Showing posts with label LotFP. Show all posts
Showing posts with label LotFP. Show all posts

Wednesday, May 25, 2011

LotFP Sandbox: Conversions and Building

You'll find all kinds of solid adventures within.
NOTE:  IF YOU PLAY IN MY SVA GAME, SPOILERS LIE WITHIN.  THEY AREN'T GOING TO HELP YOU, BUT SHOW SOME INTEGRITY, kthx.

One of the nice things about having a game every three weeks is that it gives me adequate time to work on it between sessions.  As much as I long for the days where I used to devote 100% of my time to gaming, I'm a full-time, year-round college student who is getting married in short order.  I just don't have that kind of time (or maybe I lack time-management skills--you decide).  One of the things that makes life a little easier is that there are number of outstanding adventures out there for me to use with little or no work.

One of those adventures is "Night of Blood" from Games Workshop's The Restless Dead for the first edition of Warhammer Fantasy Role Play.  It's thematically perfect for the sandbox I'm working on, and all I need to do is stat it for Lamentations of the Flame Princess.

There are actually quite a few old Warhammer FRP adventures that would work well with LotFP.  Shadows over Bogenhafen and Death on the Reik wouldn't need much work, mostly setting changes in my case, but there will certainly be similarities between Imperial Dagordoria and the early editions of Warhammer FRP's Empire: the relative weakness of the central imperial government compared to the power of the landowners and electors, the overall lawlessness of the land, and the steady creep of chaos.

Anyway, in two weeks, I'll run my Night of Blood conversion and let you know how it goes.  Here's a peek at the mutants from the first scene:
Scaly Bull Man
HD 2, hp 9, AC 16, move 40’/round, +2 to hit, 1d8 (sword), 50xp
Frenzy: When reduced to 4 hp or less, Scaly Bull Man will let out a thunderous roar, forcing all within earshot to make a save v. paralysis or suffer a -2 on all to hit rolls for the remainder of the round.  At that point, until he charges the nearest opponent, pressing (+2 to hit, -4 AC) all attacks, doing an additional point of damage on each hit and suffering one less point of damage when hit.  This lasts until he (or the PCs) dies.
Dog ManHD 2, hp 9, AC 12, move 60’/round, +2 to hit, 1d4 (bite), 25xp
Black FurHD 1, hp 4, AC 14, move 40’/round, 1d6 damage (club), 5xp
Eye-StalksHD 1, hp 4, AC 12, move 40’/round, 1d6 damage (club), 5xp
Eye-stalks: Eye-Stalks cannot be sneak attacked.
Red FurHD 1, hp 4, AC 14, move 40’/round, 1d4 damage (dagger), 5xp
Tentacle ArmsHD 1, hp 4, AC 12, move 40’/round, 1d2 damage (tentacle slap), 5xp
Tentacles: +2 to hit in wrestling contests; wins all ties.

Thursday, May 19, 2011

LotFP Sandbox: First Game Down!

The cover generated a lot of positive buzz...
Well, last night I was happy to start my new sandbox with the crew at the School of Visual Arts in Stroudsburg, PA.  The response was spectacular.  The Grindhouse Edition's art was an immediate hit. As the Rules and Magic books sat on the table as I ran, the players both made constant remarks about how cool the cover was and how it evoked a very different feel than any other game they've played.  And as cool as snake-tits is, I am in agreement with my table that the image on my right rocks.

I only had two players show up, but more assure me they will move over when the other game that night hits a good stopping point.  So, taking Zak's advice to write the world after the first adventure and make that adventure POP, I had our dynamic duo wake up in a dungeon.  We had a fighter and a magic-user.  The guy who was playing the magic-user loved the fact that the spell list avoids the cliches of fireball and lightning bolt.  The lady playing the fighter loved the fact that she will kick more ass at combat than any other non-fighter in the game.  They both loved that I gave them the skill points as if they were Specialists.

Yeah, so, they woke up in a dungeon.  A dungeon whose owners have dabbled in things which should not be dabbled with and something has gone wrong.  In a manic escape filled with zombies, skeletons, insane cultists, and a desperate search for clothes and equipment, the PCs managed to get out shortly before the manor house of the decadent noble who hosted such abominations collapsed upon itself.  They made their way to a village where they were able to heal up and the session ended there.

ORDER OF THE BEAST!!!!!!
What they loved the most was the simplicity of the system that comes from being a B/X clone, but the extra tweaks to make things so different.  The two players went over to the other table to eagerly talk up the game.  While that can make it look like I did a pretty good job, I'm going to give most of the credit to Raggi for his rules modifications to B/X.

One a side note, I took advantage of his sale of leftover Rules and Magic books and picked up two more.  The receipt I was emailed was very... well, just look at the picture above.

Tuesday, May 17, 2011

LotFP Sandbox: Genesis

After my TPK at the last Adventures Dark & Deep game I ran, I'm ready to start over.  This time, I'm doing things differently.  For the most part, while I enjoy reading Zak's blogs, there wasn't a whole lot other than entertainment that I took away from it.  Then Vornheim came out.  I used it for the adventure that resulted in the TPK (a result of poor decision making on the players part, partly forced by a lack of obvious options given on mine) and it was awesome.  It gave me a whole lot of flexibility that I've never really experienced in a game before.  Seriously, if you haven't bought Vornheim yet, you really need to.  Even if Zak's game isn't your style, use the format and concepts and fill in the tables with things that meet your style.  It's that useful.

