem doing this well in Monster of the Week, but I guess I have a hard time shaking my D&D background when playing a game that’s more D&D-esque. It was also a little different because the party was split so I was having players run three of the followers who were with one of the PCs planning a siege on a temple that had been taken over, so they didn’t have the normal stats and were rolling +Nothing for most stuff, or with advantage if it was something that was covered by the follower’s moves. It wasn’t perfect, but it worked out pretty well. One of the followers died a heroic death, and it ended up being a really big, cool moment.

A couple sessions ago we started doing Stars and Wishes after Wrap Up, and twice now I’ve gotten the feedback of them wanting more class opportunities, which I’ve been working really hard to fit in, but it turns out what the issue was more was our two thieves feeling that they were doing cool thief shit but still not hitting their xp trigger, so we ended up re-wording it just slightly to Acquire or achieve something by stealth or trickery. It feels more like a bandaid but I think broadens it enough that when they use stealth or trickery to accomplish a task that isn’t stealing booty, they’ll still hit their goal. (My reading of the original trigger was always broader than theirs, apparently, but didn’t realize it until now.)

On another note, I got to use the new booty generation system and I like it so, so much better. It was easy to use, and made prep go quicker because there was less stuff to have to figure out. I think just having a little more guidance there made a world of difference. And as much as I liked the idea of drop tables, I like this method better than that.

Anyway, that’s it really! The party hasn’t quite made it into the big city yet, and I’m excited and nervous for when they do. I want to design parts of the city as dungeons, basically, but mostly leave it open and build out some fun encounter tables and see where things go. We’ll be playing again in two weeks. There’s still some miles of wilderness between them and the capital, but they’re on their way.

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OH! One other thing! (Sorry.)

I’ve been using chronica.ventures to manage my campaign and it’s kinda perfect for my needs. But the reason I’m letting y’all know is because I’m building out a template for Freebooters 2E that has all the stats and moves built in.

Here are some examples of what it looks like for a PC, an NPC Follower, and a Monster. You can’t see everything but hopefully you get the idea.

If anyone else uses chronica and wants to copy over this template, send me a message and we can make it happen.

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Thanks for the feedback and chronica tips, @jexjthomas.

Re: followers, so they had Quality +0? And I take it rolling with advantage is a house rule? Under what conditions do you choose to apply advantage?

The most recent XP trigger for the Thief is “Solve a problem using stealth or trickery,” perhaps that would resolve the issue?

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In other news, I am testing the idea of “conditions” – hungry, thirsty, tired, and hot/cold – each of which apply a -1 modifier to all rolls except Luck. All roll modifiers cap at +/- 4. I have uploaded alternate playbooks to test the idea out for anyone who’s interested. My online group will start using them this week.

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They actually did not all have Quality +0 – I just wasn’t thinking since the whole thing kind of just happened! Two of them were +0, but the other was +1 and I should have taken that into account. I think part of it too is that we hadn’t played in 2 months and I was honestly a little rusty on the actual rules!

Advantage was definitely a house rule. My players like it more than +1 fFrward, but it doesn’t scale like various modifiers sometimes can. For the sake of this scenario, where the players were running the Followers, it was applied whenever something they were doing could be considered to fall under one of the Followers’ moves. I was pretty loose with this. We’ve played around with using Advantage in normal play, instead of +1 Forward, but while it’s more fun for the players to roll more dice, I’m not certain it’s a good fit for Freebooters, and it doesn’t make sense for situations where you can get more than +1 (ie rolling +Bonds).

That trigger definitely resolves things! Thanks for pointing that out.

I like the idea of conditions. I’m not sure whether we’ll use them in play or not, but I think it makes a lot of sense. I really like how Stonetop does debilities, and this doesn’t feel too far removed from that.

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Anyone done the math on 3d6 take best 2 vs 2d6 straight up? If yes, please share.

It’s discussed in depth here. It works out to being equivalent to +/- 1.5

Love conditions. Personally I would drop hot/cold. If its hot or cold enough to be an issue I’d just consider it a tired/fatigued/exhausted type descriptor. I’m sweating to the point of getting a condition but am fresh as a daisy, or cold to the point of frostbite but full of energy, doesnt do it for me. It saps my exhaustion before i feel the heat or cold kicks in. But I live in air conditioning controlled environments so I could be wrong!

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Thanks @Greipr — I feel mixed about hot/cold myself, I’ll consider other options.

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As an avid outdoors-person, I like the idea of an Exposure condition (what is currently hot/cold) in a game about wilderness exploration. However, I can totally see the side of the argument that being exposed (to severe weather) imposes the tired/fatigued condition and doesn’t need to be its own category. I think there is more nuance to it than that, but not sure it’s necessary to simulate.

I’m about to do a session zero for a new campaign with my regular group, and I’ll definitely be trying out these conditions, though. They seem lightweight but add some more drama when the party sallies forth into the hills.

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I’ve gotta say, I’ve been super happy with “Miserable” as a debility in Stonetop/Homebrew World. It’s very evocative, and very broadly applicable. Might make a good stand-in for “Hot/Cold,” while simultaneously covering things like “you’ve been hiking all day in thin socks through cold mud” or “you have the flu.”

