Entering month six of my FotF 2E campaign and enjoying it a whole heck of a lot. I could gush about hundreds of things, but thought I’d share three aspects I keep scratching my chin about.
The first is the results table for Set Out. I haven’t been disappointed yet with the results–I take a lot of time to create interesting encounter tables–but, for whatever reason, it doesn’t feel… natural? I’m toying with the idea of deconstructing it a bit:
10+ sweet it goes well, paint the scene, keep company, and roll to see if you make a discovery too; 7-9 something comes up… roll to determine creature, hazard, mishap, or obstacle… the move you make should be soft(er); 6- you should of just stayed in bed today, friends… roll to determine the encounter and announce it with a hard move. I like this, 'cause the players will have a sense of how bad they are in for, but the Judge can make the random table rolls to keep them surprised.
Not sure if I’ll try this out yet, but I’d be curious what other folks are thinking of the move RAW.
The move I’m definitely going to hack/tinker with is Keep Company. I love the idea of it, but I want it to contribute more to character and world development. I’ve played a couple games of Escape from Dino Island and fell in love with their tell a story mechanic. The quick explanation, some moves in the game require the character to tell a story AND THEN roll to trigger the move. It’s really fun and bakes character development/exploration into the moves. I’m trying to hack this into Keep Company. Here’s my late night Egg-Nog-and-Cookies fueled attempt at a move hack:
Keep Company
When you spend time conversing with a party member, say who it is and tell a story.* After you tell your story, roll and add one for each (max +3) of the following that is true:
Your story is…
- Meaningful to your character or highlights a trait/alignment.
- Relates to the current location, recent event, or relevant (N)PC.
- Is a story shared between you and the character you’re keeping company with.
On a 10+, you both lose yourself in the story. You get both items from the list below. If they build upon your story,∤ they also get both. On a 7-9, one or both of you are a bit distracted by current events and miss the true heart of the story. One of you will get to pick one of the items from the list below; you choose who; if you pick the other character, they must first build upon your story∤.
- Refresh all marked bonds you have with them.
- Gain a bond with the other character (max. 3)
On a 6-, the story reveals something you both didn’t want to learn. Choose one of the following:
- Reveal an unwelcome truth about the world, current situation, or the past; both mark XP.
- The other character learns something about your character they consider ugly. You mark XP, and they lose a bond with you; if they express their distaste, you also lose a bond with them and they mark XP.
'* A story will generally be about an event your character found meaningful from their past. However, it might also be a hope for the future. You should never tell the same story twice. A few examples:
- Why you decided to be an adventurer
- A time you were terrified
- Your proudest moment
- Your most shameful moment
- A life lesson a mentor taught you
- Something you’ll give up adventuring for
∤ To build upon a story, you might, accept what you just heard and:
- If you experienced some facet of the story, add to the story with your own experiences or memories of it.
- Ask a question to clarify a point, dig a little deeper, etc.
- Share your interpretation of it.
Anyone else tinkering with Keep Company or have thoughts on it?
Finally, related to Bonds, I’m going to try adding an additional question to the Wrap Up move: did your relationship with another character change in a meaningful way? If positively, gain a bond. If negatively, lose a bond. I feel like Bonds are the mechanic my players need the most–err, nudging (?) about. I hope by highlighting it at end of session and discussing how we’re feeling about each other they’ll start thinking about them as more than just a way to boost someone’s roll.
How are other folks’ experiencing Bonds in play?
Apologies for the wall of text, but hope some folks find my ramblings interesting. Curious to hear others feelings on Set Out, Keep Company, and Bonds, though. Cheers!