Hard at work on a week off from school.
Since I was one of the first pre-orders for Vornheim and the Grindhouse Edition of Lamentations of the Flame Princess, I got an extra Rules & Magic book.  It is a beautifully illustrated and very well constructed book.  If you don't think that the paper and the binding make a difference, well, we will agree to disagree.  The digest size is portable enough to throw in a jacket pocket when you go to Borders with your fiancee (as I did Sunday) and the feel of it almost reminds me of how I felt with my first AD&D hardcovers.  Since I've got such a beautiful product to show off (As I write this at Greenberry's Coffee in Morristown, NJ, I've got it out on the table, daring people to ask me about it) and I have clean break at the gaming table, I think I'm going to give LotFP Grindhouse a whirl.

I really liked the vibe of Vornheim, so when Zak posted his alternate idea for generating a sandbox, I took notice.  Previously, I had used the Bat in the Attic model, but that was an awful lot of work for a lot of stuff the players never seemed to bite on anyway.  With a wedding in less than a month and a full-time year-round school schedule, I don't have the time I'd like to write for a game.  Zak's method isn't lazier, but it's better targeted towards the players.  They generate the leads that I'll follow up on.  It works much better with my schedule, I think.

So, before my game tomorrow, I've got to finish my first adventure.  Something rather unwholesome stirs in the basement of a degenerate noble's manor... down the hall from a cell occupied by the PCs.

When something goes wrong, the PCs must escape and find themselves alone in an unfamiliar world... the yet-to-be-named sandbox.

Thursday, April 7, 2011

A to Z Blogging Challenge: F is for Friggin' Awesome...

So, last night, I continued my Adventures Dark & Deep game, but this time I used a lot of the tables from the Zak S.'s Vornheim to help flesh out Wickster.

Wow.  Got an awful lot of mileage out of that supplement.  It's ingenious and easy to use.  Sure, some of it will need to be tweaked a bit to reflect the different setting (most notably the encounter table), but as a framework, it's awesome and vital for anyone running urban adventures.

More on this to follow.

Wednesday, January 12, 2011

Starting Off in Greatholm

You want to play a demi-human or a spellcaster?

Those are for earners, bucko, and you ain't earned squat yet.

One of the things I've wondered how to handle in my Lamentations of the Flame Princess game is how to handle the potential conflict between a Lawful Cleric and a Chaotic Magic-User/Elf.  I decided not to handle it and instead let the players handle it themselves.

The campaign will start off with the PCs making Neutral Fighters and Specialists.  As the game moves on, they can encounter various groups that could, for lack of a better term, "unlock" the demi-human and spell-casting classes.  And there may be some other options out there to compete with Clerics and Magic-Users.  Just sayin'.

I want my sandbox to be a sandbox where exploration is rewarded in many different ways: treasure, experience points, and even character options.  With my method of multiclassing, you'll be able to eventually play a magic-user or a cleric if you can be initiated into their mysteries, you'll just be paying your dues as a fighter or a specialist to begin.  Now, once the party unlocks the different options, you'll be good to bring in these new classes and races as henchmen, or start new 1st level characters in the unlocked race/class.

The only thing I'm wondering is how to reconcile the multiclassing with demi-humans.  Something to work on over the next month.

Monday, January 10, 2011

Human Multiclassing

The Lamentations of the Flame Princess game I am working on will largely be focused on humanity.  I'd like the characters to be drawn exclusively from Clerics, Fighters, Magic-Users, and Specialists.  However, I'd like to keep the game in line with a bit of the Swords & Sorcery paradigm of the heroes being good at many things.  What does this mean?  Multiclassing.

Each one a Fighter/Thief... and Human
I know that the B/X rules didn't have any type of multiclassing in them (unless you are an Elf, of course), but here are my initial thoughts on the deal:

  • Characters do not begin the game multi-classed.  I'm not 100% tied to this one.  Maybe work multi-classing at the beginning in with the character's background.
  • To be eligible to learn a class, they must study under a teacher for an as-yet-undetermined time (with an as-yet undetermined cost) which grants them level 1 in the class studied (I think I'll tie this in with some of the rules from the Hill Cantons Compendium, found over at... Hill Cantons).
  • When you have multiple classes, your experience points are spread equally among the classes you use in an adventure.  This means that if a Fighter/Specialist goes a whole session never getting in a fight, but uses his Specialist skills, all of the XP gained go into Specialist.  With the ubiquity of Fighter and Specialist skill usage, there won't be the question of what happens in a role-play only session (not with anyone *I* have DM'd for, at least).
  • Of course, since I have aligned Clerical magic with Law and Arcane magic with Chaos, there will be no Cleric/Magic-Users in the game.
Since all of the players will be humans, they will all be on the same page for these, and there shouldn't be much of a competitive edge.

Any thoughts on this?

Wednesday, December 15, 2010

Hitting the Folk Festival Circuit

The dark ages were rife with looters and jam bands.
So, I plan on borrowing heavily from existing adventures for my Lamentations of the Flame Princess campaign, to include using Peter Spahn's Blood Moon Rising and Raggi's own No Dignity in Death: Three Brides.  Folk Festivals feature prominently in both adventures and I reckon I'll be using both of these fairly early in the campaign.  What I like about adventures during festivals is that they are a wonderful backdrop and provide additional opportunities for competition/roleplaying that normal day-to-day operations do not.

