Players
Four players ultimately joined. One has been playing RPGs (starting with me) since 1986, two more have participated in at least a hundred online sessions with me over the past few years, and the fourth was entirely new to table-top gaming, a high school friend of my wife who was curious about "D&D." I requested that they roll their silver and shop prior to the first session, so that we could begin immediately with the erstwhile thralls standing over their dead master, per Gearing's poetic start. I also ask that they formulate a sentence or two to describe their characters and roll specified dice for a starting rumor known. Everyone complied and even rolled up their whole character (not that much more work in WutC), so we were ready to hit the ground running.
Player-Side Lead Up
I provided the old hands a précis of WutC's rule idiosyncrasies, and a longer prose description of such, noting not just mechanics, but vaguely how monsters and magic worked in the Wolves world. I wrote up a very short explanation of what a hex crawl is, the system's advancement method (boasting), and a suggestion for the range of player options of what kind of campaign it might be. In the meta-game realm, I revealed that the adventure's keys were fairly bare-bones (one of the players GMs Stonehell). I asked if the players would prefer to do some of the in-world dice-rolling, for weather, random encounters, and such, but with one exception they demurred. (My purpose here is not reduce GM workload, but rather to absolve me of the responsibility of generating bad things with my dice, and shift that blame to the players' dice.) The characters' boat was set up as an in-world explanation of the campaign's open table and lost PC replacement system. Finally, some setting information was furnished: a prosaic rendering of Gearing's starting poetry; a slight rewrite of "Upon the Land" (p. 14) that included naming Ruislip and Albann; and an in-world history of the islands in a Beowulf pastiche, something the PCs might have heard from a scop or skald, the chronology a little muddled. This was to preclude some of the "What does my character know about this?" queries.
House Rules (It's not that many changes, I swear)
Content Adjustments
Rumours are generally the best way to seed information about modules, dungeons, whatever, into your game world - but you’ll need to think about what the people of your world will talk about in relation to each specific place.
... the Bones of the Earth - or Children of Stone, as the campaign came to know them - had a sense of wonder and mystery and menace about them that the pop-cultural preconceptions around the word "kobold" would have obliterated.
Changing the map
Scop's Chronicle
HEY, NOW HEAR What befell the Races of Men In Ages past: Once the Sea claimed all the Land, But It rose up, And was peopled by Cain’s Descendants, An evil Brood, Outcasts: Alfar & Ents & Giants, Who waged War on God & won themselves Their Reward. They made Bog and Moor, And the Giants mantled the Hills With their cunning Work, While Mountains and Wood grew with Dark Beasts that ached in Shadow. Islands escaped their Moorings, The Deep spawning Leviathan. Tribe upon Tribe arrived over the Sea’s Swells. Strong-hearted Kings with Iron & Blood, Strong-willed Druids with Leaves & Soil, Overthrew Cain’s Children, their Treasures scattered. It is said that Dragons & Mare-Men aided in this Insurrection. The greedy Sea reclaimed some Lands in Vengeance. The Armies of Not-Men and Men then came with their War-Carts, And stole the Gods; Some of the Legionaries still walk, Although the Men have gone, their Treasures scattered. Strong-hearted Kings with Iron & Blood, Strong-willed Druids with Leaves & Soil, Overthrew the Empires’ Children. It is said that Demons & Dyndur aided in this Insurrection. Architecture of Bronze & Stone remains & walks in Vengeance. The Reavers of the Northmen then came on their Boats And laid them with Goods and Men; The Heathen, as was their Custom, Inflicted Injury upon the Christians, their Treasures scattered. Weak-hearted Kings of Wood & Water, Weak-willed Druids of Ash & Saplings, Fell to fighting one another And but the Headmen and petty Priests are left, The Land’s Breast unmastered spawning Dark Beasts that ache in Shadow.
Foraging Procedure
Livestock may forage “for free” on land, except warhorses. Warhorses require 3 rations per day. Mules/donkeys and pigs require 2 rations per day at sea. Chickens require ⅓ rations per day at sea. A killed chicken provides 1 fresh ration; a killed sheep or goat provides 10 fresh rations; pig, horse, or mule/donkey 20; a cow/ox/steer 30. Fresh rations expire at the end of the day; trail rations 50-50 expire each day following the first. 1 person can spend 1 day converting 10 fresh/trail rations to 5 trail/dry rations. PCs (and companions) can spend a half day on land foraging (in non-desert [-4], non-mountain [-2] hexes) to earn (2d6): 2-3: 0 trail rations 4: 0.5 trail rations per forager 5-7: 1 trail ration per forager 8-10: 2 trail rations per forager 11: 3 trail rations per forager 12: 2 trail rations per forager + 2d10 sp worth saleable prizes PCs (and companions) can spend a half day hunting (non-desert) to roll (d6, +1 if party has multiple bows): 1-3: No game 4: 2d6 trail rations recovered + 50/50 PC takes d6 damage 5: 2d6 +1 per hunter trail rations recovered 6: 3d6 +1 per hunter trail rations recovered + 2d20 sp worth of pelts/horns/claws 7: 3d6 +2 per hunter trail rations recovered PCs (and companions) with nets and rods on a river, coast, or sea hex, may spend half a day fishing [boats may move at half-speed, rounded down during] to roll (d6) 1: No catch 2: 0.5 trail rations per fisher 3: 1 trail ration per fisher 4: 2 trail rations per fisher & predators attracted [which may produce more rations] 5: 2 trail rations per fisher 6: 3d6+1 trail ration per fisher
