251

(8 replies, posted in LotFP Gaming Forum)

Null says exactly what I was thinking.

I think you have some cool ideas on how to make the traditional races more interesting, Muneshige, but I'm looking at trying to play LotFP in a more realistic setting, as encouraged by the system.  I could see using those races once in an adventure built around them (much like I plan to do with Zzarchov's Gnomes of Levnic), but I have no interest in having them a regular part of the campaign world.

That said, I wouldn't want anything on my list to show up repeatedly or just take the place of the things I'm trying to keep out and, as you say, become boring.  That's why I'd like a big list of more "mundane" or realistic human-based ideas so that any one of them pops up rarely.

252

(6 replies, posted in LotFP Gaming Forum)

Personally, I think the "usual suspects" don't fit well in LotFP.  In order to encourage some experimentation:

Esoteric Creature Generator:
http://www.goodman-games.com/4375preview.html

Two charts that I created (with inspiration from other sources):
http://thegruenextdoor.blogspot.com/201 … ander.html

http://thegruenextdoor.blogspot.com/201 … h-meh.html

This book is great for more than just monsters (and there's a print version in addition to this PDF):
http://www.rpgnow.com/product/102567/d30-DM-Companion

New Classic Monster Manual type book:
http://rpg.drivethrustuff.com/product/1 … ratic-Tome

I love this book - it can be used for almost anything:
http://redboxvancouver.wordpress.com/20 … on-tables/

253

(8 replies, posted in LotFP Gaming Forum)

Lord Inar wrote:
Crunk Posby wrote:

(I think I'd be willing to use a single giant, ogre and troll once in a campaign, but most large creatures will probably be monstrosities.  It would be difficult for any large creature to exist in great numbers during the Early Modern Era, right?

I don't know, it's possible!... http://en.wikipedia.org/wiki/Trollhunter

Well played - that's a great flick!

Posted this on my blog and at Google+.  Feel free to respond wherever it's most convenient for you.

What can we use instead of the boring old humanoids when running LotFP campaigns?  These lists should be especially helpful if you're using a random encounter chart and "goblin" or "bugbear" comes up.

Short Humanoids (goblins, dwarves, halflings, kobolds, etc.):

Pygmies
Children (think Lord of the Flies)
Crawling People
Legless Folk (they move using their hands and tiny stumps instead of legs)
Little People
Babyskins (something that has crawled into the flesh of stolen babies)
Animated Dolls
Walking Animals (rats, cats, dogs, goats, sheep, etc., walking on two legs)
Highly Intelligent Monkeys/Apes

Medium-sized humanoids (orcs, gnolls, bugbears, etc.):

Vikings
Visigoths
Exotic or Foreign "Savages"
Cannibals
Cultists
Druids
Wild Men
Lost Tribe
Bandits
Mutants (using The Metamorphica)
Animated Manikins
Feral People
Aigipan Libys
Arimaspoi
Blemmyes
Skiapodes
Kynokephaloi
Gorgades
Hippopodes
Makhlyes
Nuloi
Panotioi
Amazons
Artabtatitae (four-legged)
Astomi (mouthless)
Walking Animals (deer, pigs, wolves, etc., walking on two legs)
Highly Intelligent Apes/Gorillas

Large humanoids (giants, ogres, trolls):

Gegenees
Walking Animals (bears, elephants, camels, horses, cows, bulls, etc.)
(I think I'd be willing to use a single giant, ogre and troll once in a campaign, but most large creatures will probably be monstrosities.  It would be difficult for any large creature to exist in great numbers during the Early Modern Era, right?  Although an adventure inspired by Roald Dahl's BFG could be fun...)

Any other ideas?

(The blog includes links to some of the more obscure things on the list: http://thegruenextdoor.blogspot.com/201 … -meh.html)

CK! wrote:

I'm running "Tower of the Stargazer" for friends tomorrow and could use some help.

I haven't used D&D style magic in a while (and was never that good with the use of magic in combat as a GM in years past), so I'm looking for some help with Sir Uravulon Calcidius.