As I reflect on my gaming experience, I think about cool dungeons and other modules, but the ones that were the most visceral were the adventures that took place during festivals.  Anyone remember B6 - The Veiled Society?  The adventure itself isn't all that awesome but it has some really interesting imagery, not the least of which is the players being introduced to the main factions of the town by virtue of a street brawl that breaks out during the Festival of Lucor ("Bald-headed fool!  Do you Torenescu think you own the street?").  When I look back at the modules I loved, B6 always comes back, even though I look at it as a very linear and predictable adventure.  It's amazing how powerful some marketing (Oh, come on, those purple cowls looked AWESOME back in 1985) and a dramatic opening can make you forget the mediocrity of the plot.  Good lord, I just realized how much I sound like Jerry Bruckheimer there.  *facepalm*

Fire!  Entertainment AND Punishment!
The classic Warhammer Fantasy Roleplay adventure Shadows over Bogenhafen also worked a festival into play.  This festival was a bit better for the players, because it has a lot of little side encounters.  When I went through it as both a player and a GM, someone from the party entered the archery contest as well as the wrestling bout (Come to think of it, I think we ADDED the archery contest...).  It gave the players a feeling that the festival was alive and not just a plot device.  What's nice about festivals is that you can truly find something for all of the players.  Your fighter types can take part in wrestling matches or stylized fighting tournaments, your nimbly sneaky types can take part in the games of chance and skill, and anyone can participate in these events.  I've introduced NPCs as fellow competitors, who evolved into patrons or antagonists.


Even if you have the players as spectators to a festival (as in the second part of Three Brides), it's important to give them some kind of investment.  Side bets, anyone?  Or maybe they know one of the participants and are there for moral support.  Maybe they can just make a buck, through legitimate minstrel work (barding? minstrelry?) or illegal thievery.  The size of the festival matters here--the Festival of Lucor in Specularum would provide much more cover for illicit action than Pembrooketonshire's Great Games.

So, you can have plot hooks, competition, and money-earning potential at festivals.  What else is there?
I don't even know why I bothered to put a caption here.
SUBPLOTS!  Exactly what I was thinking.  If you have crunchier players who are more interested in swordplay and the like, you don't need to worry too much about sub-plots.  However, if you have players who want their characters to be balanced personalities, the festival is a great place to advance the subplot.  Your character has amorous intentions toward a lovely lass?  Well, ask her to the Frolic in the Fall Foliage dance!  Does someone else have identical intentions towards said lovely lass?  Challenge that rambunctious rake to an honor duel!  Why am I alliterating so much?  I blame Havoc and Chaos.

Of course, not all festivals require a nefarious backdrop (all four I mentioned trigger a much more insidious plot).  Sometimes a festival is just a festival.  Pendragon uses tournaments extensively in the Great Pendragon Campaign (which, I cannot lie, intimidates the hell out me, but you can't deny it's an amazing monstrosity of campaign goodness), which just serve to promote your character's social standing.

Festivals are a great tool.  Even if you've only seen the video for "The Safety Dance" or been to a Renaissance Faire once, you can picture what's going on.  It's a bit easier to relate to than delving into a slimy moldy dungeon.  The opportunities are varied and exciting.  I'd love to hear how you've used festivals in your games.  Until then, cheers!

Monday, December 13, 2010

Chaos Magic: An Alternate Form of Spell Casting for Magic-Users and Elves

I'm going to have a bunch of house rules for my Lamentations of the Flame Princess game, which will hopefully be starting in the new year.  I discussed the thought of an Insanity system last week, but my first published house rule isn't that.  It's my alternate take on Magic-Users and Elves.  They have to be chaotic, thanks to their connection with Arcane Magic.  The definition of the Chaotic alignment (From the LotFP Rules book) is such:

The howling maelstrom beyond the veil of shadows and existence is the
source of all magic. It bends and tears the fabric of the universe; it destroys
all that seeks to be permanent. It allows great miracles as reality alters at
the whim of those that can call the eldritch forces, and it causes great
catastrophe as beings we call demons and elementals (and far, far worse)
rip into our reality and lay waste to all. Everything that is made will be
unmade. Nothing exists, and nothing can ever exist, not in a way that the
cosmos can ever recognize. Those who are Chaotic in alignment are
touched by magic, and consider the world in terms of ebbing and flowing
energy, of eternal tides washing away the sand castles that great kings
and mighty gods build for themselves. Many mortals who are so aligned
desperately wish they were not.
With this, it doesn't make sense to me that Magic Users and Clerics would follow the same rules for casting spells.  I looked to my more recent "favorite" fantasy game, Warhammer Fantasy Roleplay and how they handled magic with Tzeentch's Curse.  I also looked back to the AD&D 2nd Edition Wild Mage from Tome of Magic and looked at what that class had to offer.  What I came up with is strongly influenced by those sources.  Bear in mind, this has not been tested.  There will no doubt be many tweaks over the next year as I use this.  I am posting it to get some feedback.  Let me know what you think.

Chaos Magic

The traditional Vancian system which governs magic in the most classic of fantasy role-playing games is very structured.  You prepare ahead of time what spells you can cast, based upon an orderly progression.  This seemed a little antithetical to the concept of magic being inherently chaotic.  What I am proposing is an alternate set of rules to govern spell casting for Magic Users and Elves.  Chaotic Magic is all about choice and free-will with a lack of control.  As a spell caster gains power, less powerful spells will be easier to control, but the newer, more powerful spells the caster learns will not always work the way the casters intend.
"What did you DO, Ray?"

Spell Points - The Basis of Choice

Spell casters will draw power from a pool of Spell Points.  Spells cost a number of spell points equal to their spell level--1st-level spells cost one point, 2nd-level cost two, etc.  The number of Spell Points available to the character are based upon what they would normally be allowed to cast according to the rules as written.  A 1st-level Magic User would have 1 Spell Point to cast his one 1st-level spell and a 10th-level Elf would have 39 to power the 4/4/3/2/2 column they've got.

