Frequently Asked Questions
This game can be for kids, but I didn't make it for kids. It's got whiskey and gamblin' and shootin' muskets in it. I'd let my kid play though. The biggest hurdle in playing with kids will be some of the words; 'funambulist' as an example.Last updated:
There is no overarching plot in this game, no world to save and no cataclysmic tyranny trying to invade the woods and end the fun times. The book is a toy chest full of interesting bits and baubles for the Narrator to dangle in front of the players during play. The Forest Hymn is a living, excited place with mysteries to solve and fortunes to be made, interesting characters to meet, new places to explore and much more.
Here is an unexhaustive list of things you might find in this game:
Children lost or stolen into the woods that need rescuing!
Post that needs carrying!
Shops that need to be operated!
Evil mayors that should be voted out of office!
Magic tricks that need discovering!
Witches that need help stirring their stews!
Wisps that must be shooed from town!
Fences that need to be painted for Old. Mrs Hen.
Sack races to be won for pennies and fame!
Mysteries to solve, such as "Who keeps unpainting Mrs. Hen's fence and why!?"
Players, through the eyes of their unique forest dwellers, will use their abilities, signature moves, and subjects to accomplish whatever goal the Narrator has presented for them to achieve. Or, the players might instead tell the Narrator what they want to accomplish—resolving mysteries created during character creation, making a trip for shopping, or even playing one of the many mini games baked into the rules and world such as the aforementioned sack race, fishing for fabled and legendary fish, or even competing in the county fair bake off.
There is quite a bit of fine, fancy adventuring to do in The Forest Hymn!Last updated:
Nope! The Forest Hymn & Picnic is a complete package in a single book; it is a whole new game and not just a setting or hack for SotDL.Last updated:
Glad you asked! The biggest, most game-effecting change is the removal of 'professions' from SotDL and in inclusion of 'subjects' in tFH&P. Subjects are sometimes applied when you make any sort of test or roll when challenged, and grant you gifts and gags—called boons and banes in SotDL. Good grades give you gifts, bad ones give you gags. Gifts and gags are d6s you roll along with your d20, taking the highest result and either adding to or subtracting from your d20 roll.
Another big change is in how inventory and money are handled. For inventory, rather than declaring how much you can carry based on your strength score, you instead have a number of slots you can fill in whatever backpack you might have. For money, rather than counting each penny you find on the forest floor you instead have a wealth score. Wealth represents your purchasing power in general; it includes the pennies you have, or if someone is paying a debt to you, maybe your grandmama is wealthy and gives you an allowance, etc. Rather than spending money to buy things, you instead auto-afford anything that costs your wealth score or lower. If the item costs more than your wealth score you subtract the difference. For example if your wealth is 4 and you want a tea set that cost 4 from the fine general store, you can just buy it and add it to your inventory or put it in your house. If you want a new tandem bicycle and it cost 7, you can purchase it after subtracting three from your wealth. You can go into negative wealth!
Another large change is how magic works; in SotDL you have a power score that dictates how many spells you can do at a time and what strength of spell you can perform. In tFH&P, magic tricks are always available, unlimited in use (unless stated otherwise) and do not have some sort of currency attached. However, magic tricks are each tied to a season and if you use the magic trick outside of the season it comes from then you might find yourself in trouble!Last updated:
One of the larger changes from SotDL I've made is that combat takes a bit of an aside to other things. There are rules for fighting, and the brilliant initiative system from SotDL is preserved, but combat should at all times be seen as a last resort. Rather than being given many combat and weapon options, players instead receive signature moves and magic tricks to help solve (or create!) problems in creative ways. For example, there is a magic trick a player might learn that causes whomever they play the trick on to teleport away each time they sneeze for a whole week. That player might choose to play that trick on their coterie and then take turns tickling each other's nose to escape a hairy situation.
Variable damage rolling as been removed as well, when there is a fight simply scoring a hit is enough to knock most enemies unconscious or cause them to flee. Likewise, player characters can take very few wounds before they fall.Last updated:
I am glad you asked! If you want to play as an Animal Folk you have your choice of these walking, talking animals:
First: thanks for backing at such a high level! Backing at the 100 dollar level gets you a permanent fixture in The Forest Hymn. At the end of the crowdfunding campaign you will get a survey; on it you'll find a list of types of locations that will go on a map of the woods, printed on the end sheets of the book. After you pick what type of location you'd like, you get to name it. You can name it after yourself, a friend, an invisible friend, your cat, or anything you want!Last updated:
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