Stonetop, or, Nice Village You've Got There

Sounds fun. Especially the points of light setting. Loved that about 4E. Along with so much more.

I do have a question. One of the very few complaints I have about a lot of PbtA games is the advancement rules basically dictate your character’s story. To me that’s literally the opposite of the play to find out ethos. Does Stonetop also use this style of pre-planned story for advancement?

I'm not sure I understand this? Do you mean like, XP triggers? The ones in Stonetop are, apart from teh standard "when you roll a 6- mark xp and the GM makes a move:"

When a session ends, point out how you demonstrated or struggled with your instinct. If you can, mark XP.

Say how your relationship with or opinion of a PC, NPC, or group has changed. If you can, mark XP.

Answer these questions as a group. For each "yes," everyone marks XP.

- Did we learn more about the world or its history?

- Did we defeat a threat to Stonetop or the region?

- Did we improve our standing with our neighbors?

- Did we make a lasting improvement to Stonetop, or tangible progress towards doing so?

Note that your Instinct is chosen, and while there are suggested ones that tie back to themes of each playbook, it's also totally open. You're also encouraged to reflect during each level-up and see if your Instinct still fits, and change it if not - so you can highlight a theme your character is struggling with / demonstrating.
 

log in or register to remove this ad

Sounds fun. Especially the points of light setting. Loved that about 4E. Along with so much more.
Stonetop came out of a hack of Dungeon World game that came out of 4E. So you can see some influence of the Nentir Vale, including some of the Dawn War pantheon.

I do have a question. One of the very few complaints I have about a lot of PbtA games is the advancement rules basically dictate your character’s story. To me that’s literally the opposite of the play to find out ethos. Does Stonetop also use this style of pre-planned story for advancement?
It’s more similar to Dungeon World. Playbooks are a bit more “class like” than say Avatar Legends or Masks.
 

Yeah, the 4e influences are obvious in the lore of the setting. That doesn't mean the game plays like 4e in any way.

I like the playbooks. They are a bit more "class-like" than other PbtA takes... but they themes of most seem far more specific than we typically think of when we think of classes.
 

I appreciate that a bunch of them are like, vocations or callings. Including what it means to be the anti-socially violent person in an otherwise fairly close-knit and communalist village.

I will say that a Stormblessed Heavy can get to busted levels of stronk pretty easily; on the other hand those delicious consequences of that Arcana ("oops I summoned a storm that might just devastate the entire region").
 

Some things I've struggled with in the game:

  • Time. It's really easy to fall into the classic TTRPG trap of "everything happens constantly." Stonetop really wants you "let things breathe" so that you have the time to have seasons roll past (with its attendant move(s)), obligations around town get fulfilled (oh you're the town blacksmith with all the respect and responsibility that entails? how does the town react when you're gone for 2 months straight?), and improvements can have progress made.

  • Following on to above, Zoom. Knowing when to let time pass, or use Love Letters to wrap a chunk of progress while posing a set of decisions that the PCs really want to either have all of happen or none of happen has helped; but I'm not great at that yet. If we spend a lot of table time on really good Homefront scenes around relationships and obligations, it feels like we might be neglecting some other aspects of play. But some of these things are important to zoom in on, but maybe some of this is on the players as well - I'd like to keep encouraging my players to think more about how they can say a couple of lines and pass the conversational ball rather then a somewhat unnatural set of paragraphs

  • Obligations. If I was doing Session 0 all over again (which I might be soon!), I'd really push the PCs into establishing how they play into the subsistence / agrarian portion of this so I can make em squirm if they neglect that. Between two groups / 8 players, I dont think anybody really picked up a craft or similar as a Possession or role, and it feels like that was a bit of a mistake. Without bonds like that, it's too easy to "hit the road."
 

Some things I've struggled with in the game:

  • Time. It's really easy to fall into the classic TTRPG trap of "everything happens constantly." Stonetop really wants you "let things breathe" so that you have the time to have seasons roll past (with its attendant move(s)), obligations around town get fulfilled (oh you're the town blacksmith with all the respect and responsibility that entails? how does the town react when you're gone for 2 months straight?), and improvements can have progress made.

  • Following on to above, Zoom. Knowing when to let time pass, or use Love Letters to wrap a chunk of progress while posing a set of decisions that the PCs really want to either have all of happen or none of happen has helped; but I'm not great at that yet. If we spend a lot of table time on really good Homefront scenes around relationships and obligations, it feels like we might be neglecting some other aspects of play. But some of these things are important to zoom in on, but maybe some of this is on the players as well - I'd like to keep encouraging my players to think more about how they can say a couple of lines and pass the conversational ball rather then a somewhat unnatural set of paragraphs

  • Obligations. If I was doing Session 0 all over again (which I might be soon!), I'd really push the PCs into establishing how they play into the subsistence / agrarian portion of this so I can make em squirm if they neglect that. Between two groups / 8 players, I dont think anybody really picked up a craft or similar as a Possession or role, and it feels like that was a bit of a mistake. Without bonds like that, it's too easy to "hit the road."
Nice. Sounds like some Pendragon influence as well.
 