Spell casters learn spells by copying from other spell books or scrolls.  At the Referee’s option, spell casters can also learn spells from exposure to the vast infinity of the cosmos, be it madness or extraplanar contact or whatever he decides.  1st-level spells can be learned by 1st-level characters, 2nd-level spells by 3rd-level characters, 3rd-level spells by 5th-level characters, 4th-level spells by 7th-level characters, 5th-level spells by 9th-level characters, 6th-level spells by 11th-level characters, 7th-level spells by 13th-level characters, 8th-level spells by 15th-level characters, and 9th-level spells by 17th-level characters.  A spell caster can cast any spell from his repertoire, provided he is high enough level to learn the spell and has the required amount of spell points.  The referee can rule that some spells require components and ritual which may prohibit the regular and repeated casting of certain spells.

When a spell is cast, there is a 50% chance that the spell will not function as it was intended.  This chance is decreased by 5% for every level above the minimum to cast that spell.  A 3rd-level elf has a 40% chance of losing control of a 1st-level spell, while a 11th-level magic user can cast such spells without worry.  If the spell goes out of control, roll 1d6 per level of the spell cast and consult the following table:

Table 1: Spell Control Failure Table (1d6/level of spell cast)
1-3 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is one higher on an odd roll, one lower on an even roll.
4-6 Roll once on the Minor Chaos Effects Table
7-9 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is two higher on an odd roll, two lower on an even roll.
10-12 Roll once on the Minor Chaos Effects Table
13-15 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is three higher on an odd roll, three lower on an even roll.
16-18 Roll once on the Minor Chaos Effects Table
19-21 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is four higher on an odd roll, four lower on an even roll.
22-24 Roll once on the Major Chaos Effects Table
25-27 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is five higher on an odd roll, five lower on an even roll.
28-30 Roll once on the Major Chaos Effects Table
31-33 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is six higher on an odd roll, six lower on an even roll.
34-36 Roll once on the Major Chaos Effects Table
37-39 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is seven higher on an odd roll, seven lower on an even roll.
40-42 Roll once on the Extreme Chaos Effects Table
43-45 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is eight higher on an odd roll, eight lower on an even roll.
46-47 Roll once on the Extreme Chaos Effects Table
48-49 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is nine higher on an odd roll, nine lower on an even roll.
50-51 Roll once on the Extreme Chaos Effects Table
52-53 If the spell has variable effects by level, roll 1d6.  The effective level of the spell is ten higher on an odd roll, ten lower on an even roll.
54 Roll once on the Extreme Chaos Effects Table

Table 2: Minor Chaos Effects Table (1d10)
1 Any food or drink within 10 feet of you spoils (milk curdles, fruit sours, meat begins to go bad, bread becomes stale)
2 You are illuminated by a faint glow for a number of minutes equal to 1d6 per level of the spell cast.  This does not cast light more than a few inches, but will make you highly visible in dim and dark environments.
3 Take one point of damage as the forces of chaos coarse through you to power the spell with a bit of your own life force.
4 In a brief moment of awareness for what you are doing, your bowels and bladder empty, ruining your clothing.  Depending on the environment you are in, this can have social effects as well.
5 The voices of the souls who have become one with the winds of chaos scream out, their unnatural lamentations filling the air with considerable volume.
6 You begin to bleed from your nose, eyes, and ears.  This causes no damage, but lasts until you make a successful Constitution check and could have effects on your clothing, as well as other social effects.
7 You suffer from a horrible case of pins and needles, giving you a -1 on all checks for the next 1d6 minutes per level of the spell cast.
8 Roll 1d6.  Your eyes (1-2), ears (3-4), or mouth (5-6) seal shut with a strange film for 1d6 minutes per level of the spell cast.  If your mouth is sealed, you cannot speak, eat, or drink.  The other results give you a -2 penalty to checks that use the appropriate sense.
9 The referee can choose an effect from this list or make an equivalent effect up themselves.
10 Roll on this table one more time and apply the result to the family member geographically closest to you.

Table 3: Major Chaos Effects Table (1d10)
1 The chaotic energy you use to power this spell is particularly virulent, causing 1d4 points of damage per level of the spell cast to you.
2 The chaos powering your spell moves directly through your brain, infusing it with insight to the unnatural and alien nature of reality itself.  Gain one Insanity point.  Make an Intelligence check as well.  If you are successful, the referee will add one randomly chosen spell of a level equal to or lower than the spell you just cast to your repertoire.
3 Your stomach cannot handle the energies you are dabbling with.  You begin to vomit uncontrollably for 1d6 rounds per level of the spell you have cast.  In this time, you vomit far more than you could have held in your body and are unable to do anything while you are vomiting.
4 Chaotic sprits pick you up, shake you around like a rag doll and throw you 5 feet per level of the spell cast, damaging you appropriately.
5 Roll 1d6.  Either your hair (1-2), finger and toenails (3-4), or teeth (5-6) immediately blacken and fall out.  If you have already lost your hair, nails, and teeth, then roll again on this table.
6 An entity from beyond possesses you for a number of rounds equal to the level of the spell you’ve cast.  The referee will control your character and act in accordance with the entity he sees fit.
7 The chaotic energy powering your spell is such that your clothing ignites in flames.
8 Roll once on Table 2: Minor Chaos Effects Table and apply that result to every creature within 25 feet of you.
9 The referee can choose an effect from this list or make an equivalent effect up themselves.
10 Roll on this table one more time and apply the result to the family member geographically closest to you.

