A tabletop fantasy adventure RPG centered on a village community.
Latest Updates from Our Project:
Final 48 hours, international shipping news
over 3 years ago
– Mon, Mar 29, 2021 at 02:08:36 AM
The Final Forty-Eight
Here we go into the last sprint, and holy @#$! we are looking to break 100k. Honestly, it feels a bit unreal when you set out crossing your fingers hoping to ship maaaybe 500 sets of physical books at the outside, and end up closer to 2,000. What's also amazing is that more than 500 of you backed for just the PDFs! Thank you all. Your encouragement has spurred us on to write, edit, lay out pages, and create artwork with renewed energy.
International shipping news
At this point I can say that we will cover VAT and customs dutyfor international backers. Unfortunately, any further local taxes beyond VAT and customs that apply in your area will not be covered. To be clear, for ~400 sets of books shipped overseas VAT and customs alone will cost us 7-8K USD. That's kind of nuts! But we want these books to go as far and wide as possible, and thanks to your extraordinary support we now have the budget, so we're going to do it.
Holdfast Station is GO!
That 85K mark whizzed by us like an errant asteroid, clearing the way for the "Stonetop in Space" RPG that Moe Poplar and Michael Low have been cooking up. One of my favorite things about developing RPGs is putting my design and art direction skills in service of someone else's vision, so this will be a fun project to collaborate on, not least because I get to step away from my usual old-school fantasy/Iron Age aesthetic and into the realm of sci-fi. I'm also really looking forward to helping playtest their game!
Stonetop "beta" preview
Jeremy and I are hard at work on pulling together a PDF collection of the core material to share with all of you after the campaign closes. Although it'll be a little rough around the edges and lacking a fair amount of supporting material, you'll have everything you need to run the game. With any luck this preview pack will be ready to download within the week.
See you on the other side of the finish line!
—Jason
Introducing: the Ranger (and travel)
over 3 years ago
– Sun, Mar 28, 2021 at 09:28:54 PM
As I write this, we're at well over 1,600 backers and we just passed our last stretch goal, $85,000. That means Lampblack & Brimstone will be publishing Moe and Michael's Holdfast Station, which I'm really excited to see and play.
So, what lies beyond this? Uncharted territory! Seems like a good time to meet...
The Ranger is the only "class" from classic D&D fantasy that survived with it's name intact. Fans of DungeonWorld will definitely recognize a few of the DW Ranger moves. Rangers are, of course, good archers and hunters with moves like Blot out the Sun, Call the Shot, Big Game Hunter, Predator, and Stalker. They can also choose to have an AnimalCompanion, using the follower moves that I talked about in the Marshal update.
But what really sets the Stonetop Ranger apart is how competent they are in the wild and on an expedition. That's important, because most adventures that the PCs go on involve a journey--and journeys are dangerous.
Journeys
Adventure games often gloss over travel, taking the stance that travel is filler between the "good" parts of the game. DungeonWorld's Undertake a Perilous Journey does so very intentionally--you make a series of rolls, have probably one encounter on the way (plus maybe you get lost/find a shortcut, and maybe you have food-related shenanigans). It's a totally valid approach--but it's not what I wanted for Stonetop.
For Stonetop, I always wanted the journey to be the adventure, or at least an big part of it. Yeah, sure the scene where we try to slay the bears in their den might be the climax of the adventure, but the journey there (creeping through the Great Wood in winter, dodging crinwin) and back (sledges laden with bear meat, racing against the cold and the setting sun, hoping against hope that the crinwin don't find us) adds a real sense of texture, danger, and suspense to the whole thing.
When we first started playtesting, we used the travel moves from The Perilous Wilds. They worked well, and I think that they really capture the "feel" of an old-fashioned hex crawl. But a hex-crawl is a distinct thing--I find that it's an approach best suited for somewhat aimless wandering.
But in Stonetop, the PCs leave town for a reason. They have a goal. They head out towards that goal, try to achieve it, and then gohome. That's not wandering, and a hex-crawl sensibility didn't feel right.
After a few iterations, I hit upon using a structure similar to the Wizard's Ritual move in DungeonWorld or the Savvyhead's workshop in ApocalypseWorld. The players tell the GM where they want to go, and roughly how they plan to get there. The GM tells them the requirements and challenges. And then we play them out.
Travel plays out as a point crawl. You figure out what the next point of interest is--the next landmark that we haven't seen on screen, or the next place where you know that you'll want to frame a scene--and then look at what lies between here and there. That's the next leg of travel.
You play out the leg of travel in differing levels of detail depending on how familiar the terrain is to the players, or how dangerous it is. You ask lots of questions (as I discussed in detail on the Stonetop episode of the +1 Forward podcast). You introduce the challenges you told them they'd face. You see how they deal with them. Eventually, probably, they get to the next point of interest. Play out the scene(s) at the point of interest, and then continue on to the next leg of travel (or head home).
