226

(5 replies, posted in LotFP Gaming Forum)

The character sheet helps a lot with this.  Every five regular items adds up to on Encumbrance Point.  One oversized item equals one Encumbrance Point.  Armor adds its own amount depending on type.  So in your example:

wearing chainmail = +1 point
Shield (oversized item) = +1 point
Sword (regular item) = +1/5 point

So this character would have 2 Encumbrance Points, and be able to carry 4 more regular items before getting their third point.  (They are currently Lightly Encumbered.)

Here is a link to a random LotFP character sheet I found to show you an example:

https://31.media.tumblr.com/e835f8447cf … 1_1280.jpg

Note that the shield and armor are not counted twice (they are not on the list of items, but are placed elsewhere on the character sheet...)

I believe that torches and rations are technically each an individual item as shown on this sheet, but as you can see, the PC is quickly encumbered when doing this.  I play a little less hardcore and allow players to group a set of torches and a week's worth of rations into one slot.  Also, the sword isn't listed under items, so in this case it doesn't seem to count as part of this character's encumbrance.  (I'm not sure if that's just an exception this Referee is making - I can't find anything excepting handheld weapons in the rulebook.)

I think it's the best encumbrance system I've seen in a published book.

227

(14 replies, posted in LotFP Gaming Forum)

Zoroaster wrote:
Crunk Posby wrote:

My understanding is that it's going to be different than the original referee book, so both books can coexist in a collection and not be redundant.  I think James said it's sort of an up to date version of his thoughts and how his ideas on running games have changed since the last one.

I believe it will have a variety of charts that use the d30 and the d1000 dice that were included as an add-on.  I'm assuming generators for settlements, NPCs, monsters, etc.

Also, it will have some kick-ass art, including a "comic book" section...

All of that sounds cool.
My source for the "all the old content but updated" comes from the indiegogo campaign, said by James himself. So I think it will make the old one redundant, although it will still obviously cool and valuable as a collector's item.
The indiegogo campaign updates also said there would be a section comparing, giving suggestions and conversions to tie the LotFP rules to other OSR games. The Ref book sounds like quite an item. Now, hoping it gets released soon...

I was going off this quote from the Indiegogo Campaign:

"It will also have expanded content. LotFP is a living, growing game and so the advice in the book needs to be updated. But it will not replace the old advice, rather it will be presented alongside the previous advice in the book to highlight the fact that there is no one right way to play the game."

I interpreted it as this book will exist next to the previous book, but I suppose it could also mean reprinting the previous advice in this book and then adding new stuff alongside it.

https://www.indiegogo.com/projects/lotf … feree-book

228

(14 replies, posted in LotFP Gaming Forum)

My understanding is that it's going to be different than the original referee book, so both books can coexist in a collection and not be redundant.  I think James said it's sort of an up to date version of his thoughts and how his ideas on running games have changed since the last one.

I believe it will have a variety of charts that use the d30 and the d1000 dice that were included as an add-on.  I'm assuming generators for settlements, NPCs, monsters, etc.

Also, it will have some kick-ass art, including a "comic book" section...

229

(5 replies, posted in LotFP Gaming Forum)

Zoroaster wrote:

I don't have Death Frost Doom, so I can't really say. I'm going to order the new edition, though, now that it's out!
Death Love Doom is fantastic. I got it at drivethruRPG.com/ where it is currently Pay What You Want, and it's been a lot of fun to read. It's definitely very much a "house of horrors", and would be great for Halloween.
I own a physical copy of Forgive Us, but haven't yet read it.

I think that Scenic Dunnsmouth would make a fantastic Halloween module, although it's longer than a single session. It also has more of an eerie, "what-the-hell-is-going-on-here" vibe to it, but it's on a bit of a slow burn. It has a great Halloween atmosphere, but may not deliver the fast-paced what-the-fuckery of Death Love Doom.

All in all, the PWYW Death Love Doom is probably the best bet. Let us know what you think if you run it!

I think it's no coincidence that Death Love Doom is PWYW for October.  It's also one that I read later on in the catalog and I was still surprised by how disturbing some of the parts were.  So I second this vote!

230

(4 replies, posted in LotFP Gaming Forum)

Also, there is a hardcopy available on Lulu.  Just search for the title and you can get an on demand print.  (Mine's en route, so I can't vouch for how good it is, but, really, is there any doubt?)

231

(8 replies, posted in LotFP Gaming Forum)

goret wrote:

I mean i could imagine of a more classless way of handling LOTFP for the intended setting.

I have moved to a classless system.  It uses LotFP as its base (including some of the alternate rules suggested in Green Devil Face #4 and #5).

It allows players to create virtually any character concept they want, and allows me to phase in new ideas via titles/special abilities when I think them up (or more likely, "steal" them from other systems, blogs, etc.)

