Work has recommenced on my folkloric fantasy PbtA game about exploration & discovery, and with players wanting to…

Work has recommenced on my folkloric fantasy PbtA game about exploration & discovery, and with players wanting to…

Work has recommenced on my folkloric fantasy PbtA game about exploration & discovery, and with players wanting to explore new places I’ve got GM prep on those regions to do too. Here’s a few new moves for hanging around town, and a new format for the GM-facing region summary information.

Originally shared by Luke Jordan (gamesfromthewildwood)

Last weekend my playtest group and I officially updated from V1.3 to V.2 of #AllThingsUnderHeaven.

Some of the changes this encompassed related to moves for gathering information before a journey, and the group were headed to a new region anyway, so as I’ve been working on my prep I’ve taken the opportunity to draft a new layout for the summary-page of each Region.

For clarity about the purpose/utility of the first column, I’m going to include the text for the two moves being referenced.

First is Gather Rumours, which lets the PCs discover interesting things to go and find in sketchy enough detail that getting to the vicinity, finding the area, and investigating whatever they’re looking for still keeps a sense of exploration.

GATHER RUMOURS

When you gather rumours in a settlement, name somewhere that interests you (a region, a general direction, a specific place) and say where or who you go to for the information. The GM will roll the Die of Fate and add your Face, then tell you in nonspecific terms of an opportunity (treasure, location, or individual) in that vicinity. How accurate, helpful, and complete the information is depends on the roll.

Second is Seek Guidance, which arms the PCs with information about where they’re going and why it’s dangerous. With that information they can avoid making blind agency-less choices, plan for what lies ahead, secure the right gear, and also enjoy a heightened sense of dread & cleverness when what would otherwise be innocuous information is described and they realise what’s going to happen next.

SEEK GUIDANCE

When you seek practical guidance in a settlement before venturing out into the Wastes, name a nearby region. The GM will will tell you some general information about the area and its terrain. Then, roll +Face. On a hit, you gain 2 pieces of information about your destination. On a 10+, you can ask a follow-up question or two:

– Directions to well-known landmarks or safe places to camp

– Information about dangerous predators or creatures in the region

– Warnings against a common threat or danger to travellers

On a miss, you gain 2 anyway but the GM will answer one (their choice) falsely.

(Jeremy Strandberg tagging you because I remember you mentioning you had some thoughts on how the old layout presented information.)

https://drive.google.com/file/d/0B6PHwgzf63UiVy02cXU2WGJrTEE/view?usp=sharing