201

(6 replies, posted in LotFP Gaming Forum)

Tallu wrote:

I've got a bit of a problem about what scenario should I use to kickstart my summer campaign and don't wanna clutter the forums so I'll ask here.

My plan is that the PC's are hired to fetch an old journal which would then lead to Thulian Echoes. But I don't have anything for the first session, where they fetch the journal.
I considered the Bloodworth Manor from Death Love Doom and the realm of the Pale Lady, but then I decided that a more "normal" adventure works better to make the later weirdness all the more horrifying.

Three of my players have already stumbled their way through God That Crawls, so unfortunately that's out. What other good, contained adventure locations there are, where I could send my players?

Some other possibilities:

Forgive Us - has one big adventure and two smaller adventures.  You could have James Blake send the PCs on a journal fetching mission (which could either be in the main Forgive Us adventure, or in the other mini adventure, and this will set you up to run the third adventure later on - very efficient!)  http://www.lotfp.com/store/index.php?ro … uct_id=179

Better Than Any Man - it's packed with so many adventure choices, that you could pick the area you think is most "normal" and send the PCs there.  Place the journal in that locale.  This has the added benefit of other areas to explore if the PCs go off path or want to come back and explore more.  (Free here: http://www.lotfp.com/RPG/)

Bad Myrmidon - not officially LotFP (but does feature an encounter written by James Raggi, as well as a few writers who have written for LotFP) is Greek themed and might be a nice tie-in with Thulian Echoes.  http://www.drivethrurpg.com/product/123324/Bad-Myrmidon

The newer the product, the less likely it is to mention demi-humans...

However:

Vornheim has elves.
The Pale Lady has a faerie/elf kind of creature with mutated rabbit followers.
Lamentations of the Gingerbread Princess has halflings, pixies and faeries.
A Red and Pleasant Land has vampires (not sure if that counts?)

And while not officially LotFP, The Gnomes of Levnec by Zzarchov Kowolski (who has written both The Pale Lady and Lamentations of the Gingerbread Princess mentioned above) is an excellent take on Gnomes and fits perfectly with LotFP.

203

(6 replies, posted in LotFP Gaming Forum)

Okay, I can be more insistent:

Read Better Than Any Man, A Stranger Storm, Tower of the Stargazer and The God That Crawls.  Figure out where you will place the three standalone modules on the map of Better Than any Man.  Feed your players rumors for Better Than Any Man, Tower, and God that Crawls, while the first session should be A Stranger Storm.

Stranger Storm will teach you and your players many lessons that will last a lifetime.  The other three modules will as well.  I consider these to be the core of LotFP - they are all very different, aren't necessarily campaign breaking, and the players will experience a lot of neat moments.  Also, they are all fun to read as a GM.

Once you have all that down, throw Death Frost Doom at them.

204

(6 replies, posted in LotFP Gaming Forum)

This is basically exactly what I'm doing!  I started with A Stranger Storm (available right now for free in the Referee Book) and then Tower of the Stargazer was next.  Better Than Any Man works as a great sandbox (also free) and you can plug in a lot of the modules in or around that area.

My advice is: be flexible and don't set up too much all at once ("unlocking" a few sites at a time, as you put it, is a good idea).  You'll have to adjust periodically if players level up, or TPK and are back at first level.

I mapped everything to the real world (just for my satisfaction) and then I feed the players rumors (when there's no particular reason to do one thing or another, and I want them to have many choices) or have "friends" send them on quests when there's something particularly interesting and/or pressing.

My other consideration is what might get re-published someday.  I am running stuff that I know will never be republished sooner than later, and holding out for stuff like Grinding Gear, People of Pembrookstonshire, etc., that at least has a small chance of getting re-published.  Vornheim is for sure, so I'm holding off until the new version.

A final thought: you might want to run stuff sooner if you want to use something frequently in your campaign.  For example, if the Alice class is interesting to you, run Red and Pleasant Land sooner so you can have that as an ongoing motif.

205

(1 replies, posted in LotFP Gaming Forum)

I think you should allow humans to train as demi-humans, but call it "cosplay" instead.  They think they've gained all the class abilities until they actually need to use them and then fail horribly.

206

(7 replies, posted in LotFP Gaming Forum)

For better or worse, my group is very meta-gamy.  After a combat encounter, I award XP for monsters killed.  When they return to town, I award XP for treasures plundered.  There can be multiple sessions in a row where they don't earn any XP (and they don't seem to mind).