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

232

(7 replies, posted in LotFP Gaming Forum)

littlemute wrote:
Lord Inar wrote:
littlemute wrote:

killing off the players

Freudian slip?

I don't follow.

I think he's making a distinction between killing off the players vs killing off the player characters.  (I often use the terms interchangeably too, but they are technically different...)

233

(2 replies, posted in LotFP Gaming Forum)

It is entirely my intention to go to Gencon next year (for the first time) and run a LotFP game.

234

(12 replies, posted in LotFP Webstore Forum)

Should I have received my copy of Doom-Cave of the Crystal Headed Children by now?

235

(3 replies, posted in LotFP Gaming Forum)

The above post is pretty much right on.  I just want to second it, and say specifically:

Better Than Any Man is pure gold, and I think it's the perfect place to start.  I have also run Tower of the Stargazer and The God That Crawls.  Both were hits with my group.

Welcome to a great game!  (And I agree that Raggi's writing and aesthetics are the biggest draw - I heartily recommend the low fantasy/early modern era setting that he uses as it meshes well with his published modules.)

236

(7 replies, posted in LotFP Gaming Forum)

I like your idea a lot.  It's probably the only new class I've seen suggested in a long time that I might actually use.  Right now I just use the base classes from LotFP (but Dwarf=Explorer, Halfling=Woodsman, and Elf=Dabbler).

I do use a title advancement system, and I do have something similar to this on that tree, but I like the idea of having a class that uses Charisma more...

237

(7 replies, posted in LotFP Gaming Forum)

This was a great read!

My players suffered from "Pathfinderitis" when they played the Tower of the Stargazer.  One of them went in the dungeon area to look in to the bloody bucket, was nabbed by the giant spider, instantly killed (failed poison saving throw) and dragged down into the spider's crevasse to be feasted upon.

The rest of the party was all about saving him.  They were trying to figure out the best way to crawl down into the crevasse, etc., until I handed him a new character sheet (about 30 minutes after their machinations, discussion, etc.)

Since then, they *mostly* get it.

238

(7 replies, posted in LotFP Gaming Forum)

caul wrote:
Crunk Posby wrote:

One of my players was a "Seller of religious books" per the occupation rules that I use.

Off topic I know, but please share!

Here's a link to my blog where I provide a number of additional resources for character creation:

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

For the above rule specifically, it works like this:  At character creation each player rolls on a list of 100 occupations.  This would have been their career if they hadn't gone into adventuring.  They write the name of this occupation above one of the blank skills on the character sheet.  Throughout the game, they can try and work that skill into helping any other check.

For example, one of the players was a cartboy.  When he was making a daring escape from an inn (and was required to steal a horse) he said, "I worked with a lot of horses when I was younger, I think I can tell which of these will be fastest..."  He rolled a 1, passing his check, and was able to snag the fastest horse.

Also, it provides flavor - the players enjoy rolling on the chart, and referencing their past occupations (and it helps me sneak in extra info like the rumor tidbit above...)

239

(7 replies, posted in LotFP Gaming Forum)

If I had it to do over, I might have given one of them a rumor about a contact within the church, or some minor motivation to investigate the church.  In my head I thought that was an obvious choice, but when it played out, it seemed like for them the only way in was through the side door (ie, none of them even brought up the idea of entering through the church...)

It would have been more interesting to see a discussion between using the side door, or going in through the church and what they would have done.

240

(7 replies, posted in LotFP Gaming Forum)

One of my players was a "Seller of religious books" per the occupation rules that I use.  So he had a rumor of a religious book of great power hidden beneath the catacombs.  The cleric of the party knew that the denomination of the church, while still Christian, was different enough that looting the catacombs would be like claiming the relics.   He knew about the door on the hillside.

All of the players saw the large garrison of troops camped at the small castle, there to protect this local "treasure" (the Church) or, just there for who knows why?

My players made it in and out without ever talking to anybody involved with the church.  In through the doorway, then out through the secret entrance (in the middle of the night, as it happened to be).

You could also just wait a bit and pick up the new Referee book when it's out.  I think, judging by what I've seen so far, the weird will really come out in that.

I agree that the published adventures also capture the feeling well.  Better Than Any Man is wonderful (and free!) but is available only in PDF.  If you only want to go for print, start with: The God That Crawls and the Monolith from Beyond Space and Time.

Scenic Dunnsmouth is also probably a good bet (but I can't say for sure as I'm waiting for my ref book to come in so I can get everything new all at once...)

A Stranger Storm is an intro adventure that's in the Grindhouse version of the ref book.