Caldicus has the following spells remaining:
1. Charm Person, Magic Missile, Magic Missile, Sleep
2. Invisibility, Levitate, Mirror Image
3. Dispel Magic, Fly
4. Improved Invisibility, Protection from Normal Weapons
5. Conjure Elemental
6. Death Spell

If the PCs free him, what is the optimal spell to shoot off first? And/or what is the strategy for using Calcidus' spells to effectively take down the party. There are many options, and I'm simply not as good a wizard as Calcidius is. What would be his thinking if he gets the chance to be free and angrily takes the party out?

Thanks!

I think it depends on what the party looks like to him (amateurs? veterans packing magical weapons?)

His best bet will be Protection from Normal Weapons first, then to focus on killing the spellcasters with the Death Spell and Magic Missiles.  Once they're dead, he can focus on the fighter-types with Sleep and Conjure Elemental.  If the fight is still going on when his protection wears off, he can Fly (if they aren't using missile weapons) or become Invisible to avoid being attacked.

My players discovered the servant's journal and so they were well-informed by the time they met him (and didn't let him out, of course).  I'd be interested to hear what your players do!

JimLotFP wrote:

Tower of the Stargazer and Death Frost Doom are on the schedule, and hopefully Vornheim will be reprinted by the end of next year, but no plans to reprint anything else, really.

Yes, but Hammer of the Gods and The Grinding Gear were possibilities as well that just didn't get as many votes as the others.  Perhaps I'm more optimistic than you, but I could see these easily getting funded in some future crowdfunding, of which I'm sure I'll be a part... smile

However, from what I can tell, Lamentations of the Gingerbread Princess and Dungeon of the Unknown are specifically ONLY PDF now that the crowdfunding is over.  What I'm wondering is: what else is in that same boat? 

The Magnificent Joop Van Ooms
and
No Dignity in Death / People of Pembrooktonshire

are both ones I can't find on kickstarters, so are reprints possible or are they "exclusives?"

I'm assuming Weird New World still has the possibility of being reprinted, right?

(I'm excited to hear that Vornheim is potentially on the horizon!)

What products will "never" be available in print form and/or are such a low priority to essentially be "never?"

(I'm trying to budget - I've already got so many modules to run that I'm trying to hold out for print stuff when it's available, but if it's never going to be printed, I might as well snag it in the RPGNow sale.)

I'm pretty sure that Better Than Any Man, Tales of the Scarecrow and The Gingerbread Princess aren't getting reprinted, right?  Are there others?

258

(4 replies, posted in LotFP Gaming Forum)

I have four players, and we've had a rotation of last minute "not gonna make its."  They're all good friends, and they have good reasons (sick, unexpectedly have to work late, friend in the hospital, etc.)  So this post is not on how to deal with people who are messing the game up, etc. 

What I want to do is figure out an interesting way to deal with the character when a player isn't there to play it.  Historically, we've dealt with it in a few ways:

1) The character just isn't there.  "Whoa - the rogue must be hiding in shadows...you can't find him anywhere!"

2) They are there in a "jackknife" capacity.  Mostly they just follow the party around until needed.  "Can we get the rogue to check for traps and try to pick this lock?"

3) They are "played" by another character.  This often results in minimal playing and ends up looking more like #2.

I feel like LotFP needs a more unusual approach as it's not like many other games.  I was thinking of developing an "AI" for absent players (with input from them).  Here are my initial thoughts.  There's no need for the "jackknife" method as most (any at all?) encounters don't require a particular class.

When the party comes to a decision on something, like, "we will move down the cave carefully, keeping an eye out for traps and listening for noises."  I make a roll for the character (3d6).  Most of the results are skewed toward them following along with the group (8-13).  However, on a 3, they do something really stupid.  Usually the opposite of the what the group intends.  On an 18, they seem to have "inside" information and may alert the group to something dangerous.  On the rolls of 4-7, they may still go along with the group, but have some other negative thing happen.  On rolls of 14-17, they'll go along with the group but have some positive benefits.

The pros to this are some more interesting things happening, and some risk to the character.  (As of now, they'd only die if the entire party dies...)

The cons are, they have a chance of being the only one who dies.

I also don't normally allow players to gain xp when they're absent, but would allow it under this method.  They're getting greater risk, so they should definitely get some reward out of it.

My players were at first skeptical, but then were starting to get into the idea.  Especially when we talked about them having catch phrases they would say when they rolled a certain result.