That one response via your link where he spells out three different options is really good.  1 is what I generally do, but once in a while 2 is appropriate.  I think it depends on the type of curse or effect that's happening.

207

(7 replies, posted in LotFP Gaming Forum)

venusboys3 wrote:
Crunk Posby wrote:

Forgive Us is suggested for level 4, all others can be for characters of any level.

A review I recently read of Forgive Us suggested that the adventure should be UNDER 4th level... because at lvl 4 magic using characters may have gained powers that could truncate a significant element of the adventure... but the spell they're concerned with (Cure Disease) is listed as a 3rd level spell. Not having read the adventure yet I'm wondering how this spells availability would limit it to only 1st or 2nd level PCs.

"Forgive Us is based on the idea of a magical disease causing all sorts of trouble, so it will be more of a challenge if the player-characters don't have ready access to Cure Disease; as such, the adventure is designed for player-characters around fourth level."

I read this as: the challenge of the adventure itself is set at fourth level, while not having Cure Disease will make it even harder.  (Like if there is no Cleric in the group...)  When reading over the situation where Cure Disease is helpful, it doesn't have much impact on the adventure itself, other than players being able to prevent themselves from changing (ie, it doesn't negate the threat of the monsters who have already turned).

Of course, the players have to recognize that what's happening is a disease, too.

208

(7 replies, posted in LotFP Gaming Forum)

Forgive Us is suggested for level 4, all others can be for characters of any level.

209

(2 replies, posted in LotFP Gaming Forum)

To quote from the Grindhouse Referee book:

"Morale: Unthinking, fearless monsters should be Morale 12.  Cowardly, sniveling creatures should be about 5 or 6.  Your "average" fearsome, courageous monster should be about 9."

On page 60 of the Rules and Magic book, under "morale," it explains that you roll 2d6, if the roll is equal to or less than the morale of the monster, than it's willing to stay and fight (therefore, a monster with morale of 12 will stay and fight to the death no matter what...)  There are then some additional rules about when to make the checks, modifiers, retainers, etc.

In addition to pretty much every LotFP book, you should also check out: http://talesofthegrotesqueanddungeonesque.blogspot.com/

There are a number of free PDFs with ideas, charts, random tables, etc., that fit perfectly with a gothic setting.

211

(8 replies, posted in LotFP Gaming Forum)

I never fudge rolls.  Combat, even with low level NPCs can be very deadly for PCs. 

When my players went to the farmhouse:

-one died trying to climb a ladder one-handed (he wanted his rapier ready to stab whatever was at the top of the ladder, hiding in the hay).  He failed his climb check (I even gave him a more generous 1 in 10 chance of falling!), fell 10 feet and rolled a 6 on a d6.  (Out of the dozens of deaths, this one is still talked about!)

-when climbing down the ladder into area 6, another was nearly killed by the bandits all taking stabs at him, but managed to live long enough for everyone else to get down.  Here, the PCs got lucky and killed all but the head bandit,  who surrendered after witnessing the brutal slaughter of his gang.  The party invited him to join the group, which he hesitantly did (and later fled when the party went into the insect shrine).

It very easily could have gone the other way, with the party getting wiped out.  Roll up new characters and try again!

I have a few recommendations for you:

The free Quick Primer for Old School Gaming.  It's short, and clearly differentiates modern style gaming with OSR.  In addition to helping me, I shared it with my players and it improved their game as well.

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

Courtney Campbell's blog, Hack & Slash.  He has a lot of great advice, examples, and discussions on how to GM OSR games.

http://hackslashmaster.blogspot.com/p/index.html

Finally, if you're on G+, join the OSR and Lamentations of the Flame Princess communities - there are lots of great blogs, discussions and helpful people there, too.

(I started playing LotFP/OSR with Better Than Any Man as well, and over a year later, my same group of players and I are still enjoying playing through all the LotFP modules.  I hope your group ends up loving it as much as we do!)

212

(2 replies, posted in LotFP Gaming Forum)

A-E is an entire "level."  So 3d20 peasants would occupy all those areas.  I think all those areas together is still only about 800 sq. feet, so it would still be pretty crammed with 30-60 peasants in there.  I think the idea is to have a little "thriving" community in each level.