For reference, here's the Expeditions spread from the GM's "playbook:"
An Example
Let's take a recent example from my home game. Gorlas the Trapper had stumbled home from a few days out in the Great Wood. He'd been jumped by crinwin at his farthest-out snares, a couple days' journey from town. When he woke (barefoot, his good iron knife gone, probably concussed) he stumbled through a faerie glamour into an old ruin of the Green Lords. The whole place was infused with fertility magic, but there was also something dark and malevolent. The PCs, of course, were all sorts of interested.
They Charted a Course and I told them:
[ ] It'll take at least 4 days there and back, likely 5
[ ] You'll need to bring warm gear (rain, chill)
[ ] You risk drawing the attention of the cyndaraig that's been roaming near Stonetop
[ ] You need to watch out for crinwin
[ ] You risk getting lost (as you look for the ruin)
This was the first time we'd seen the Great Woods in play, so we took our time with it. The first point of interest was The Stream near town. I set a scene there, described it, and asked questions. We learned about local ritual where, when you ford the Stream, you tell it why it should let you pass and why it shouldn't sweep you away. (And that led to some nice characterization.)
The next point of interest was a rocky outcropping where I figured they'd make camp, but they had a good day of travel to get there. I asked questions ("Eilwen, what's the most unexpected thing about the Great Wood?" "Alix, what's the worst part about this?" "Korina, what's the worst part about travelling with these two?").
It became clear that Eilwen and Alix weren't really used to hiking long distances through the woods. I called on them to Struggleas One.
This is probably one of my top 3 favorite moves in Stonetop. You use it when multiple PCs in the party are defying the same danger(s). The move results in one three basic outcomes:
Everyone gets a 7+ and we do a quick little description of what that looks like and then move on
Someone gets a 6- and ends up in a spot, but someone else gets a 10+ and can get them out of it--which creates this fun little vignette (and then we move on)
Someone gets a 6-, and no one has a 10+ to save them, and so we zoom in on the trouble that this PC is in and play out the scene in detail from there.
(This move gets used a lot during journeys, and that's one of the reasons the Ranger is so great to have along. Because of Homeon the Range, they can'troll a miss. The Ranger is never the weakest link on a journey, never the one who needs saving. It's not a sexy move at all, but in play, it makes the Ranger extremely, reliably competent and that just feels right.)
In this case, Alix and Eilwen were both trudging along, so they rolled +CON. (Korina was off scouting ahead, very much used to this sort of thing but otherwise occupied and unable to help.) Alix got a 6- and their old chest wound was acting up, hurting like the devil, and they were starting to sweat profusely and fall behind. Eilwen got a 10+ though, and produced some willow bark from her gear to help Alix deaden the pain. It was a nice little moment, giving them a little scene together, and that was that.
Meanwhile, I had told them that they might draw the attention of the cyndaraig (a great-big rage drake). So I pointed at a looming danger and told Korina that her dog had found something, a torn-up wisent corpse in the brush, clearly killed by something big and fierce and toothy. She studied the scene (Discerning Realites), got a 7-9, and learned that, yup, the cyndaraig had done this, but a couple days ago, and if they were quick and lucky and didn't draw attention, they'd (hopefully) avoid it.
Cut ahead to the next point of interest, a rocky outcropping with a menhir carved in Forest Folk glyphs, which Korina and other hunters and trappers knew to generally be a good place to camp. Of course, the Seeker stirred the cruel wind spirit bound in the menhir, and Lightbearer's invocation of the sun god failed to protect them, so the Would-Be Hero ended up getting goaded into almost walking off the cliff in her sleep. It was a whole scene.
The next day was another day of travel, but with slightly better weather. This leg we glossed over, because it was similar terrain and they'd already done a lot of PC-to-PC interaction while making camp. I mostly just jumped ahead to the next point of interest--another stream, where I knew it was likely they'd encounter the cyndaraig.
They did, in fact, encounter the rage drake, but it was chomping on a deer and probably wouldn't have noticed them if they'd just left and crossed the stream. But they had managed to split themselves up, and when she heard the thing roar, the Would-Be Hero tried to be a hero and blundered a bit, making a huge gonging sound with her bronze shield and drawing the thing's attention. They didn't so much fight the cyndaraig as fend it off, but they did prevail and send it packing.
And so it went. They had another leg of travel, an encounter with crinwin (spurred by a missed Discern Realities roll), some awesome roleplaying, and a night making camp protected by Helior's holy light. The following day they found the faerie glamour and we spent the next session exploring the Green Lord ruins. The following session, they headed home.