What do people think of this?  Is it crazy?  Would it work?  Anybody try other methods for making it more interesting when players don't show up to play their characters?

259

(13 replies, posted in LotFP Gaming Forum)

Is there a way to "copy" this map so that I can have it for myself but then change some of the adventure locations?  I don't want to change the original that's being worked on here, but I want to use it as the first draft for my own version...  How do I do that?

(My players are talking about trading the Star Crystal for a pirate ship...the game world will get a lot bigger than I had planned if they go that route...)

260

(3 replies, posted in LotFP Gaming Forum)

While I wouldn't describe my players as particularly interested in fiddly mechanics just for the fiddliness (?) I think they were a bit skeptical about it at first.  However, now that we've been playing, they really enjoy thinking as players and not always having to rely on character skills.

In this game, charisma does not mean you have to make your character ugly, nor does a low intelligence mean your character has to act stupid all the time. 

Also, many traps, monsters and encounters rely more on clever thinking, preparation, or problem solving than on skills.  Also ends up being more fun than just constantly rolling dice to see if you succeed or not...

261

(5 replies, posted in LotFP Gaming Forum)

Okay, well I just got done going to Noble Knight to buy that (Adventure #10).  Any other secrets out there I should know about?

I think this all looks good - it's especially nice to see the art (and it's as I feared - I like both ref book covers but still have to choose just one!  Any way to offer prints?)

I also agree with the changes suggested/made above.

I have an editorial suggestion, under the heading: "What's this campaign for?" third paragraph:

"And it could use some new art, additional editorial input, and all the great things that money can buy but that small publishers have problems financing out of pocket since they're not essential to the production of a book for it to still turn out pretty good."

Should probably be two sentences.

The only other thought I have is trying to think of a way to entice my players to pledge.  They could go in at the 1 level, and then buy some dice, the notepad, and/or t-shirt, but not many other options.  Even getting a ref book and then using the voucher to buy a Rules & Magic book will still leave them with only modules to buy with the difference (and I don't want them to get these! smile)  I do plan to see if any of them want to get a R&M book when I place my order for the ref book...probably sometime in December 2018... wink

263

(12 replies, posted in Crowdfunding Forum)

That all sounds good - January 2019 seems extreme, but it does get your point across! smile

I think you said earlier that you built in many of the rewards' cost into the original cost to make sure that everything gets covered.  Will this help cover if ref book gets ridiculously huge and costs, let's say, twice as much as the pledge price?  Just wondering if there's a scenario here where you could take a huge financial hit if the market cost of the ref book far exceeds what backers pay...

264

(12 replies, posted in Crowdfunding Forum)

1) I love the addition of a referee screen!  As much as I like them, there always seems to be something missing.  It would be cool to get feedback or have people suggest and vote on what they need/want on these.

2) I might be the minority, but I'm not a fan of the two different ref book covers.  If it was the Rules and Magic, I could justify owning both b/c you can always use more to pass around the table.  There's no way I can justify having two ref books.

I can understand having an exclusive thing for this crowdfunder, but in this case, by getting the exclusive, you're missing out on whatever cool art is on the other cover! smile

3) Finally, one thing you may want to put in bold and clarify, is the unique way the pledges can be used through this campaign.  I think this was buried in your video.

The way I understand it, you are not locked into spending your pledge on the things you originally wanted.  So you can go to the store and just spend your pledge money however you want (with the added bonus, that the ref book can literally turn into more money the more valuable it gets.)

This way, I could pledge enough to get both ref books, the dice, the screen, the notepad, the slipcover and the Thulian Echoes.  Then when I go to the store, decide which ref book I actually want, and use the cost of the other ref book to load up on modules I've been wanting.

If I'm right about this, I think stating this clearly up front will help people be more liberal with their pledging, especially in the absence of art or visuals.  Once they get a look at things, they can change their mind and put the money toward something else.

This is looking good.  It looks like the slipcase is cheaper now (I'll still have to talk myself into buying it, but much more likely at this price, and my Birthday is coming up smile)

Hearing that the ref book won't just be a slightly updated version of the old one, but can complement it goes a long way to justifying its place in the collection of someone who already owns the other core books.

