Death Frost Doom is my favorite OSR module, and I finally got a chance to run my players through it.  It went the way it almost always does...  The module was reskinned for my science-fantasy campaign, so the horror theme suffers a little.  On the other hand, SCIENCE!

Anyhow, the suggestion was made on Google+ to crosspost it all here, so here's the links to the session reports.  Spoilers abound! … 22013.html … 02013.html … 82013.html … 42013.html


(10 replies, posted in LotFP Gaming Forum)

JimLotFP wrote:

My players try that. Then they seem horrified as the dogs die one by one. Dogs are not so bright and not so quiet.

Good for tracking and intimidating the peasants though.

Mine, too.  I don't think they've really worked out what they're going to do with the 40' ladders into deep pits that I've sprinkled around my dungeon.  They may be in for a nasty shock when they try tying a rope around a Rottweiler and pushing it into a hole.


(10 replies, posted in LotFP Gaming Forum)

Tao failed majorly at motivating his players.  They knew upfront it was a module, and that he was forcing them through it for a review.  So boo on him, things may have gone very differently if he put some effort into integrating into his campaign.

That said, A lot of DM's don't include serious traps in their adventures, and players are going to be reticent to risk their character's lives in something that's completely different and unknown.  This is human nature.  To blame the players when the campaign has been a combat-focused one is unfair.  Especially in a sandbox, players are going to weigh risk vs. reward, and Jim's modules are clearly way up on the risk side.

I also think a lot of players aren't really interested in re-enacting CAS style weird fantasy.  It's a literary tradition where everyone dies horribly.

I like Death Frost Doom (only read it, haven't run the players through it yet), and believe it treats players fairly.  I'm less fond of Tower of the Stargazer, although in the one-off I ran with that, the players did OK by pointedly ignoring most of the dangerous stuff.


(6 replies, posted in LotFP Gaming Forum)

My sense is that they are deliberately less appealing, to reduce usage.  The "weird tales" inspiration of the game is deeply rooted in stories with human protagonists, and the referee section is pretty heavy on reducing the incidence of the fantastic to keep it fantastic.

You can change the class, but you may lose some of the "weird" flavor.

Got my box set in the mail yesterday, huzzah!  Haven't had a chance to go through it too much yet, but one thing leaped out immediately, which spawned this complaint & recommendation for the hardcover you're thinking of producing...

The text size is incredibly small.  It's pretty hard on my eyes, not to the point of "unreadable" but definitely hanging out in "uncomfortable".  For rulebooks that are going to be referenced in play, it would be much nicer to have a larger font size.

From a sales perspective, if somebody was browsing it in a store, I imagine it would be off-putting.


(218 replies, posted in LotFP Gaming Forum)

I'm Pat, 39.  I started reading Grognardia and ran through some B2 with a few friends as an experiment, to see how that resonated.  The glory days were back!  Really like the simplicity after the years of 3rd edition...  Now that my Delta Green campaign ground to its inevitable doomed conclusion, I'm starting a new campaign.

I've read reviews of your stuff on Grognardia and they were uniformly positive, and plus you said LotFP was going to sell out and that kicked in my "collect" instinct...  so now I'm awaiting arrival of the box set & Death Frost Doom.