Losing friends to a game is sort of a hint that something went wrong. Generally the unstated point of any game is to have something fun to do with your friends.

Games like this require pretty clear communication with your players. People don't all play RPGs the same way and there are two methods of handling that as a GM. You can ignore it and run things your way, in which case you'll burn through unhappy players. Eventually you may get lucky enough to stumble over people who randomly play in a style similar enough to yours that you mesh, but that can be a lengthy and frustrating way to go. The other option is to get a read on what type of game your players want, mix in the things you also have fun with and find a middle ground. Make forays outside of people's comfort zones sure, but you shouldn't be spending the entire game there. For example, you may enjoy seeing your players get frustrated but that's a sign they're not having fun anymore. A little frustration can make an eventual resolution feel that much better but a lot is just going to kill your game and drive off your players.

When PC death is going to be common in any game you need some buy-in from your players. They need to be aware that this will happen and be okay with it. Someone else here can probably explain how to do that better than I can. You also generally need to avoid volunteering your players to sit around the table with nothing to do for extended periods. Limiting that is one of your jobs as a GM.

For perspective on where I'm coming from, my personal style appears to be a bit less lethal than is standard for this game. I run the modules mostly as-is but when I add stuff in it tends to be either fairly normal stuff to draw a stark contrast with the weird bits or it's more toward the weird fantasy side of things and not necessarily overtly lethal. At one point as an in-between thing I had the PCs wander across a village where I mixed Stepford wives and Cthulhu-ish transformation so the guys were trading in the women in their lives to become very well-mannered squid-headed monsters. The guy would see "his" girl as attractive and enchanting and normal looking, while everyone else saw her as having a squid-head (but if he was "in the know", this wouldn't disturb him). If the PCs killed one (easily done) she'd come back the next day like nothing happened and I'd start describing things in a more paranoid fashion for that PC. Seeing them was just disturbing but thinking you'd killed one and having it come back would drive you batty eventually. Was fun for me and the players, although it also freaked them out a bit.

When I ran this the group seemed quite interested in the cabin. They poked around it a lot but spent comparatively little time dealing with the locked door in the chapel. It gave me some ideas on how to handle puzzles in the future (mainly descriptive tricks). But this one was a bust with this group.

I don't know that there's any big take-away from that though, this group basically handled every adventure as an excuse to go in, grab whatever wasn't nailed down and run away before getting so much as a quarter of the way through. After a few runs like this, including Death Frost Doom, I decided there was a big disconnect I wasn't able to bridge and I've been taking a break from running this game for awhile.

I recently used this as an intro to LotFP for myself and a couple players. The implication with the priest was that he would torture them and it wouldn't really work. Although the description of the changelings makes me think they'd go for being him. Imagine all the trouble you could stir up that way. I haven't gone that route, at least not yet.

I later had a session where only one player could make it, a devout witch-hunting cleric. Ran that character through a very questionable witch hunt in a small village where it seemed like the accused was pretty likely to be innocent. Was sort of tempting the cleric to try the "torture them all and let your deity sort them out later" approach but the player decided not to go quite that far. Started running Better Than Any Man a couple adventures after and decided the accused and her kid sister could be among the people seeking help from the Karlstadt witches. Specifically she could pick up first level magic-user by taking the offered classes. And other PCs have met her by now. Should be fun watching them tie themselves in knots over what to do with her.


(1 replies, posted in LotFP Gaming Forum)

I'm just getting started with the system myself so I don't have much to add.. I've only run the adventure in the back of the Grindhouse referee book and I've read a couple other published adventures. They reminded me how incredibly useful a timer can be. Given the location I'd think weather could make for one hell of a timer. Get done and get out before something really nasty blows in.


(4 replies, posted in LotFP Gaming Forum)


Apologies if I missed it but I had a hard time finding character sheets for the game. The current rulebook doesn't have a copy of a blank character sheet in it to print from so I used the one I found in a search engine at the link below:

http://www.lotfp.com/RPG/uploads/pdf/Ch … dhouse.pdf

It looks like the character sheet in the back of the Rules & Magic book. Any chance we can get a link to it under the links for free stuff on the main page?


(216 replies, posted in LotFP Gaming Forum)


I'm 40 and live around Chicago, Illinois.
I've been playing RPG's off and on since I was about 7. I'd heard of LotFP awhile back but initially didn't think it would be my kind of game. But I kept hearing it had a lot of creative stuff going on so I decided to pick it up thinking I'd be most likely to cherry pick the neat stuff and use it in another system with horror elements. But I was with a couple of the people I game with when I grabbed the book and they asked what it was. I showed them and it blew their minds. So I'll soon be running my first D&D/d20-based game since grade school for a group that never saw the old school games the first time around. I suspect that much like a successful doomsday cultist they will live brief, ecstatic lives.

I'm into a lot of different systems from running Earthdawn, Amber Diceless, Big Eyes Small Mouth, or Fate to playing  Pathfinder (tried playing D&D 5th but it bored me pretty quickly). The different approaches to gaming are interesting and it's why LotFP has me interested far beyond just seeing a retro style game again. The tension between the amazing artwork on the one hand that draws you in and makes you think about how the world looks and feels on the one hand and the approach to monsters being unique terrors on the other should fuel a lot of gaming goodness.