The trip home was through familiar terrain. They'd made their strong impressions on both the crinwin and the cyndaraig. Thus, there wasn't much in the way of danger. We used KeepCompany to give the trip a sense of time passing and give the PCs a chance to reflect on their recent experiences.
Eilwen and Korina had a bit of a falling out while exploring the Green Lord ruins, so Eilwen asked Korina "What do I do that you find annoying?" and that prompted a scene with them having and out-and-out row, with Eilwen accusing Korina of treating her like a kid and Korina stomping off into the woods as sunset approached.
I then asked Korina (as her dog) "What do we find ourselves talking about?" and she told us about how she processed her feelings by doing and not talking, and together we established a Lygosi (southern big city) rite of adulthood involving a particular flower, so Korina started whittling a wooden flower and eventually brought it back by way of an apology.
For the next day of travel, Korina asked Alix what was on their mind, and we learned more about Alix's bloody past and their shame and doubt over being chosen as Helior's vessel.
(I'm sadly forgetting what question Alix asked, and of whom, but I remember they were all great questions and answers and made the trip home feel like a meaningful denouement for the adventure and my players are wonderful and you should be jealous.)
Anyhow...
It's late, and this has gone on longer than I intended.
I was hoping to talk about gear, and outfitting, and the inventory sheets and the HaveWhat YouNeedMove, but that will need to wait until tomorrow.
I hope you enjoyed this rather long-winded issue of "Let Me Tell You About My Game." Thanks again for all your support, questions, and encouragement. And if you're interested, hop over to the Holdfast Station Discord server to give Moe and Michael a high-five!
As always, happy to answer questions!
-Jeremy
Inventory, supplies, and gear
over 3 years ago
– Sun, Mar 28, 2021 at 09:11:13 PM
One of the things that sometimes throws off new Stonetop players and GMs is the inventory insert, or this guy:
So, I just spent way more time than I probably should have putting together a visual tutorial of the inventory and gear system. Hopefully it helps folks better understand what's going on with all the bips and bobs on this insert.
My design goals for this inventory system were:
Let players get out onto expeditions quickly. They can pick how heavy of a load they want to carry--marking 3, 6, or 9 diamonds--but leave as many as them as they like undefined for now.
Make the material wealth and prosperity of the village matter directly to the PCs (and the players). Have it influence the quality and quantity of gear available to them.
Communicate the material culture of the setting in general and Stonetop village in particular. For example, notice the lack of swords or steel or lanterns, the presence of whisky (Stonetop's local drink), or how a tinderbox is specifically flagged as slow.
Inspire players to use setting-appropriate items that they might not otherwise have thought to.
Put a constraint on the resources that PCs have available in the field, resulting in hard choices as those resources get depleted. Something as simple as losing your mess kit can put the expedition in dire straights.
Be relatively easy to use.
While the inventory sheet can be a little overwhelming at first glance, I've found that players warm up to it pretty quickly once play starts. I hope this tutorial helps prospective players and GMs feel more comfortable before they sit down to play.
Happy to answer questions, as always!
-Jeremy
P.S. It's the home stretch, we're past 1700 backers, and we're spitting distance from $90K. I'm trying to play this cool, for the most part, but HOLY SMOKES PEOPLE THANK YOU SO MUCH FOR YOUR SUPPORT.
Introducing: the Would-Be Hero
over 3 years ago
– Mon, Mar 22, 2021 at 08:10:21 PM
The most recent episode of +1 Forward featured Stonetop, and the actual play session featured the Heavy and Anwen, the Would-Be Hero. The previous update introduced the Heavy, so tonight, let's meet...
This is definitely one of my favorite playbooks: thematically, sentimentally, and mechanically.
Thematically, the Would-Be Hero is perhaps the most "hearth fantasy" playbook in the game. It's the playbook that best fits (in my opinion) Taran of Caer Dallben, or Samwise Gamgee, Tom Ward (the Spook's Apprentice), and probably dozens of young adult fiction protagonists who long for more, get swept up into some sort of adventure, find themselves in over their head, and then rise to the occasion.
Mechanically, the playbook starts with absolute crap for stats: +1, +0, +0, +0, +0, -1 (as opposed to +2, +1, +1, +0, +0, -1). That's offset by their Potentialfor Greatness move--once per level, when they roll a 10+ with a stat, they can increase that stat by 1 (up to a +2), or increase their HP, or increase their damage die. In the end, they actually end up with slightly better stats than other PCs can, but it takes about 6 levels to get there.
