There is an official Facebook group: https://www.facebook.com/groups/lotfp/

There is also an official discord. You'll know it's the right one if you see "Weird Fantasy for Weird People" as the little icon representing it.

There are two unofficial MeWe groups.

I don't know about Reddit.

I believe there are official Instagram and Twitter accounts for LotFP, but I don't use either much, so am not sure how to point you there.

In the official Facebook group discussion. It was an offhand response in the midst of a larger discussion.

Here's a quote from James Raggi from a day ago:

James Edward Raggi IV: "Yes. Stupid late, and at this point can't ever live up to the wait, but yes, work is still ongoing."

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(4 replies, posted in LotFP Gaming Forum)

Haha, the Veins of the Earth one is on there!

I don't know about "refuses" but he definitely hasn't provided any updates recently.

I firmly believe it is still happening, but like many LotFP projects, suffers from delays and other things getting pushed ahead of it as the work trudges along.

Additionally, Zak Smith's contributions have had to be removed from the book, which I'm sure didn't help the delay at all. I'm not sure if that leaves gaps that now have to be filled by another writer or what.

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(5 replies, posted in LotFP Gaming Forum)

I found it! I had to google "Lotfp Styleguide" and it was the first link...

Here is the post by James Raggi, and if you read through the thread there are suggestions for writing for LotFP (although I think you are right on target with what you've stated so far):

https://plus.google.com/112262093672917 … knpb6HfGcR

And here's the direct link to the PDF in case G+ is gone when someone else is looking at this post:

https://app.box.com/s/e1a3k1pnintwjfbafdsb469ak71cka6t

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(5 replies, posted in LotFP Gaming Forum)

I'm assuming since you're on this site, you are aware of the following (but linked, just in case):

http://www.lotfp.com/RPG/3rd-party-support

I actually do have a copy of an official style guide, but I'm not sure where I got it and a google search doesn't turn anything up. I may be able to post a link or details later. This mainly just explains how to format stat blocks and other sorts of grammar, punctuation, and layout requirements. It's only about 1 page.

As far as content requirements, the only thing that comes to mind is you probably shouldn't use any traditional fantasy races. Unless you've found an extremely creative use for them, your adventure will likely be rejected, or if it's otherwise amazing, you'll probably have to change them into something else (like the Orcs changed to "Pig-Men" in Towers Two).

There are two ways to pitch, I think:

1) Watch social media, forums, etc., and if Raggi announces that he's looking for something (new writer, new adventure, etc.) you might be jump in and submit your adventure, or even just a pitch, and he might approve it.

2) Once it's done, submit a pitch via e-mail. I believe the format he prefers is an overview, where you give an initial summary/introduction, and then summarize each section of the book.

Hope that helps!

My interpretation is that you think of the unit as a "10 foot square" (like when mapping dungeons). So most retainers would have a room that consists of 100 square feet (10x10).

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(4 replies, posted in LotFP Gaming Forum)

I created a digital screen in excel, and in addition to what you list, I found the following useful:

movement speed conversions (exploration, overland, etc.)
how long light sources last and their range (candle, torch, lantern)
terrains modifiers for bushcraft
XP per HD for monsters
Hazards (fire, falling, drowning, etc.)

Also, b/c I can never remember it, I include how long a turn, round, and segment are.

I would say just give them the extra skill points after character creation, give elves a random spell or two from the spell lists. Keep anything that doesn’t contradict the playtest rules and ignore what does.

I still use clerics with the new rules, and I have them operate identically to Magic-Users except:
-make magic saves using WIS instead of CHA
-they choose a religion or deity and use a holy symbol or book instead of spell book

If it’s important to your campaign that clerics have access to cleric spells, then you could easily just keep them like in the core book.

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(2 replies, posted in LotFP Gaming Forum)

I think both of your ideas work.

I do something else: instead of a x in 6 chance, I just have PCs add their skill points to a 2d6 roll. Getting double digits is a success (10, 11, or 12). Getting a 2 is an epic failure, which could possibly result in death (if it makes sense). This allows a chance of success for those with 0 skill points, but also can make it very risky.

For some checks, I also allow a "success with complication" if they roll a 7-9.

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(3 replies, posted in LotFP Gaming Forum)

First off, have you checked out Vaginas Are Magic or Eldritch Cock? The PDFs are available for free and if you go with the magic system presented there, then that may give you a more viable way to bring in the DCC spells and systems.

Regarding the DC# stat checks, I think you can handle them a few different ways. The simplest, just either convert them in to saving throws or roll under stat rolls. DC 8 Fort Save becomes a save vs magic, DC 8 Intelligence becomes a "roll a d20 and roll equal to or less than your INT score" and DC 7 Reflex check could be a save against device, or a roll under DEX score.

