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Stonetop vs When Sky & Sea Were Not Named

Compare Stonetop and When Sky & Sea Were Not Named side by side. See differences in complexity, dice, genre, and more.

StonetopWhen Sky & Sea Were Not Named
GenreFantasyFantasy
TagsCC-Licensed Rules, Playbook-Driven, Resource Management, Fiction-First, Strong GM Support, Base-Building, Journey, Character-Driven, Worldbuilding, ExplorationTactical, Theater of the Mind, Resource Management, Faction Play, Lore-Heavy, Base-Building, Exploration
Core MechanicDescribe what your character does; when it meets a move's trigger, roll 2d6 and add a stat from -1 to +3. A 10+ is a strong hit and a 7-9 is a weak hit: partial success or success with a cost. On a 6-, PCs normally mark XP and the GM makes a hard move unless the move says otherwise. Advantage or disadvantage normally adds a third d6 and drops the lowest or highest; damage rolls instead roll damage twice and keep the best or worst result. The GM does not generally roll during play.Each hero has four action dice, one for each action type (Attack, Brace, Compel, Maneuver), with the die size set from d4 to d12 by the relevant attributes. To act, roll the matching die and read it against two thresholds. Against an obstacle, the Guide sets a failure threshold and a struggle threshold. Against a foe, the target's attribute is the failure threshold and its defense is the struggle threshold. Beating the higher number is a Success, beating only the lower is a Struggle that costs something, and beating neither is a Failure. Attacks deal damage equal to the roll minus the target's Guard and Armor, so one roll settles both the hit and its severity.
Dice2d6d4–d12
ComplexityHighHigh
AvailabilityPaidFree core rules
Runnability5 of 5 book tools3 of 5 book tools
LicenseCC BY-SA 4.0All Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherLampblack & BrimstonePurple People Games
Year20262023
LanguagesEnglishEnglish
Best ForGroups who want a long-running hearth-fantasy campaign centered on a village as much as its heroes. Play alternates dangerous expeditions into a darkening iron-age world with homefront scenes of courtship, harvest, and community projects.Groups settling in for a multi-session campaign who want combat built on resource trade-offs, spellcasters that each play differently, and a Guide comfortable improvising rulings. The island-hopping rescue-and-rebuild structure rewards tables that enjoy both tactical fights and settlement-scale stakes.
HighlightsThe steading playbook tracks the village's Fortunes and Surplus, so projects and disasters change what Stonetop can withstand. Seasons Change generates or consumes Surplus and grants seasonal gains, so the village's resources change with each passing season. Expeditions make preparation matter by weighing load and supplies against GM-presented travel challenges.Each of the four defenses both resists incoming actions and doubles as the resource a hero spends to power abilities, so every turn weighs guarding against acting. A hero rolls a different die size for each of the four action types, so strengths and weaknesses live in which die they pick up rather than in numeric modifiers. Invoking an Ideal after a roll spends Spirit for an advantage die the Guide sizes to how dramatic the moment is, linking vivid roleplay to a mechanical boost.
ConsiderationsThe game is built around defending one village, so rootless or wandering parties leave its homefront engine behind. Combat relies on spotlighting, abstract range tags, and fictional positioning, which may not suit groups that want a detailed tactical combat procedure. Supplies, load, provisions, and village Surplus are tracked in several places, adding steady bookkeeping to expeditions and downtime.The three spellcasting callings each run a separate resource economy, creating a real skill gap between players who take a magical calling and those who do not. The Shinarian origin locks Agility at 0, which bars the Wanderer calling and leaves those heroes unable to evade, outflank, or hide effectively. Sizing invoked Ideal dice, setting challenge thresholds, and reading the Dreamshape table all rest on Guide judgment rather than fixed numbers, which favors improvisational Guides over those who want firm procedures.