The moves available to them at character creation are a combination of "not very good at this" moves (BetterPart of Valor, In Over Your Head, Inquiring Minds, Underestimated), "resilience" moves (I Get Knocked Down, Iron Will, Resourceful), and "earnest" moves (Speak Truth to Power, Tough Love, Up with People). A 6th level, they can replace with the "not very good at this moves" with some pretty badass moves. So the Would-Be Hero who starts off with In Over Your Head--constantly needing to be saved--eventually swaps that out for Big Damn Hero, becoming one of the best defenders in the game.
The Would-Be Hero is also the playbook that's best at "multiclassing," able to pick up moves from any other playbook, and more often. That gives them a lot of flexibility to become the Hero that their Stonetop needs.
When I first conceived of the Would-Be Hero, I had those aforementioned characters in mind--young, inexperienced, but full of potential. In play, I've been pleasantly surprised to see players create older, more mature Would-Be Heroes. In one case, an ex-Hillfolk slaver fleeing her clan's ways and trying to live down--and then atone for--her past deeds. And in another case, a middle-aged woman who fled from her destiny at age 19, spent the next 20 years roving the known world and living a questionable life, only to have her destiny catch up with her in Stonetop. Fictionally, they still end up following that same arc from "struggling" to "badass." While they start out competent (fiction-speaking), the mechanics enforce that initial period of struggling and flailing, leading into a solid competence that often ends up reshaping the game world.
How about you? What characters from fiction do you see in the Would-Be Hero? Which moves catch your fancy? What questions do you have?
-Jeremy
Introducing: The Heavy
almost 4 years ago
– Sat, Mar 20, 2021 at 10:44:49 PM
As Jason mentioned in the last update, the most recent episode of +1 Forward featured Stonetop. The actual-play segment featured Rich playing the Heavy, Pleswyn, and Rach playing Anwen the Would-be Hero. I thought it'd be nice to feature those two playbooks next.
Today, you get to meet...
This is the "fighter" analog, the playbook that's best at violence. It's, like, really good at violence.
It took a lot of tinkering before I settled on the name. I wanted the name to suggest someone who was dangerous, but not like a knight or a champion or soldier. Someone who could be your neighbor. Not just a violent individual, but our violent individual. I think "The Heavy" hits that mark quite well. (It also happens to be the name of one of my favorite bands.)
The next tricky part with The Heavy was picking backgrounds. If you've been reading these updates, you might have noticed a pattern. In each playbook, I try to have:
One background that represents a local fixture, someone who grew up here or at least has been here a long time. (The Patriot for the Seeker, the Auspicious Birth for the Lightbearer, the Natural for the Fox.)
One background that represents a newcomer, someone who at least might have arrived somewhat recently. (The Antiquarian for the Seeker, the Itinerant Mystic for the Lightbearer.)
One background that could represent an NPC "stepping up" into the role of a full-fledged PC. (The Witch Hunter for the Seeker, the Lightbearer with a Soul on Fire.)
The don't always hit that pattern--for example, the Fox has two backgrounds that represent a more-or-less newcomer (Life of Crime and Prodigal Returned). But the idea is for one background to represent "someone who's always been here" and two backgrounds that can justify adding the PC to a game that's already underway. If a PC dies or a new player joins your game, you don't need to be like "oh, yeah, we've had this very competent warrior around town for years and we just didn't ask for her help in the last three crises."
Anyhow, picking backgrounds for the Heavy was surprisingly tough. Or rather, picking the local background proved to be tough. The killer laying low and trying to live down their past is a well-worn trope. The storm-markings were an idea that a friend pitched (and a different friend played) way back in the D&D4e version of Stonetop. But for the local, I was stumped. I kept thinking about champions and folk-heroes, but they never quite felt right. They were too big, too shiny. When "sheriff" finally came to mind, it was a great big "oh, duh" moment.
From there, it was a matter of playtesting and tweaking, through multiple iterations. Seth Zeren commented that the Fox and the Ranger should be able to set themselves up for occasionally "spikes" of damage, but the Heavy should be consistentlygood at it. That led to the Dangerous move, which might not seem glamorous but is really really potent in play (so much so, that it's barred from any other playbook).
It's hard to pick favorite moves from this playbook. I'm pleased with how Frosty and SituationalAwareness reflect keeping calm and sharp in a high-stress situation. I'm quite proud of how BattleJoy and Berserker handle the "barbarian rage" trope, and how Terror on the Field and Bringer of Ruin encourage over-the-top carnage (if that's the sort of thing you're into).
But also, I'm really happy with how Historyof Violence makes the Heavy human. Those three questions--one about glory, one about shame, and one about worry--give each Heavy a real weight, and help remind everyone that, yeah, violence has consequences.
What about you? Would you be the Sheriff, the newcomer hiding a Blood-Soaked Past, or bear the Storm-Marks? What would your history of violence be? What move would take when you first leveled up?