Table 4: Extreme Chaos Effects Table (1d10)
1 You are attacked by a group of lesser creatures of chaos (referee’s choice) equal to the level of the spell cast.  They appear within 25 feet and move to immediately attack you.
2 Every creature (including yourself) within 25 feet is struck by the powers of chaos, resulting in 1d6 damage per level of the spell cast.
3 In thanks for unleashing a spell of this magnitude on the world, the Powers of Chaos offer you a group of servants.  A number of lesser creatures of chaos equal to the level of the spell cast arrive to do your bidding for a number of rounds equal to the level of the spell cast.
4 Roll 1d6.  As the powers of chaos rip through you, your skin is either (1-2) bleached, (3-4) blackened, or (5-6) made very alien (DM’s choice of the consistency).
5 Roll 1d6.  The powers of chaos break your (1-2) body (Constitution), (3-4) mind (Intelligence), or (5-6) soul (Wisdom).  Reduce that attribute by 1d6 for 1d6 hours.
6 The chaos powering your spell moves directly through your brain, infusing it with insight to the unnatural and alien nature of reality itself.  Gain 1d6 Insanity Points.  Make an Intelligence check as well.  If you are successful, the referee will add one randomly chosen spell of a level equal to or lower than the spell you just cast to your repertoire.
7 A great maw opens up beneath you, drawing you into the Realm of Chaos.  If the referee is lenient, you are merely prisoner there.  Until your allies come to find you, however, you will need to roll up a new character.  If the referee is a bastard, roll up a new character (maybe this one can be a Fighter). 
8 Roll once on Table 3: Major Chaos Effects Table and apply that result to every creature within 25 feet of you.
They just don't make metal like they used to.
9 The referee can choose an effect from this list or make an equivalent effect up themselves.
10 Roll on this table one more time and apply the result to the family member geographically closest to you.

Let me know how these look.  I know it's a dramatic re-write of the game, we've all been playing for quite some time.  I'm looking for constructive feedback on the mechanics of what I've written here.  Oh, and when I was looking for art for the blog, I found these guys:

Monday, December 6, 2010

It's Been a While

First off, I'd like to apologize to the three people who regularly read my blog for not updating in over a month.  I'm now 100% done with the U.S. Army, Honorable Discharge in hand.  For now, I just collect unemployment and wait for college to begin.  You'd think I'd have been blogging my ass off, but there have been so many distractions.  Between streaming Netflix and a pretty robust cable TV package, I've been watching a lot of TV shows (How did I not hear about Torchwood?  Great show!) and catching up with the friends I haven't gotten to spend the proper amount of time with since I left to go to war nine years ago.


I actually HAVE been working on some gaming product over the last few months.  I was debating working on a near-future setting, approximately the same tech level and scope of 2300AD, just much less dated.  While I like the idea of a realistic near future setting, I found myself with a bit of a dilemma.  A realistic progression of technology gives you a very Transhuman Space style setting, which is much different than the nationalistic and virtually stunted technology of 2300AD.  When you break it down, 2300AD is NOT that much more advanced than we are today, with the exception of workable energy weapons and FTL capability.  Did I want to go realistic or did I want to go stylized?  I thought more about it and realized that unless I had a group to play with, it'd be hard to put anything together anyway.

So, that project is on hold for now until I can find some people who would be willing to help me develop and play in a sci-fi setting.  I'm thinking it would end up closer to a Transhuman Space vibe than 2300AD, but that's because I have seen the pace technology is going and Transhuman Space just makes more sense to me.

That said, I have a lot less time suspending my disbelief for a Space Opera game like Traveller.  When there is no connection to the world we know (Yes, Terra exists in the OTU, but if you are playing in the Spinward Marches, it exists only as a concept), there is a lot less resistance to the facts we know.

I'll likely be getting involved in a home game with some friends come the new year.  It'll be D&D 4e, which I don't mind so much, but I'm not feeling it the way I'm feeling some of the old-school rules and clones.  I've really enjoyed the quirkiness of Raggi's Lamentations of the Flame Princess (Which is having a GREAT sale on PDFs right now) and am thinking it might be good to work on something for that game.  A full-blown sandbox might be a bit more work than I want to do (particularly when I start school in a little more than a month), but it might be fun.  I picked up the Pembrooketonshire books from LotFP's sale (as well as Death Doom Frost and Hammers of the God) and might work on just figuring out how to allow them all into one sandboxish environment.

One thing is for certain.  I will figure out how to make the Arcane Magic system in LotFP more chaotic and less Vancian.  If Magic is intrinsically chaotic, it needs to reflect that.  Maybe I'll look to Warhammer and the Wild Mage rules for AD&D for inspiration.  I think I'll leave the orderliness of the clerics as is.  Maybe tweak spell lists by religion, but nothing major.

Anyway, I'm back.  I'll post more substance over the next couple weeks.

Sunday, October 31, 2010

LotFP: First Gameplay

It has been a breathtakingly busy couple weeks.  I should final out of the Army tomorrow.

In the meantime, my brother, who flew out from PA to drive back with me, and I busted out Lamentations of the Flame Princess: Weird Fantasy Roleplaying Game and the Tower of the Stargazer adventure.  We rolled up five characters (Cleric, Fighter, Magic User, Specialist, and Dwarf) and went to town.

