Let things burn
If you do your job, you'll end up with a village and a bunch of NPCs that the players care about. That you care about.
Do not protect them.
You have to be willing to let bad things happen to the village and to beloved NPCs. Stay within the boundaries of your group's content guidelines, but otherwise: take the gloves off. If the stakes aren't real, then the PCs' heroism isn't real, either.
In this section
- Running the homefront
- Before the first adventure
- Aftermath
- 1 Determine what's happened
- 2 Play out the return
- 3 See what follows
- Downtime
- The next adventure
- Crises
- Spontaneous adventures
- Prepared adventures
- How many adventures per season?
- Homefront moves
- <sup>ä</sup> Introduce someone interesting
- <sup>ä</sup> Reveal simmering tensions
- <sup>ä</sup> Present a want or need
- <sup>ä</sup> Show how others really feel
- <sup>ä</sup> Draw out their feelings
- <sup>ä</sup> Change a relationship
- <sup>ä</sup> Oppose their wishes
- <sup>ä</sup> Remind them of their obligations
- <sup>ä</sup> Start a conflict or crisis
- Use other moves, too!
- The steading playbook
- Other steadings
- Fortunes
- Surplus
- Size
- Population
- Prosperity
- Resources
- Defenses
- Fortifications
- Debilities