(If you're looking for stuff to include in it, one thing I would enjoy is a more robust random NPC generator - especially one that also has "good" qualities for them, it seems like 99% of NPCs generated using these charts are crazy, malformed freaks!)

It also looks like the pro copyediting and layout are now automatically included, which I agree is a nice change.

Will you be able to include picture previews of stuff like the dice, slipcover, Note Pad, etc.?

Also, one possible stretch reward for now or future Kickstarters are stickers of iconic characters, character classes, or other elements from the game.  I got these once from another Kickstarter and they're actually useful (and fun) to stick on the outside of player folios, DM binders, etc. to more easily tell them apart and add flavor.

Finally all of the information you provide (regarding how this campaign is different, etc., etc.) is clear, but you just know you're going to get e-mails daily asking questions you already answered, right? wink

The game went well - I could tell players were a little concerned at first at how brutal the game could be, the possibility of TPK, and their fragility relative to stuff like Pathfinder, but they left happy.

Some highlights:

They were traveling from their homeland in search of adventure.  I gave each of them slips of paper with a "hook" for the future, or info they would know for this adventure:

Specialist: "The circus is in Thiedenfeld, you want to go because you've always wanted to see a..." (player chose something they wanted to see at the circus - this is a hook to get them started on Better Than Any Man).

The Cleric learned about Saint Petra's history.

The Magic User learned about the Legend of the Stargazers's Tower and its location.

(The fighter, who will be joining us next week, has a wanted poster for a bandit [the lead bandit in Thungen].)

--

They didn't buy a lantern, so they missed the dead body.  They were pretty open with the bartender and this was a great way to develop their backstory.  He told some stories about cheese rolling, a practical joker who puts chickens in odd places, and a pig getting into someone's garden and eating their flowers.

The confrontation between the bartenders resulted in one of them dying (by chance, the changeling) and since the party happened to have hit this one, the bartender vouched for them. 

The ensuing arguing once the entertainers and merchants joined resulted in the merchants getting pissed and leaving, they made it with all 8 horses.  The entertainers were attacked, and one of the party members was mimicked at this point.  (Luckily for him, his mimic was knocked out, and he was later confirmed as a non-mimic via die roll...)

The party chose a Gingerbottom at random and took only her to the village to see the priest.  When they got back and everything was empty (including their expensive mule with gear they left tied up in the stables) they moved on.

When finding the dead horses along the way, they spent hours cutting into each one of them to find the gems they had learned about from Father Naylor (not finding any).  By the time they caught up with Sir Boris, he was already burying the bodies - random dice roll determined it was the real Sir Boris, and while he insisted on burying all the bodies, he did allow them to cut into his own mimicked body in order to prove his innocence (so they got a gem).

The orphanage antics went as expected - the nuns voted to do nothing and kicked the players out.  (They kept Sir Boris tied up and sent for someone to come get him.)  Party went back to Argyle, got father Naylor, rested (memorizing Detect Evil and Detect Magic between the MU and Cleric) and went back to the orphanage.  They gathered all the infants, Sir Boris, and as many nuns as could be spared into the room and detected evil - finding the mimic baby.  They removed this to another room where they killed it, found the gem (verified by Father Naylor as evidence of it being a mimic) and gained the respect of the nuns and Sir Boris.

Then they went back and dug up all the bodies they saw Sir Boris bury, and cut out the gems from the changelings, so they ended up with 5 gems in all!

--

Despite their success, this module was challenging - they were never quite sure what to do.  They didn't trust the MU who had a mimic (was he the real one or not?)   It took a while to figure out how to deal with two Gingerbottoms, they were frustrated with Father Naylor's slow methods of revealing a mimic, they were afraid to leave the inn, to travel at night, to enter and leave the orphanage, to cast detect evil when not all nuns were present (some insisted on watching the younger children on other floors), etc.  Everything felt wrought with risk and peril, but they prevailed and we all had fun!

Next week: The Tower of the Stargazer...or, maybe I'll let them just go into Better Than Any Man.

One thing I'm not sure how to handle: they also took the Sir Boris mimic's plate mail, as well as took the chain mail from the other buried bodies (so they have 3 mimic chain mails and 3 real.)  It doesn't seem right that the mimic plate and chain is usable off the mimic, but in combat it works per usual.  I'm thinking if they try to keep it, maybe it will deteriorate or get broken?  If they sell it, they might just have a bad rep in the place where they sold it...(since it will rot in the store).