So if you were reading it that A-E is a complete level, then yes, you're reading it right.  If you were interpreting each sub-area as a level, then it's still crammed, but maybe not as much as you thought?

213

(34 replies, posted in LotFP Gaming Forum)

One of my favorite dice mechanics was from Avalon Hill's Magic Realm.  You often had to roll two d6, use the highest of the two, but you wanted the lowest roll possible.  Characters who were better than average only had to roll one die!  It made for a brutal game.

(My first time playing, it took about an hour to set up, and then I died within a few minutes! smile)

I'll just throw out our trajectory as an example.  It may not be as deadly as you think, but, uh, it's definitely deadly...

First off, to everybody reading this, if you are a PLAYER, then stop reading here or you will forevermore be SPOILED!









1) All players made it through "A Stranger Storm."  They learned that sometimes you have a 50% straight up chance of dying (and live!), to dig through everybody's body for loot and sometimes you have to kill a baby to save the day.

2) All but 2 made it out of the "Tower of the Stargazer."  Here they learned that you can't save everybody.

3) Better Than Any Man: many sessions of play, few deaths until a tragic struggle that ended with only one surviving party member.  (They really wanted to keep a piece of treasure and were willing to risk all for it...)

4) The God that Crawls - no deaths and they made off with some loot.

5) The Gnomes of Levnec (not official LotFP, but by an author who has written LotFP stuff and fits quite well): they gained a contingent of gnome followers!  (The only gnomes they have ever seen and will likely ever see in any LotFP campaign I run, for the record.)

6) The Monolith from Beyond Space and Time - here's where things went wrong.  They played "Russian Roulette" with the border entering and exiting the valley until they were transported to Carcosa.  This is not a good place for a group of 17th century humans.  This ultimately ended in a TPK.

But that was almost a year of weekly play?  So not too bad.

215

(34 replies, posted in LotFP Gaming Forum)

JimLotFP wrote:

* Constitution determines what die you use for rolling hit points, no matter what your class. Fighters roll twice and keep the highest, Magic-Users roll twice and keep the lowest, Dwarfs roll one die higher and roll three times and keep the highest, that sort of thing.

Would there still be a minimum hp for each class?  I sometimes wonder why one would have to roll dice at all for hp when it seems like this is the primary function of Constitution (so two humans with the exact same con can have a hp difference of 5?)  Why can't your starting hp just be 1/3 con and then when leveling up roll your class die for hp?

JimLotFP wrote:

* Magic saving throws modified by Charisma. It's the force of personality, not intelligence, that powers this stuff!

I think an argument could be made that almost any stat could be the basis for magic (Hellraiser = you need a strong con or strength to take the beating, Merlin/Gandalf = the wise wizard, Dr. Doom = intelligent...Jesus had the charisma to work his miracles for the masses, etc.)

JimLotFP wrote:

* Shields should give bonuses to parrying. Also allow a single parry in a round without sacrificing your own attack. (as would a second weapon, but there'd be no bonus to the parry) Shields could also parry non-firearm missile fire. (Fighters get 2x the bonus to parrying that other classes do.)

This certainly makes shields more interesting and enticing to carry.  Will there be differences for bucklers, regular shields, etc., or will there just be a standard shield?

JimLotFP wrote:

* Encumbrance should affect initiative in some way. Different encumbrance levels using difference dice is one option but I fear might complicate things. "for every encumbrance dot roll an extra die for initiative, use the lowest of the bunch" might work?

In the current R&M book there is a method (which we use) where each side gets one initiative roll at the beginning of each round (ie, not individual rolls).  How would encumbrance affect a single roll for the entire party?  (Right now, we just force everyone to take a turn and their initiative modifier affects the whole party - so this encumbrance rule could work that way, as well).

JimLotFP wrote:

* Not original, but all weapon damage is d8, with the "roll twice, take the lowest/highest" for certain kinds of weapons.

I've never used this.  Rolling two dice is fun, also rolling different dice is fun.  I honestly have no opinion here - do we know statistically how that would work out?  Which weapons would be which?  Would a d8 weapon kill almost any 1st level character?

JimLotFP wrote:

* Also thinking that by expanding the skill list a bit, we could give Fighters and Magic-Users some skill points to play with while also giving Specialists more points so it's still their thing without maxing the existing skills up faster. Very unsure about this one because it makes NPC statting more complicated and I want to avoid that.