***SPOILERS FOLLOW***

The specialist died immediately at the door.  That door IS a bitch and it got Chris was verrrrry cautious afterward to the point of paranoid.  He met the wizard, blew off the disc at first, but found the trapdoor to the trap level, where the big stud fighter was killed by the Demon Idol.  They went back to the disc and explored the tower in a haphazard manner.  They played the ghost in a game of iPhone UNO and the cleric became the next ghost.  The magic user became food for the moss creatures of Necropoli Centauri.  The final character, a dwarf, bit it when he stepped into a force field in the treasure chamber.

WOW.  This is a deadly ass adventure.  I love it.  My brother had a blast as well.  I can't wait to try it out with other players.  I like the combat.  It's quick and brutal.  I've got mixed feelings about "Save v. Death" situations like the door, but the other deaths were totally legit.

I don't think I've ever had a total party kill before.  Impressive.

Sunday, September 5, 2010

Rogue's Gallery: Five Against... Something (LotFP

So, now that I've read the Lamentations of the Flame Princess books, I want to see how it plays.  Since it's 2010 and there are plenty of distractions in Afghanistan, I'm going to be running through this myself with five characters I made up myself.  When I start a group in PA around November time, I'll have real players.  Maybe even a one-shot or two in Colorado in October.  Until then, you make do with JUST ME.
This will also give me a chance to talk about some of my thoughts on different parts of the system as its implemented.

Anyway, I rolled up five LotFP characters.  One of the things about the OD&D system is that you have a total blank canvas to work with.  Based on the stats and equipment I purchased, here is the party:

Luka Jojich, Fighter 3, Clumsy, Very Strong, Armor: Chain & Shield, Arms: Long Sword, Dagger
Grendel Goldenwood, Elf 2, Rude, Healthy, Armor: Leather & Shield, Arms: Long Sword, Dagger, Long Bow
Ulf Kjellson, Cleric 3, Personable, Healthy, Armor: Chain & Shield, Arms: Battle Axe
Predrag Begovich, Specialist 3, Nimble, Armor: Leather, Arms: Garrote, Long Sword, Light Crossbow
Snoggi Karlsson, Fighter 3, Strong, Armor: Chain, Arms: Great Axe

Looking at what we've got there, I started to think about cultures and the like for my sandbox.  I was eventually going to run these guys through Tower of the Stargazer as a test drive for the system, so I gave them each 4000xp, so the elf could be 2nd level.

I split the two human names into a more Slavic sounding names (yes, they are romanized.  I could have left the last names Đođić and Begović, but that's not too helpful to the more Western reader) and some of your more traditional RPG/Fiction Scandinavian names.  One thing I was thinking of putting in my sandbox was a native culture (represented by the -son names) and a more "civilized" culture colonizing the island (the -ich names).

Nothing was really popping yet with these characters.  Having a blank slate for setting doesn't help.  SO, I busted out GAZ7 - The Northern Reaches and rolled up some personality traits.

Luka: Rash, Proud, Courageous, Godless, Vengeful, Open-Minded
Grendel: Proud, Fearful, Godless, Very Vengeful, Lazy, Suspicious, Unreliable, Open-Minded
Ulf: Modest, Generous, Courageous, Very Reverent, Energetic, Trusting, Loyal, Dogmatic
Predrag: Violent, Greedy, Vengeful, Decietful, Open-Minded
Snoggi: Very Rash, Very Violent, Vengeful, Lazy, Suspicious

Clearly, this is the group that signals that the party has begun by throwing the keg of beer THROUGH the window of the Tavern.  Ulf is certainly the odd man out here.  Of course, he is the only Lawful character I generated.  I'm thinking he has hired these folks to explore the Tower.  That's what I'm going with.

So, with descriptions of the characters and filled out character sheets, I'm good to go for tomorrow when I run through Tower of the Stargazer.

STATS:

Luka Jojich
Male Neutral Fighter 3, Age 19
Cha 11, Con 9, Dex 8, Int 10, Str 16, Wis 9
Hit Points: 21
Armor Class: 16 (melee), 17 (ranged), 15 (w/o shield), 15 (surprised)
Long Sword (+6 AB, 1d8 Damage), Dagger (+6 AB, 1d4 Damage)
Encumbrance: Heavy
Equipment: Backpack, Bedroll, Winter Clothing, Cookpots, Waterskin, 5 days Iron Rations


Grendel Goldenwood
Female Chaotic Elf 2, Age 169
Cha 6, Con 13, Dex 12, Int 9, Str 12, Wis 11
Hit Points: 10
Armor Class: 15 (melee), 16 (ranged), 14 (w/o shield), 14 (surprised)
Long Sword (+1 AB, 1d8 dmg), Dagger (+1 AB, 1d4 dmg), Long Bow (+1 AB, 1d6 dmg, range 50/600/900)
Encumbrace: Heavy
Equipment: Backpack, Bedroll, Winter Clothing, Tinderbox, 5 days Iron Rations
Spell Book: detect magic, light, read magic, ventriloquism

Ulf Kjellson
Male Lawful Cleric 3, Age 24
Cha 13, Con 13, Dex 9, Int 12, Str 11, Wis 12
Hit Points: 19
Armor Class: 17 (melee), 18 (ranged), 16 (w/o shield), 16 (surprised)
Battle Axe (+1 AB, 1d8 dmg)
Encumbrance: Heavy
Equipment: Backpack, Bedroll, Winter Clothes, 3 torches, Waterskin, 3 vials of Holy Water, 3 days Iron Rations, Silver Holy Symbol