@jasonlutes the math on Conditions seems pretty brutal. IIRC, ability burn makes it really easy to end up rolling +1 or +0 in FotF, even in your good stats. If you start layering additional -1 to -4… that could death spiral quite easily.

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I like the idea of a single stat like Miserable/Exposure instead of 4 if the effect is mechanical only.
What does Miserable do in Stonetop?

Also keep in mind the D-Harm in AW2: I like it because: it’s thematic (D for deprivation), it branches in various elements (air, sleep, cold etc), it starts in fiction and then excalates in real Harm.

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It imposes disadvantage on CON and CHA rolls. It’s one of 3 debilities. The others are Weakened (disadvantage on STR/DEX) and Dazed (disadvantage on INT/WIS). They’re mostly just mechanical penalties, but they have fictional implications, too. If you’re Miserable, then you’re miserable, and the GM can and should make moves that take that into account.

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We started a new Freebooters on the Frontier campaign last night, using the playtest rules for Freebooters 2E. The players opted to go random for everything, and as usual, it was an amazing, creative, totally unexpected set-up that looks like it will be a blast to play!

One of the players was in a “pirate” mood, so we decided to have “pirate-era” level technology (printing presses, flintlocks, sailing ships, clocks, etc.) We rolled Frigid as our climate, and after some discussion, decided that the frontier would be a series of large and small islands in the cold northern sea, where various powers were establishing whaling stations and other resource extraction bases. Given the North Atlantic vibe, we opted for Swedish as the base human language. This area had been inhabited by Dwarves before some unknown calamity drove them out, and long before, when the climate was much warmer, it had been home to Lizard-people.

For heritage choices, we decided to go with a mix of the standard choices plus some unique options. After rolling up characters, we ended up with this party:

Aeren, a chaotic Sea Elf thief with dark skin, mismatched eyes, and a whispery voice, who is trying to unload a music box he stole.

Hildrigga, an evil Human fighter with perfect posture and a lantern jaw, who carries around the preserved hand of a thief in a glass jar.

Nongelege, an evil Narhwal-folk cleric of the god of Onskan, the multi-limbed god of Lust, Narcotics, and Submission, who never washes and has flagellant scars on his back and uses a bottle of cheap perfume to mask the smell of rotting fish that hangs about him.

Svotja, a chaotic Dwarf fighter, an addict who covers up his beardless face and crooked teeth with a wooden mask depicting a long, flowing beard.

and Thorfri, a Lawful Mer-folk fighter who fights with a trident, can magically switch between human legs and a fish tail, and who somehow brought a cow north with him…

I don’t see any potential issues there at all :slightly_smiling_face:

We used a big sheet of hex paper and Brendan Day’s Game Stamps to create the campaign map. We rolled up a starting fortified keep called Fort Spack at the head of a fjord surrounded by tall mountains, a nearby peak called Haxor Onda Topp, a dark fir forest called the Vild Skog, and a strange site of sacrifice called Eld Sten.

The whole process was super fun as usual, and everybody is excited about the campaign. The random inspirations from Freebooters combined with the cool map stamps were a big hit. I’m looking forward to our first session of actual play next week!

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Great stuff, John. Those characters!

I would love to read updates as things develop, but no pressure.

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No problem, Jason. I have the feeling it will be fun to chronicle the misadventures of this motley crew. BTW - this is my “work” group, consisting of 2 folks with very limited RPG experience, 2 who had no RPG experience before a few months ago, and 1 experienced player. I’ve been hyping Freebooters up, but I have no doubt the game will live up to the hype.

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Hello, all. I am prepping for my first 2e FoF game. I just now got onto this thread so I have a lot of reading to do…

I am going to start by running a funnel using Sailors on the Starless Sea. Some in my gaming crew need to grok that style of play and I think a grinder is the best way. I had already done a DW conversion, of this most excellent module and I think working through a FoF version should help me learn the game.

I also have a google sheets document that I am going to use to run FoF online.

Anyway excited to finish reading trough the thread – hope I can give some good feedback.

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Welcome, @Motive_Zine! I myself have used Freebooters and Funnel World to run Sailors on more than one occasion. Let us know how it goes, and especially if you have any feedback on the rules.

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@jasonlutes here is my first shot writing up the vine horrors from SotSS. Not going to post them all, don’t worry.

Vine Horror (chaotic, medium, group, stealthy): This ghastly vine grows inside a corpse, winding throughout its frame and skull, animating it. Each arm houses multiple toothy whips used to subdue and kill its victims. If an attack kills a vine horror, the host body splits open, disgorging thousands of seeds in a viscous pink fluid. These seeds will slowly creep into nearby bodies. Once infected, a corpse will rise as a new horror in 1-4 days. HP 9; Armor 1; Damage 1d6+1 (Close, Reach); Booty carried, d6 bd , short sword, dagger, 5 sp; Wants To throttle and implant seeds]; Moves ➤ bind them with many thorny vines ➤ Strangle the breath out of them ➤ death tide of creeping seeds

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