My feeling on most skill systems is that they make all players feel the same.  If everyone has an architecture skill of 1, that's boring.  Then someone just randomly decides to make that check (or you go through the monotony of everyone doing that, etc.) 

One thing I've experimented with is giving everyone skill points (the specialist gets more) and then having them work out who is going to have extra in what, with specialists getting fist pick/claim over whatever they want.  This way there is definitely someone good at bushcraft, someone who's good at searching, etc.  This not only adds a slight amount of flavor to the characters, it gives everyone another role beyond class. 

I don't think adding a few more skills, or giving fighters/magic-users some points will hurt anything.

I will also say it would impact my statting of NPCs not at all.  I just more or less randomly determine if an NPC is good at something or not and go from there.

JimLotFP wrote:

Classes:

* Witch-Hunter: Because thinking of the accompanying illustrations the Fighter has to go to Alice because she's the murderous one. The Flame Princess was originally designated as a Specialist but that doesn't seem right since she was conceived as a Solomon Kane type character. So there's the Witch-Hunter, with the concept being a kinda fightey character whose main thing is being magic-resistant.

(I had the "Inquisitor" idea but that's conceptually really close to the Witch-Hunter, just with magical vs non-magical focus, so doing both sounds stupid - "The Inquisitor is just like the Witch-Hunter but less exciting!")

* Conquistador, basically the explorer-type. ("Explorer" itself being dishwater-dull as a name - legacy naming is useful because everyone recognizes it and little explanation is needed, but if you're adding something, don't let it fade into the background... Buccaneer might work?). Basically a fightey outdoorsey type, or a non-magical Ranger type ("Ranger" as a name being really being the wrong tone for the game).

My problems with those conceptually... yes, the art will be all "1600s western European-focused" in the main rulebooks. It's what excites me and what I think of in my game. Buuuttt, "Fighter" "Magic-User" "Specialist" are themselves universally applicable. If you want your campaign to be Aztec-based, Ottoman-based, Mughal-based, Edo-based, Tokugawa-based, Ming-based, whatever, then those three classes are still applicable. "The ass-kicker, the mystic, the misc. skills."

Not so much "Witch-Hunter" or "Conquistador/Buccaneer".

The more specific a character type is, the less interesting it is over time (this is why Pathfinder keeps releasing more and more).  Once each player has played as the Conquistador, then it's not as exciting the second time.  In my mind, it feels more like a "thing to try."  (Still fun, but is it core book material?)

I like the Fighter, Magic-User, Specialist (and Cleric) classes b/c they are generic enough that when people say, "I'm a fighter" it's like saying, "I have 10 hp" or "I have a 15 save."  It feels like a descriptive mechanic, and not something that the character in the game world would go around saying.  Once you get to things like Alchemist, Witch-Hunter, Paladin...these sound like a very specific thing that a person might say about themselves...and then you wonder, well, does the specialist walk around saying, "I'm a Specialist"?

Nobody has a specific visual image of the base classes, so then you can add in fluff.  Stuff like the DCC or 5E backgrounds, titles, class/status, etc., that help players tailor their characters how they want.  (Within reason - a few randomized charts and a couple of choices.)  When you say, "Conquistador" and to some extent "Witch-Hunter," it brings up a stronger mental image.

Maybe Pioneer could work?  Although not much more exciting than Explorer...

I think it's cool that when they're sitting around the table, you can't really tell what class the iconic characters in LotFP are.  It's only when they're actually doing stuff that you're like, "Oh yeah, she's the magic-user!"

Final thoughts, if you're still reading:

Honestly, one of the biggest changes I would love to see is a more forceful approach to your desired setting.  I would like to see a pure R&M book that reads exactly the way you want it to, with the the "I want you to use this with every other OSR game and here's how" stuff as a big appendix in the back.  (Then I can just completely ignore that section! smile)

Also, I wish the R&M book had a player advice and tips section.  I think you'd be good at giving some advice for adventurers while not destroying the sense of exploration and mystery that comes with being a new player.

216

(14 replies, posted in LotFP Gaming Forum)

As far as I know, the PDF of the Referee book was never sold alone, but you could get it by purchasing print copies.  Now that print copies are sold out, I think you'll have to wait until the new edition.  (Unless you are able to find a Grindhouse boxed set somewhere - then you can e-mail James with proof of purchase and he'll provide the PDFs.)

