entries
Sorted A-Z
Homefront

Running the Homefront

Homefront play has a rhythm: aftermath of an adventure, downtime, then the next adventure (expedition or crisis). Each phase rewards different techniques.

Aftermath

After every expedition (or after any crisis at home abates), do three things:

  1. Determine what's happened while the PCs were away. How long were they gone? What's morale been like? Who stepped up, who worried, who resented? Did any threats advance? Did anyone trigger a move (Pull Together, an off-screen Persuade) that needs resolving now? Take notes.
  2. Play out the return. Frame the action — time of day, direction of approach. Ask what the PCs are thinking, whether they're keeping secrets, whether they're putting on a show. Consider an NPC encounter on the last leg. When they reach the village, use Stonetop's established impressions; weave in offscreen developments. If they're Returning Triumphant, describe the celebration and who hangs back grumbling. If their return causes Meet with Disaster, describe the panic and who steps up. If it could go either way, frame it as a scene with a soft move and see what happens.
  3. See what follows. Once the PCs scatter, frame several short scenes: obvious follow-ups (a crisis to manage, a decision), at least one family/intimate scene per PC, anything you want on screen, anything the players want. Manage the spotlight aggressively — shift every 15 minutes or so, even mid-scene.

Downtime

Transition to downtime when the immediate aftermath is played out. Handle logistics: update the steading playbook, divvy loot, reset Inventory, prompt Level Ups, run Convalesce. Establish goals: what do players want to see? What's each PC working on? Then play out scenes only when you need to resolve a move, want to make a GM move, or a player asks for one. Describe time passing in between. When enough time has passed, run Seasons Change.

The next adventure

Downtime ends with the next adventure — an expedition or a crisis, either spontaneous or prepped.

Expeditions should involve all the PCs (or have the absent players' blessing). If only some want to go, split the party, talk it out in character, or have a meta discussion. Make sure the stay-behind PCs have meaningful on-screen things to do.

A crisis is active, urgent badness at home — a monster attack, a fire, a murder. Run it like any situation: frame, describe, ask, resolve, repeat. The village may Meet with Disaster; sometimes calamity is already complete by the time the scene starts.

Spontaneous adventures start mid-session, with no prep. Don't panic — frame scenes, manage the spotlight, follow the core loop, lean on the setting guide. If you want to skip the setup, frame the next scene with the PCs already in the field; ask questions to establish what led them there, have them Outfit retroactively.

Prepared adventures are easier. Chart a Course, prep points of interest, draft a few encounters. Don't prep a plot — prep situations and threats with actionable instincts, then play to find out what happens.

This work includes material from Stonetop by Jeremy Strandberg, published by Lampblack & Brimstone, licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.

License terms