This is typically how hazards are handled in LotFP anyway, so you're just ignoring the various levels of difficulty and making them into straight up saves.

Now, the slightly more complicated way would be you could cross check the DCs with LotFP saves and figure out where the sweet spot is - like is a DC 8 similar to having a save of 12? then just give a bonus or penalty to the saving throw when the DC is harder or easier than the "sweet spot." Personally, I'd just go with straight up saves and allow half saves on easier DCs.

(If you use the new saving throw system from VAM or EC, then it's even easier - it's either a magic or non-magic save, and you always allow a half save.)

Eldritch Cock also features the new playtest rules, which includes a mechanic for Luck. You could use that and replace the one in DCC, or you could use the DCC one and just have players record it on their character sheet and use the rule as-is.

(I use luck in my games, but it's a bit different from both - players take the average of all their stats, and that is their initial luck roll. They can burn points from it to reroll like in DCC, but only get 1 new luck point when leveling up. To make a luck save, they roll the die matching their luck number (so if it's 11, they roll a d11 or a d12 and reroll on a 12) and if they roll a 1, they fail. This creates a fun tension between wanting as high a luck value as possible, while also wanting to burn points to get rerolls.)

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(3 replies, posted in LotFP Gaming Forum)

I'm currently running a primarily LotFP rules (with lots of house rules) game, with some DCC blended in. However, I primarily run LotFP modules and haven't actually tried a DCC module.

I may still be able to help. Can you provide a few examples of the things you are finding difficult to convert when running a DCC module?

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(2 replies, posted in LotFP Gaming Forum)

How often?

It depends on the module. I had over 20 PCs die when I ran them through the Grinding Gear. I think only 1 died when running a Red and Pleasant Land. I also never fudge dice.

Reaction?

Ranges from laughter to horror. Over time, it has resulted in less character investment for some players, while sometimes they still do get really attached to a particular character. They have accepted it as part of the game (well, those who still keep coming back each week).

Replacements?

I used to have them start making a new character right away and as soon as they were ready we'd figure out how to get them there. Maybe they are discovered by the party, maybe they are exploring the area and the rest of their own party got killed so they're joining this one...whatever it takes to get them there.

The  most popular method is to have one of their hirelings transform into a PC. After this became one of our tropes, the players even claim that all their hirelings wear hoods, so that when they step up to join the party, they pull off their hood and then the player gets to introduce them.

More recently, I have been doing the DCC thing where they make four 0-level characters, so they almost always have one to play if one dies. They can choose to level up 1 that survives, and the rest become followers to help the other character survive a bit longer.

Level?

Either 0 or 1st. If I think the adventure will be fun at 0 level, I have them all start off with 0-level characters (who are things like farmers, bakers, ditch diggers). If the adventure needs levels (like it's good to have a magic-user, etc.) then I make sure they each have at least one leveled character with them.

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(1 replies, posted in LotFP Gaming Forum)

The first is correct (level 7 Cleric earns a level 4 spell slot).

I don't know if I have much feedback, but I don't see any issues with what you propose. Part of the fun is house ruling and making the game what you want it to be, and my own take is wildly different from yours! wink

I completely agree with the removal of the cleric, although it creates some issues when so many OSR modules refer to Clerics (even LotFP stuff such as England Upturn'd). My solution was to essentially make Clerics and M-U mechanically the same - they are both like M-U that use the same spell list, and the ruleset from VAM/EC, with two differences: 1) Clerics use Wisdom for their saving throw, while M-U use Charisma, and 2) Clerics can replace a spell with Bless (my own version: allows a normal weapon to damage chaotic creatures, or cures a curse) while M-U can replace a spell with a sort of Magic Missile (using the rules from Wonder & Wickedness).

Essentially, this allows players to choose to be a spellcaster if they have either a high wisdom or charisma, and allows us to keep some of the flavor of Clerics (as religious kooks) while ignoring the healing focus traditionally assigned to them.

I also support the idea of risky spellcasting and mutations and mishaps. I highly recommend The Metamorphica if you haven't already picked up a copy. It is my go to for mutations, curses, and blessings.

My solution to the lack of healing: PCs can eat/drink from a selection of things to heal a bit with each break/meal, light things like tea, chocolates, or coffee, heal a small amount but carry no risk, then things like beer and wine heal a bit more but carry a small risk, while harder drugs and spirits heal a lot but carry a larger risk.

I also created a spreadsheet that includes every spell from every book that I think has interesting spells...I think I'm up to about 2500 right now. Players look forward to getting to "roll" on this list! smile

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(2 replies, posted in LotFP Gaming Forum)

I don't think most of what you suggest would dramatically change things. Although I don't fully understand what you mean by "have fighters roll an additional d20 per level." Does that mean they roll with advantage? Add all the d20s together? That would change things a lot... 