Predrag Begovich
Male Neutral Specialist 3, Age 19
Cha 10, Con 11, Dex 14, Int 10, Str 10, Wis 11
Hit Points: 17
Armor Class: 15 (melee, ranged, without shield) 14 (surprised)
Garrote (+1 AB, 1d6 dmg), Long Sword (+1 AB, 1d8 dmg), Light Crossbow (+2 AB, 1d6 dmg, range 50/150/400)
Encumbrance: Heavy
Equipment: Backpack, Bedroll, Extravagant Clothing, Winter Clothing, Lantern, 2 vials Lamp Oil, Specialist's Tools, Tinderbox, Waterskin, Mallet, 2 Iron Spikes, 5 days Iron Rations
Specialist Abilities: Language 2, Sneak Attack 3, Stealth 2

Snoggi Karlsson
Male Neutral Fighter 3, Age 18
Cha 11, Con 10, Dex 11, Int 11, Str 14, Wis 12
Hit Points: 14
Armor Class: 16 (all the time)
Great Axe (+5 AB, 1d10 damage)
Encumbrance: Severe
Equipment: Backpack, Bedroll, Winter Clothes, 50' Rope, Tinderbox, Waterskin, 5 days Iron Rations, Bottle of Liquor, Steel Holy Symbol

Saturday, September 4, 2010

What It Is: Lamentations of the Flame Princess

Okay, here is my detailed review of Lamentations of the Flame Princess, by James Edward Raggi IV.  From here on out, it's going to be known as LotFP,  for obvious reasons.
Buying it.
This is only a review of the PDFs.  The actual boxed set is on it's way to my fiancee's house in Pennsylvania, since I'm in Afghanistan and PDFs are all I need.  That said, much respect to Indie Press Revolution for being the only USA Vendors that *I* saw that offered both the PDFs and hard copy for $65.  For those of us who deploy overseas or travel often, a PDF option is just too good to pass up.  I found IPR on the LotFP blog page, where James lists all of the vendors (and actively solicits more to be posted).  Sure, it's in his best interests to do so, but by having a comprehensive list of vendors, it allows the consumer to find the package that works best for their particular situation.  I found just a box set for as low as $50.  While the bundle looked better for me, I appreciate the choice.

Skimming it.
I skimmed all of the PDFs first to get an idea for the vibe of the game.  What permeates this game more than the grim and moody artwork is the love for the genre and its roots.  A 21-page recommended reading booklet (not list) discusses the influences to the game, paying homage to and giving the reader reasons to check out these books which have created a whole industry of games.  The whole set seems focused on hooking new players, so some grognards may not enjoy the Barney-style breakdowns and examples, preferring a Gygaxian aloofness and elitism.  As someone who genuinely loves RPGs and would love to see more people playing them, I embrace James' attempt to write a game that will bring players into the hobby.

The Tutorial Book.
Is it 1984?  Last night, I played through the tutorials and felt like I was 9 years old again, partly because James chose to sacrifice originality in the name of nostalgia.  I was one of the kids who got into D&D by chasing Bargle and mourning the death of Aleena the cleric.   Swap Bargle with Iri-Khan and Aleena with Alice and you have the tutorial from the original Red Box.  The choose-your-own-adventure style second tutorial is eerily close to the Red Box version as well.  For those keeping score at home, my burgeoning adventuring career ended abruptly, getting eaten by a ghoul after one round of combat.  After the tutorial adventures, James breaks down a lot of basic gaming concepts and includes a pretty realistic and thorough example of play.

The Rules Book.
Clear and simple.  It jumps right into making a character.  A lot has been made of the reordering of the attributes (they are alphabetical instead of leading off with Strength) and lack of prime requisites. The former is merely a cosmetic change and the latter only effects one out of twenty characters (even less in the case of the racial classes who needed two abilities at 16).  Since the game is derived from the old Basic Rules-era D&D, they have the racial classes, meaning all Dwarves and Halflings are Fighters and all Elves are Fighter/Magic Users.  I've never been a huge fan of this, particularly the Halfling Fighter aspect of it.  I'd rather have seen them as a modified Specialist, which is the LotFP version of the Thief.  I love what James has done with this.  Instead of advancing across the board in all thieving abilities, Specialists are able to place points into the abilities as they see fit.  This gives you the ability to customize him to be a locksmith, pickpocket, or thuggish assassin, as opposed to a watered down version of all three.

One of the other big talking points character-wise results from the decision that in LotFP, unless you are a Fighter, your hit bonuses remain static.  The fighter is the only class which gets more accurate as they level up.  I see this as an outstanding balance to the increasing spell lists and skill points the other human classes get.  The only class I think gets short changed is the Halfling.  The Dwarf and Elf classes enjoy better average hit points than the Fighter and Magic User, respectively.  The halfling, though, gets a bonus to his Dexterity score and Armor Class and has less hit points than the Fighter.  That one-time bonus never gets better.   From a game mechanics standpoint, the Halfling offers little growth.

The Lawful/Neutral/Chaotic alignment system is in effect in LotFP, true to its roots.  In the Warhammer-esque camp of Magic = Chaos, all Elves and Magic Users are required to be Chaotic.  Personally, I love the concept.  Unfortunately, the concept is not reflected in the mechanic.  Pre-memorized slots with preordained effects are far from chaotic in practice.  I'll get into that more in the section on The Magic Book.

The equipment lists are decent.  They've got more than the bare minimum but could certainly be expanded in future supplements.  They have a good variety of equipment to choose from, however, so no complaints there.

After the information you need to make a character is presented, James then gets into the bulk of the rules you need to play the game.  It's fitting that a game from Scandinavia has robust maritime and survival rules.  Even sleep deprivation is covered in the "Hazards" section.  The two rules that I particularly like are the encumbrance rules and the language rules.