267

(13 replies, posted in LotFP Gaming Forum)

Lord Inar wrote:

Here's a start!

http://goo.gl/maps/r6oPr

I transferred the map from Better Than Any Man onto grid paper, and have the players entering from the SW.  So the village of Argyle would be about where Altfeld is (SW of Markthiedenfeld).  I've put the Tower of the Stargazer in the large wilderness area east of Argyle (Altfeld), which ends up being SE of Thiedenfeld.

This way, these two adventures are "on the road" to Thiedenfeld, where I plan to have them start (the circus is in town, after all!)

It would be good to know where Weird New World would take place (that's up north, right?)  I have roads going NW from Frammersbach and NE off of Hammelburg.

Should Quelong go SE?  Like from the road leading south from Wurzburg?  Or east from Werneck?  Or there is no road, you have to travel through the wilderness directly SE to get there?

(I'm only counting the boundaries of BTAM as "canon" for these purposes! smile)

DKChannelBoredom wrote:

Once my copy of Bettet Than Any Man arrives I will hopefully get a campaign going, set Germany/Poland around the 30 Year War.

I plan to use the demihumans but make them sort exotic for the area. So the Dwarf will be from the far East (with a russian feel), the elf will be from the far South (with heavy Moor influence) and the Halflings will be a gypsy-style people, popping up here and there. That way the will be rare, but not supernatural and unheard of.

I plan to do something similar - I figure if magic exists (but the average person is suspicious of it) then demi-humans could have a similar treatment.  I made it clear to my players that if they choose one, they may never meet another, and they will be treated similar to how Europeans first treated "exotic" people (ranging from fascination to racism).

Yuritau wrote:

If you really want to punish any players that dare to explore the wilds, take the Isle of the Unknown map, and secretly place every module on the map, then just let the players find them as they explore. big_smile

Punishment aside, this might be a better use for the Dungeon/Isle of the Unknown actually.  (As opposed to me just using it as an actual island that they travel to and explore for who knows how long...)  If they go "off road" when exploring the world in Better Than Any Man, I could apply a random location from the Isle of the Unknown to that hex.  Just another way to flesh out the world!

Storapan wrote:

I really recommend opening with Stargazer; it's a rather forgiving module which still serves as a very good introduction to the "style" of the LotFP universe.

That being said, I really don't think you should fence your characters/players in like this. Let their actions and how they move around in your world determine which hornet's nest they kick next. smile

I agree with this!  My thoughts are they may need a bit of handholding at first, but by the time we get to Better Than Any Man, I hope to just let them have at it.  It has a number of locations, encounters, and things to explore built right into it, but it also has the overarching story that will impact the world whether they interact with it or not.

Goldsmith wrote:

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).

This sounds like exactly what I want to do!  I'm starting with The Stranger Storm and The Tower of the Stargazer so players can get an idea of how this game works (vs, say, Pathfinder or D&D 4E, which is what they're used to) and then Better Than Any Man will put them in a more sandbox-style world.  My idea is that this will be the main setting for a while, and I'll pepper it with the other modules, whether within this territory or on its outskirts.

It hadn't occurred to me to skip around in time - that's a great idea for when a new module doesn't fit at all with the current state of the world.

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...)

Yuritau wrote:

Speaking of permanent effects on the campaign world.. Death Frost Doom, Hammers of the God, Death Love Doom, and Monolith from Beyond Space and Time (at the very least) can each have big ones.

Good to know!  (I don't own everything yet, most of this list is based off of research, descriptions, reviews, etc.)

Yuritau wrote:

Also, about Carcosa, I think you should put a lot of thought into whether or not you want to let "normal" (heh) LotFP character mix with Carcosans. Things might get very weird, especially if you let clerics and elves/magic users maintain access to their spell lists while in Carcosa.

This is one I own and after looking over it, this is why I put it at the end - it seems like a radical departure, and would be a good end/beginning for a different world.  If any characters have survived to this point, maybe I'll let them try taking them into Carcosa, but most likely they'll probably need new ones!

Yuritau wrote:

I might also recommend having tangible character/player rewards for surviving multiple dungeons/modules with a single character, lol.