I appreciate that a bunch of them are like, vocations or callings. Including what it means to be the anti-socially violent person in an otherwise fairly close-knit and communalist village.

I will say that a Stormblessed Heavy can get to busted levels of stronk pretty easily; on the other hand those delicious consequences of that Arcana ("oops I summoned a storm that might just devastate the entire region").

Agreed about the Storm-Marked Heavy. That was a playbook/background combo that was in the game I played in, and then also in the game I GMed when we made a second group of PCs. The character in both cases was devastating in combat.

The Heavy and the Judge in the game I played in was a particularly strong combo... the Heavy would just destroy things and the Judge would shut down all the incoming attacks.

Some things I've struggled with in the game:

Time. It's really easy to fall into the classic TTRPG trap of "everything happens constantly." Stonetop really wants you "let things breathe" so that you have the time to have seasons roll past (with its attendant move(s)), obligations around town get fulfilled (oh you're the town blacksmith with all the respect and responsibility that entails? how does the town react when you're gone for 2 months straight?), and improvements can have progress made.

Yeah, as I said, this was an issue in both games I was a part of. In the game I played in, we went from level 1 to nearly 10 and ended the game in about a year and a half of in game time. That's way too quick given the whole Homefront component of play.

The game I ran, I was more aware of this (having already played) and so it was a bit better. But still... I had to consciously put in effort to allow time to pass more slowly. I had to adjust the way I approached and handled threats to the town.

Following on to above, Zoom. Knowing when to let time pass, or use Love Letters to wrap a chunk of progress while posing a set of decisions that the PCs really want to either have all of happen or none of happen has helped; but I'm not great at that yet. If we spend a lot of table time on really good Homefront scenes around relationships and obligations, it feels like we might be neglecting some other aspects of play. But some of these things are important to zoom in on, but maybe some of this is on the players as well - I'd like to keep encouraging my players to think more about how they can say a couple of lines and pass the conversational ball rather then a somewhat unnatural set of paragraphs

Occasionally... usually after some major event was resolved and there was no obvious next step... we'd just do what I called montages. I'd ask each player what their character was doing, and then frame things accordingly... and we'd use certain moves to see what happened. Keep Company and Know Things tended to come in handy here. This helped keep the NPCs central to play, which is really important... and helps cement Stonetop as a dynamic place.

One of the tensest moments in our game was when the pregnant NPC wife of the Heavy went to visit the midwife (the mother of two other prominent NPCs, and a sort of rival to one of our PCs) only to find that she had been brutally murdered. The shock sent her into labor... and the apprentice midwife (the NPC sister of our Ranger PC and betrothed to one of the midwife's sons) had to step up and deliver a baby during all of this. There was a lot on the line... not for any of our PCs, but for the people they cared about.

And I think this is something that, when run well, Stonetop really does better than many other games... the town matters. Its people matter. The players never shrugged and said "oh well, that NPC died".

Obligations. If I was doing Session 0 all over again (which I might be soon!), I'd really push the PCs into establishing how they play into the subsistence / agrarian portion of this so I can make em squirm if they neglect that. Between two groups / 8 players, I dont think anybody really picked up a craft or similar as a Possession or role, and it feels like that was a bit of a mistake. Without bonds like that, it's too easy to "hit the road."

Yeah, I would do what you can to make sure everyone has a "job" of some sort. That they have some kind of responsibility to maintain, and that may conflict with leaving to go off on some "adventure", no matter how important it may be. In the game I ran, we had the Ranger as the chief hunter, the Blessed as the shepherd, and the Seeker as the Judge's apprentice. The Lightbringer (who was the Judge's daughter) was the only one who started off without some kind of responsibility... but she quickly became a spiritual leader to many.

Again, these responsibilities help connect the PCs to the town and its people, and they can also be the starting point of some interesting situation or dilemma.
 

The game I ran, I was more aware of this (having already played) and so it was a bit better. But still... I had to consciously put in effort to allow time to pass more slowly. I had to adjust the way I approached and handled threats to the town.

Concur. My 2nd game (that went on hiatus for the summer and just picked up again) I've been working with the players to lean into this, benefiting from hindsight in my first game.

Occasionally... usually after some major event was resolved and there was no obvious next step... we'd just do what I called montages. I'd ask each player what their character was doing, and then frame things accordingly... and we'd use certain moves to see what happened.

Yeah! I did this even without any player-side moves as we moved through teh rest of Spring and towards the Seasons Change - having each player frame out what their character was doing around town during that busy time, and then doing a quick zoom in to the 3rd person level to briefly see that before moving on. Good call to reinforce that sort of thing.

And I think this is something that, when run well, Stonetop really does better than many other games... the town matters. Its people matter. The players never shrugged and said "oh well, that NPC died".

Yes! We've had funerals, lingering ramifications, serious questions around relationships (players choking up with emotion as we play through sensitive/heartfelt moments), estranged friendships pulling away or mending, etc.
 


Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top