Encumbrance, in most games, can be a tedious exercise in arithmetic, leading many to just abandon it.  LotFP's system has a checklist where certain criteria (types of armor, number of regular items possessed, and oversized items) are given a point value.  A dwarf in chain mail with 15 items, none of which are oversized has 3 points, making him Heavily Encumbered.  Not every item counts, and the character sheet is well set-up to keep track of what does and doesn't count.  It's quick and easy, and thereby much more likely to be used.  Instead of determining what languages the characters know ahead of time, you begin with a base of racial/cultural languages and once you encounter the language in person, you roll a simple check to see if you understand it, modified by how different the language is from the languages you know and your Intelligence score.  Very quick and very flexible.

LotFP has extensive rules covering Hirelings and Owning Property/Businesses.  I like the variety and the depth of explanation given.  The Encounters and Combat sections are clear and succinct with a lot of options for the players, but not too many to slow the game down.  One thing I like about the explanation of the Character Sheet which ends the Rules Book is that there are index links to the sections of the book which address each part of the Character Sheet.  Not enough companies do this.

The Magic Book
Many of the differences between LotFP and the original game are cosmetic and in the flavor text.  One huge difference?  There is no spell to raise the dead.  Well, raise the dead in a manner that most players would want to be raised.  Animate dead is alive and well, but if players want to come back from the dead, it appears they cannot.

Like I had mentioned previously, the Magic User and Elf spell mechanic (identical to the (until recently) traditional D&D slots) does not, in my mind, adequately reflect that chaos is the source of arcane magic.  You can use flashy effects and the casters can be as random and chaotic as they come, but when you really get down to it, the task of learning, studying, and flawlessly executing with results within reasonable expectations is incredibly orderly.  The only thing chaotic about magic in LotFP is the damage rolled.

In the author's defense, I'm not sure how much you could have done with it and kept it true to it's roots.  Something like the 2e Wild Mage from the Tome of Magic is more fitting with the vision, but I don't know how much of that (if any) is in the SRD and recreating something that doesn't violate OGL might have been a bridge too far.

The Referee Book
By starting off the book with "This Book is Compost," James signals that the Referee's Book isn't a necessity.  It is a Barney-level breakdown of what every good referee knows if they are a good referee.  After reading the book, I can't say I am that much better a referee, but I also have been playing the game for 26 years and have spent the majority of that time running games.    What the tutorial book was for players, this book is for referees.  It is a book that old-timers won't need to consult, but new referees will find invaluable if they haven't picked up a guide on how to run a game before.  We can't always assume that players have played a particular RPG before, so there is a chance that LotFP is the first exposure someone has had to running a game.  So kudos to the author for at least hoping that his game is the gateway drug to a wonderful hobby.  The quality of the advice is high, both broad AND deep.

Overall Thoughts
Whether it's intentional or not, game designers not intentionally writing a generic rules set will allow the themes they love to permeate the mechanics of the game.  From these rules, it is clear that a LotFP games are hard, gritty quests to unforgiving locations where the elements are as deadly or deadlier than any adversary you may face.  I like it.  For the most part, the system is the OD&D many of us grew up with.  The subtle changes balance out the characters a bit more and add a new layer of danger.  With no mulligans in the way of easy resurrections, the learning curve can be harsh.  It requires players and characters to be smart and not approach a game in the manner that they might approach an MMORPG.

With that, a certain maturity is required.  I remember playing Warhammer with some players who tended to throw their toys out of the pram if their character suffered any kind of disability.  Players like that are probably not ready for some of the adult themes hinted at in the game--in the recommended reading, Clive Barker was given equal time to J.R.R. Tolkien.

I like this game.  Any concerns I have about mechanical things are minor and easy worked with, ignored, or modified.  What I love about this game is it's attitude.  The tone its written in, the way the mechanics steer the game, and even the moody artwork, all point to a vibe which I love.  As soon as I was done with my initial skim of the game, my brain was already coming up with ideas.  There is nothing in the rules or the referee's guide that points you in a specific direction.  It's a subtle prod, one that gets you going "What about..." and then allowing you to make it happen.  I like that.  I like it a lot.


If you want a more balanced and deadly OD&D ruleset, look no further than Lamentation of the Flame Princess.  If you are looking for a gateway game and don't want to subject your target to 4e, look no further than Lamentation of the Flame Princess.  If you are intimidated by a wide open sandbox with little firm structure as a referee?  You may want to look elsewhere.  If you get annoyed with frequent, easy-to-use explanations written at an "I've never played an RPG before" level and prefer your games to be an esoteric code that only certain people can understand easily?  You may want to look elsewhere.

Friday, September 3, 2010

LotFP: I think I'm sold.

Sometimes, all I need is the right introduction:

Quite possibly the best disclaimer in the history of gaming.
With this, I was introduced to Lamentations of the Flame Princess, the newest entry into the OD&D clone sweepstakes and one that totally nails the vibe I want to play.

I'm not going to lie, I was not feeling the D&D Sandbox I had going on.  The reviews of LotFP piqued my interest and when I downloaded the PDFs of the set, I skimmed them.  Wow.  There is an enthusiasm, embodied in the disclaimer above, which has hot me deep.

I will do a deeper reading and more through review in the next few days.  Early indications point to THIS as the game that I will sandbox and WILL run when I move back to PA in November.

I've already started sandboxing.  I've got villains, neutrals, and heroes in mind already...

My mind is a raging torrent, flooded with rivulets of thought cascading into a waterfall of creative alternatives...

Oh yeah, THAT fiendish.