You mean surviving a LotFP module isn't reward enough? smile  I'm thinking maybe the survivors get to keep all the loot, including that on their dead comrades (still only getting xp bonuses for treasure gained the way laid out in the rules...)

I'm running my first LotFP game tomorrow, and in anticipation of it going well, I've tried to create an arc that allows me to take the PCs through everything that's been released.  Some of it's obvious, but some of it's subjective.  I'm interested in hearing thoughts, suggestions, etc., from those who have run some of these adventures (like if you see one that references a later adventure and it's out of order, or if you see that my character levels are off...)

My goal is to tie them all together into a single campaign world (creating a hex map as we go) and having previous results impact the world permanently.

A Stranger Storm (1st level)

Tower of the Stargazer (1st level)

Better Than Any Man (beginning level)

The God That Crawls (levels 1-2)

LAMENTATIONS OF THE GINGERBREAD PRINCESS (levels 1-4)

The Grinding Gear (“low level characters”)

NO DIGNITY IN DEATH: THE THREE BRIDES (“low level characters”) / PEOPLE OF PEMBROOKTONSHIRE

Death Frost Doom (levels 1-6)

DUNGEON OF THE UNKNOWN (1-10) / Isle of the Unknown

Hammers of the God (levels 3-5)

Quelong (levels 4-6)

Weird New World (levels 4-7)

Death Love Doom (any level?)

Fuck for Satan (any level?)

Green Devil Face #1 (any level?)

THE MONOLITH FROM BEYOND SPACE AND TIME (any level)

Carcossa (any level?)

Random hooks, encounters, traps, challenges, etc.:

TALES OF THE SCARECROW (small encounter)
THE MAGNIFICENT JOOP VAN OOMS (npc, hooks)
Green Devil Face #2, #3 (traps, challenge)
Green Devil Face #4, #5 (encounters, charts, supplemental material)
VORNHEIM: THE COMPLETE CITY KIT (city design)
The Dungeon Alphabet (dungeon creation)
The Esoteric Monster Creator (monster “manual”)
Seclusium of Orphone (seclusium generator)

274

(219 replies, posted in LotFP Gaming Forum)

My name's Chris, I'm 36 and live in Seattle.

I started with D&D 2E in high school, along with bits of Shadowrun, Paranoia, Marvel Heroes, and a couple of homebrew games.  Then took a hiatus from RPGs for about a decade or so and have gotten back into it.

More recently, have played/ran D&D 3.5, D&D 1E, Pathfinder, (also Tremulus, Fiasco and a few other storytelling games...)

I also have a massive board/card game collection (in the hundreds).

I first saw LotFP (Grindhouse Edition) at a bookstore and was intrigued, but was already in the full swing of other games and didn't see room for another fantasy game at the table.  Then many months later I picked up Better Than Any Man at Free RPG day and was sold instantly.  It's a great foil for Pathfinder, almost opposite in every way (note: I love Pathfinder, but just pointing out how there's now room for another Fantasy RPG at the table...), and is exactly what I wanted out of D&D 1E but was having trouble getting.

275

(3 replies, posted in LotFP Gaming Forum)

That sounds, perfect, thank you!  I just finished reading through Rules & Magic this morning (including all first level spells) and have a few more questions:

p 39
"Characters apply their Constitution modifier to their per-day travel distance on foot."

This means someone with a +2 modifier can move two extra miles per day, right?  (Can someone who's overencumbered but has a +2 modifier move 2 miles per day instead of 0?)

p156 "Turn Undead"
It's possible for a Cleric to succeed with their initial 2d6 roll (ie, a level 1 Cleric rolls an 11, and is therefore able to turn a 3 HD or less undead creature...) but then fail to roll high enough on their second roll to actually turn anything, right?  (So they roll a 1, add their level, which equals 2, but if the undead creature has 3 HD, they can't affect it...)

Finally, I just want to clarify how "reverse spells" work for initial selection.  Do Clerics have access to all reverse spells at their level?  I'm assuming Magic-Users roll randomly to see if they get the regular or the reverse when determining initial spells (ie, they don't get both...)

Thanks for your help - and I welcome any other advice you might have for my first game!  (I do have experience running other systems - so mainly anything related specifically to LotFP that a newbie might mess up...)