Party
Campaign Pages
GM Reference
Agendas
- Make the Woodland seem large, alive, and real
- Make the vagabonds' lives adventurous and important
- Play to find out what happens
If you get stuck…
Give them a carrot or a stick. They're vagabonds — there's a good chance they'll seize on a dangled opportunity for profit, revenge, whatever fits their drives. But also, they're vagabonds — plenty of denizens mistrust them, and a knife at your throat is plenty good motivation to act.
Show a faction's fangs. Every faction in the game can be threatening — even the denizens, if they want to. When the fangs come out, things start happening.
Target their reputations. If they want to look like good guys, then threaten that with possible notoriety. If they don't mind being criminals, threaten that with someone who looks up to them.
Principles
- Describe the world like a living painting.
- Address yourself to the characters, not the players.
- Be a fan of the vagabonds.
- Make your move but misdirect.
- Sometimes, disclaim decision-making.
- Make the factions and their reach a constant presence.
- Give denizens drives and fears.
- Follow the ripples of every major action.
- Call upon their station and reputation.
- Bring danger to seemingly safe settings.
Moves
- Inflict injury, exhaustion, wear, depletion, or morale (as established).
- Reveal an unwelcome truth.
- Show signs of an approaching threat.
- Capture someone.
- Put someone in a spot.
- Disrupt someone's plans and schemes.
- Make them an offer to get their way.
- Show them what a faction thinks of them.
- Turn their move back on them.
- Activate a downside of their background, reputation, or equipment.
- After every move, "what do you do?"