217

(2 replies, posted in LotFP Gaming Forum)

Page 82 from the Rules and Magic book: "Time of Magical Activities."  It is assumed that a character is working in a library or laboratory and if they aren't the time to create the items is doubled.

218

(14 replies, posted in LotFP Gaming Forum)

Akco wrote:

Any word yet on the release date?

I believe January 2019. tongue

(In seriousness, I think it's supposed to come out this year, but we don't have any indication of a date - content is still being generated for it, and it would still have to go through editing, layout, etc. - so, later rather than sooner.)

219

(6 replies, posted in LotFP Gaming Forum)

No Salvation for Witches is incredibly beautiful as well.   Also, I was particularly impressed with Scenic Dunnsmouth.

Of course, everything is great, but the above are the standouts for me, along with Red and Pleasant Land.

220

(2 replies, posted in LotFP Gaming Forum)

Yes, this was apparently an issue with all of them.  I e-mailed James and he confirmed.

221

(6 replies, posted in LotFP Gaming Forum)

I'm still confused why anybody wouldn't buy a LotFP book when given the chance! wink

222

(5 replies, posted in LotFP Gaming Forum)

Welcome!  I've been playing for over a year and love this game, so I think you're in for a treat!

Some of my (strongly held) thoughts/recommendations:
-I am very anti-humanoid.  I run my game in the 1630s (England) and most interactions are with humans.  There are no goblins, kobolds, gnolls, etc.  I replace any mention of those in modules with fucked up humans.  Also, my players can only be humans.  This, for me, is a core tenant of the game (other Referees are more flexible on this point).

-Much of the world is mundane.  This adds to the horror when it happens.

-The Stranger Storm (which I think is in your boxed set?  I don't know - I have the Grindhouse version...) is a great starter adventure.  It presents at least a 50% chance of character death right off the bat, shows that digging through dead corpses to open their hearts can be rewarding, and...a few other things that are better left unsaid. wink

-I suggest mixing in some of the Lamentations modules in with your campaign world.  These will really help you get the flavor and feel of the system (more so than just using the rules).  Below are my top suggestions:

First off, get these free modules:

Doom-Cave of the Crystal Headed Children
Better Than Any Man

And these modules should gel with your horror theme:

Death Love Doom (only available in PDF, but probably the most fucked up and scary module here)
Death Frost Doom
Forgive Us
No Salvation For Witches
Scenic Dunnsmouth
The God that Crawls
Monolith from Beyond Time and Space

More available only in PDF:
Tales of the Scarecrow
A Single, Small Cut

Finally, if you're on G+, you should join the OSR and the LotFP communities...

223

(5 replies, posted in LotFP Gaming Forum)

Definitely "A Field in England."  Also, "Valhalla Rising."  Raggi has said that, "As Above, So Below" also gives a LotFP vibe (although it's set in modern times).

I also highly recommend "The Sad Tale of the Brothers Grossbart."  It's about two graverobbing brothers during the middle ages - with a low fantasy feel (it isn't genre fiction, it's "regular fiction.")

224

(5 replies, posted in LotFP Gaming Forum)

Faust23 wrote:

Not sure I see the point in having a Shield not count for Encumbrance to only have it be an Oversized item adding 1 to the Enc amount. Why not just have it as a normal item?

Because 1 oversized item = 5 normal items.  So if you count a shield as a normal item, you're counting it as 1/5 an Encumbrance Point instead of as 1 Encumbrance Point.  Look over the character sheet carefully and it should click.  Encumbrance Points are not the same as item slots.

225

(7 replies, posted in LotFP Gaming Forum)

The biggest factor may depend on the experience level of your group.  If they played a lot of ODD, I think it will be slightly less lethal, for example, my players died frequently from slogging through combats with powerful monsters, opening doors and just wandering in, stumbling into traps, etc.  (They came to LotFP from a Pathfinder background...)

That said, the LotFP modules themselves can be quite deadly or "life" altering for even experienced players.  Additionally, the stuff that's in them is usually quite interesting, so players have to decide, "Is this a Green Devil Face door...or, is there something really cool on the other side...or both, and it's totally worth it to risk it?"

After a year, my players die much less from the stuff in the first paragraph, but are much more adventurous now and tend to get into other sorts of sticky situations.