243

(10 replies, posted in LotFP Gaming Forum)

Reviving an old thread.  I'm mainly trying to clarify that Crossbows get the -2 AC vs. unarmored people.  I can see both sides:

1) No, b/c basically the dart punctures armor and isn't going to do much more damage whether it's going through armor or unarmored flesh.  You're getting a dart no matter what.  So the penalty just means armor isn't as effective, but it's still going up against a minimum of 12 b/c that's an unarmored human.

2) Yes, it always lowers the target's AC by 2 no matter what armor, if any, they're wearing.

So basically, does it lower an unarmored human's AC to 10 when attacking with it?

244

(8 replies, posted in LotFP Gaming Forum)

(My players' biggest complaint is that it's all bad and there's nothing good to come out of it.  They contend that there should be at least some benefit or even "neutral" outcome here and there...although they do appreciate the terribleness of the events that happen for story purposes...)

245

(8 replies, posted in LotFP Gaming Forum)

Has anybody run Adventure 10 all the way through?  I'm running it as is, and my players just had to deal with the section where they lose their most valuable item.  They were frustrated b/c all the smart thinking on their part to protect this item didn't mean anything, it was just taken.  They went through Hell to get it back (including two deaths, losing all their hirelings and NPC friends, and all of their other valuables) and the very next trigger makes it worthless.  I'm almost afraid to run it b/c of the backlash I know I'll get!  Do I go for it?  Or do I back off here?

246

(2 replies, posted in LotFP Gaming Forum)

Wow, that is some good stuff!  Any possibility you can link to the source?

247

(3 replies, posted in LotFP Gaming Forum)

My opinion, take it for what you will:

I think as long as the character is conscious/alive, the player should be given a choice as to whether they want to speak up. 

When they speak, have the guard strike them, then roll damage (probably a d4, but could be a d3).  Tell them to mark off that amount of damage on their sheet.  When they reach 0, they go unconscious.  (You know that this is just "temporary" damage that causes them to go unconscious, but they don't need to know that right now...and bonus: you don't even have to say they're passed out..."You see Archie slump in his stocks, a gash on his forehead trickles blood.")

Consider having the guard say, "Quiet your filthy mouth before the queen!" or some such thing so the players have some idea why they're being struck.

Consequences:

This will allow a stubborn player to keep talking if they'd like, and eventually they'll get knocked out and shut up.

Players will know (or at least think) you mean business and that you might be willing to kill them right now in the opening scene.

Players have more choice and control.

A knocked out player can later be doused with water.  You tell them that their hit points are back, but they have a penalty to their Wis/Int for a while due to a pounding headache.

Consequences of the saving throw route:

A player fails their saving throw and you tell them they've been hit on the head and can't talk.  Player says, "What?  Why can't I talk?  Did they damage my throat or mouth?  When can I talk again?  Can I spit?  Can I make growling noises?  Can I scream nonsense?"

All the players pass their saving throws and just keep talking to the queen as much as they want.

248

(10 replies, posted in LotFP Gaming Forum)

I have to say it is not my favorite of the LotFP stuff.  It is a beautiful book and well-written, but for me it sits at an awkward spot between coming up with my own thing from scratch and having a pre-made module to run.

So far I have only went through the creation process for the first seclusium (most developed, least amount of work for me) and was left feeling like I had an underdeveloped module, but had spent a lot of time working on something that wasn't my own.

I wish there was a complete seclusium in this book, along with maybe 1 half-finished one (like how all three of them are) and then the charts and tables for creating one from scratch.

Your mileage may vary: I think many might just use parts of it as inspiration, or use the tables and charts.  However, I really enjoy the LotFP modules and wanted more of those out of it.

249

(8 replies, posted in LotFP Gaming Forum)

If you can't have everything, I wouldn't recommend "Adventure 10" as one of your slots of purchases.  It isn't an adventure, just a series of horrible encounters for your players.  It's certainly fun (and I'm happy I have it) but you'll get more mileage out of other stuff.

The God That Crawls
Better Than Any Man (free PDF - the print is probably too expensive now, though...)
The Monolith Beyond Time and Space

And more stuff coming down the pike (Death Frost Doom reprint, as well) if you want to get something new...

(That said, if you plan on owning everything someday - you may want to get it now before it's gone forever - I doubt it will ever get reprinted and I don't think it will ever be a PDF...)

250

(3 replies, posted in LotFP Gaming Forum)

LawfulAberrant wrote:

What art, books, movies, other rpg's, etc. have similarities to the concept of Lamentations of the Flame Princess and can serve as inspirations?

This discussion has been started here already: http://www.lotfp.com/RPG/discussion/top … otfp-game/

At my blog, under my own "Appendix N," I list books, authors, movies and even video games that I think give off a LotFP vibe...

http://thegruenextdoor.blogspot.com/sea … -results=7

The movie "Valhalla Rising" and the book "The Sad Tale of the Brothers Grossbart" are near perfect fits in my opinion.