I think it's pretty easy to just fold in the spells and supplements and use whatever D&D set you want. Most Old School games are not meant to be completely balanced anyway, and dropping the AC from 12 to 11 only gives characters a +5% chance to hit a 0-level NPC.

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(3 replies, posted in LotFP Gaming Forum)

I agree that the wording of the spell implies a diameter of five miles, however, I think the spirit of the spell might mean each gate must be within 5 miles of at least one other gate.

Ultimately, I think it's up to you as the referee to decide which version you want players to use.

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(3 replies, posted in LotFP Gaming Forum)

Some other suggestions:

1) If it seems reasonable that a well-abled adventurer could make the leap, go ahead and let them do it w/o a roll. Maybe require they have light encumbrance to encourage some planning, attempts to throw their gear across the hold, or whatever.

2) If there's a good chance of failure, or perhaps if they want to leap across while wearing plate mail or carrying a 50lb sack of coins, then you could also do a d6 roll and on a 1 they fall hopelessly down the hole.

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(4 replies, posted in LotFP Webstore Forum)

When you tried the lotfp e-mail address did you have the document attached in the e-mail, or a link to a shared folder? If it was attached, you may want to try just a regular e-mail to see if that gets through. Maybe the lotfp e-mail address is rejecting large e-mails or attachments?

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(4 replies, posted in LotFP Webstore Forum)

When you had forwarded that to me, I forwarded it to James at the same e-mail address you were trying to send it to. It worked, and he confirmed he received my message. I responded back to you asking if you maybe had another e-mail address to try as it might be an issue with your e-mail. If you didn't receive my message, then I think there's definitely something up with your e-mail!

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(1 replies, posted in LotFP Webstore Forum)

He isn't able to check the forums frequently, so you may want to give him a heads up via e-mail.

It is strange to see that other version pop up - especially since it had the correct cover photo for a while!

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(3 replies, posted in LotFP Gaming Forum)

Page 38 of the Rules & Magic book: "100 coins counts as one regular item."

Gems are italicized, so they are a non-encumbering item.

Other treasure you'll just want to compare with other items on the equipment list and make a call.

Look on page 82 of the Rules and Magic under the "Casting Spells" heading. As mentioned above, there is no roll to cast a spell, it just happens.

I would also suggest checking out the two free spell collections: Eldritch Cock and Vaginas are Magic. In addition to a bunch of new, unusual spells, they include a more interesting method for casting and resolving spells.

Welcome to LotFP!

I'm going to answer your questions as best I can, but also direct you to some links for further research...

LotFP is part of the OSR scene, which means it's inspired by old school Dungeons & Dragons. (And by old school, I mean before 1st edition.)

There is no official setting for LotFP, but the publisher's preferred setting is real world earth, Early Modern Era (17th century), with a low fantasy emphasis and a higher emphasis on sci-fi and horror. That said, there are books published within LotFP that don't quite fit this setting (Carcosa and Towers Two stand out).

I think this is a complete list of everything available for LotFP:

https://www.rpgnow.com/product/193347/L … dle-BUNDLE

And you are right, we are still waiting for the new Referee book which provides NPC/monster stats and all those other bits. In the meantime, there is the original referee book for free as a PDF:

http://www.lotfp.com/RPG/

(You should just download all of the free stuff offered on the right side of this page!)

I like the setting implied by the publisher through the modules, and I think Better Than Any Man (offered for free at the link provided above) is a great place to start.

Here is a link to my blog, specifically to the post where I try to help answer questions for new people:

http://thegruenextdoor.blogspot.com/201 … ncess.html

If you and your players are new to old school role-playing, this book is free and an excellent introduction:

http://www.lulu.com/us/en/shop/matthew- … 59558.html

Finally, to answer your rules question:

If a character wants to seduce an NPC, you will have to come up with how that works. There is no official rule in the book. Here are two ways I might handle that:

1) If it seems reasonable that it would happen, just have it happen automatically and see where things go from there.
2) If there is a good chance of failure, and there's something interesting that can happen via this failure (like the target might stab the PC for their attempt, or turn the tides on them), come up with some odds - like use the PC's CHA bonus as their chance in six (so a modifier of +2, would be a 2/6 chance).

This highlights one of the differences between many modern systems and old school inspired systems. There aren't rules for everything. As the Referee, you have to decide whether something is possible, whether a roll is required, and how that roll is to be made. In general, only require rolls for actions have a chance of failure, and where that failure can bring something interesting to the game. (This is assuming, of course, the action being undertaken is actually possible.)

Let me know if you have more questions!