1

(8 replies, posted in LotFP Gaming Forum)

I've kept the demi-humans in, but kept them rare; only halflings being common in more urban environments as far as NPCs go. I set my campaign in the real world in the year 1650, despite the demi-humans and some magic being about history has gone pretty much as in real life. Until my players stepped in that is, now the world has some more weirdness to it in certains place across the globe, but is still fairly recognizeable (The Commonwealth Navy has an airship and some van Ooms helicopters, for example).

The rules of the game work wonders with the firearms and demi-humans kept in. A group of 0-level humans with arquebuses in a cleverly placed ambush stand a fair chance against my player characters who usually don't survive past levels 3-5. With the 1 or 2 otherwordly monsters in adventure locations the tone of the game stays creepy, as most of the time ruins are empty of any life save for some traps left behind by whoever built the places ages ago. With the fighting monsters kept to a minimum those times that something IS actually fought become all the more memorable, and the other classes have actual use in play when not all time is spent hacking, slashing, and bowing/gunning down standard fare monsters.

The real world as a location also gives the players plenty of ideas for backstories and everyone knows where play is set at all times, no need for maps and explaining the history of *insert campaign setting here*.

The ghostly giant insects protecting the Insect God are immune to physical damage, which is the mode of attack employed by the bodies possessed by the tiny colonists from the Monolith. While the Insect God isn't immune to physical damage, the thousands of ghosts will most likely grapple and subdue the most powerful warrior, in this case the possessed person, and begin their transformation into an insectoid being.

So, the character will be free to go, but will wake up with a weird sword with him and will eventually transform into an insectoid being (and all the murder everyone fun stuff from the Monolith being active as well). That is unless you rule that disease/magic immunity from the body snatchers prevents this effect. Personally, I'd say in this instance the God wins over the body colonists, in a sense both sides would get what they want. The colonists keep the body and all the previous effects from the Monolith and the body snatchers stay effective, but the character will eventually transform into an insectoid being as the God wills it to.

It opens up a ton of interesting possibilities, especially because the character will wake up in the silent cave of the God and be free to go, and they will not know why (maybe they'll assume that the plan worked and they won?). There's just that one weird sword there, and the character won't know what's been done to them in their sleep. Cue surprise when the character's body slowly starts changing...

Crunk Posby wrote:

Did your players ever go back to areas that killed them to try again?  (I watched The Gamers: Dorkness Rising for the first time and in that they played the same "campaign" over and over - that never occurred to me either, it seems like many surprises would be ruined, but on the other hand, maybe players need that boost to get through it...)

With the way many of the modules ended this proved impossible, though they did plan to do so. For Hammers of the God the Old Miner compound had become a regular temple of the Old Miner in the decades following party visitation; the Duvan'Ku stronghold didn't have anything much left but some wandering undead dwelling there in the decades after the horde poured out of there to attack anything alive.

I think the inn and the complex of the Grinding Gear was really the only exception that still stood, but only because the owner purposely rebuilt an exact replica of the inn after the party burned it down. The complex he just restocked. But knowing what a trap it was, they simply didn't want to go back there (some of them made it through there the first time, but they only got a part of the loot).

I did make rough outlines for a post-war Pembrooktonshire, but I never bothered to actually flesh it out in any real way.

I did something similar back when only half the current LotFP material was published. Due to TPK often being the end result of these modules, I had each of them set in the same campaign world and new characters and a, sometimes considerable, time skip (or rewind) after each module.

Chronologically I think I set them up as something along the lines of - No Dignity in Death > The Grinding Gear > Death Frost Doom > Hammers of the God > Weird New World (Played last) > Tower of the Stargazer (played first, but in the timeline that was created it was the last one).

It worked remarkably well and led to a few regional disasters in the various regions visited by my players.  The furthest fringes of civilization ravaged by human vs dwarf war (Pembrooktonshire); the empire covering the continent being considerably weakened by massive hordes of the undead being unleashed, leading to its eventual collapse around the time Stargazer was set; the dwarfish civilization being nearly extinguished by a massive civil war over shocking new revelations about the Old Miner, etc. All of these and many smaller things contributed to the backstories of the characters and NPCs and the setting itself in Weird New World, making the short-lived ship voyage that much more interesting.

With the newer modules set in the real world of the 17th century, I've simply made each new module a part of a sandbox world the players are free to roam with various larger story hook here and there in a more overal plot (which they are free to ignore).

5

(10 replies, posted in LotFP Gaming Forum)

CapnHowdy wrote:

Paladin/crusader/knight?

I think The Knight of Science class (exact class progression found in one of the Green Devil Face magazines) does exactly that. Though the code of conduct restrictions are so severe that it isn't a practical PC class in the long term. Could be fun for one shots for severe internal party conflict.

CapnHowdy wrote:

4.  More spells!*snip*

5. A 17th century primer.*snip*

These sound great!

6

(10 replies, posted in LotFP Gaming Forum)

JimLotFP wrote:

So for a Ref book crowdfund push, what features or goodies would you like to see?

A 17th century style cloth world map riddled with subtle references to published/future LotFP material would be pretty awesome.