1

(52 replies, posted in Crowdfunding Forum)

I'm buying.

2

(52 replies, posted in Crowdfunding Forum)

JimLotFP wrote:

For the campaigns beginning July 1 and ending July 30.

<snip>

Kevin Crawford with Earl Geier

Is this the same Kevin Crawford or Stars Without Number fame? If so, I'll definitely back his adventure!

3

(22 replies, posted in LotFP Gaming Forum)

I'll definitely contribute $110 for it, Does it also cover international shipping (either to Israel or to the UK)?

4

(2 replies, posted in LotFP Gaming Forum)

Thanks for the info!

5

(2 replies, posted in LotFP Gaming Forum)

I'm now reading through the LotFP version of Carcosa in detail and I'm LOVING everything I'm seeing in it. However, I have four questions:

1) How easy is it to run it without the Carcosan dice mechanics, which I don't like very much? I mean, I know that I could simply use D8's for each die, but how well would that work?

2) How fitting is this setting (and the LotFP system in general) to the adventures of one (anti?-)hero and one sidekick rather than a fully-blown 4-member adventuring party?

3) How do you deal with injury considering the absence of healing magic?

4) Carcosa makes reference to GP and SP. Does it use D&D's Gold Standard or LotFP:GH's Silver Standard?

I love this background!

7

(3 replies, posted in LotFP Gaming Forum)

Wow! Your illustrations are amazing!

Both of my LotFP settings - Republic of Zagadur and Dreaded Islands - share similar assumptions and, possibly, share the same world. This thread details my thoughts on how religion and magic, as well as alignment (Law vs. Chaos) functions in my world(s).

The conflict between the natural (Lawful) world and the supernatural (Chaotic) world is eternal. Since its very beginning, Humanity either worshipped the gods of the natural world (Lawful), consorted with Fey and Demons (Chaotic) or shied away from both (Neutral). The Chaotic world seeks to infiltrate and subvert the Lawful world (Changelings - my interpretation of the Elf class - are one example - Fey babies transplanted in place of abducted human babies); the Lawful world fights back; but most people, and many animals, sit on the sidelines in this conflict.

Both the Old and the New Faiths are Lawful. The Old Faith worships a quasi-monotheistic nature/agriculture goddess (of the Maiden-Mother-Crone type); the New Faith worships the Mastersmith, a monotheistic god focused on craftsmanship. The Old Faith has a less aggressive stance towards Chaos, and merely seeks to contain it and to ward against its worst excesses; the New Faith seeks, in theory, to smite Chaos whenever it defiles our reality; in practice, certain types of chaos (such as Changelings and some M-Us) are - barely - tolerated by all but the most fanatical sects. The Lizardmen of the New World (and the nearby Dreaded Islands) have Shamans who are also Lawful.

Most clerics (New Faith), priests (Old Faith) and shamans (Lizardmen Tradition) are level 0 NPCs and DO NOT belong to the Cleric class; for the most part, they lack magical ability, though many have other skills (such as herbalism or medicine) and all enjoy the power of their positions in society; the more devout of them - not all are - may Turn Undead as Level 1 Clerics and even cast spells such as Protection from Chaos as a level 1 Cleric; the most devout may even cast Dispel Chaos as level 5 Clerics; but they lack the other abilities of Clerics, and, usually, have 1 HD and the other stats of level 0 NPCs.

A few clerics, priests and shamans DO belong to the Cleric class; regardless of faith or tradition, they follow exactly the same game rules (though PCs can't be Lizardmen Shamans - only the Lizardman class which I'll detail later on). These are the exception and not the rule - the saints and prophets of the New Faith, the holy women (and men) of the Old Faith, and a few very powerful Lizardmen Shamans. In most cases, especially in the New Faith, the official religious hierarchy dislikes these men and women, in extreme cases branding them heretics. They tend to be adventurers more often than not as they put their gifts to use in the service of the God(ess)/Spirits in the most effective way outside of the church, temple or tribal hut.

Most commoners haven't seen magic in their lifetime, though everyone has heard (very inaccurate) tales of it. The ignorant peasant or his similarly ignorant village priest (or even the educated by politically-motivated city bishop) may call both the Old Faith priestess and the Magic-User sorcerers "Witches"; in extreme cases, when fanatics are involved, they might even burn them at the stake.

Fey are the most common manifestation of Chaos in the Mortal Realm. They dwell relatively "close" to reality, and thus, in many cases, resemble worldly creatures and plants - sometimes even humans - to a degree. Further away from reality lie far more alien things - the creatures summoned by the Summon spell in LotFP. Fey sometimes abduct human babies and replace them with their own - this leads to Human-like Fey being raised by humans (these are the Changelings), and while their standing in society is quite low (most people distrust Fey), they are usually tolerated (usually is the key word here - sometimes a more fanatical sect of the New Faith lynches them).

Low-level Magic-Users usually consort with Fey one way or another. High-level Magic-Users usually learn far more bizarre truths and consort with far more alien beings from Beyond the Veil. Not all Magic Users are servants of the cause of Chaos, but most do dabble in the Chaotic world, and traffick with Chaotic beings - risking their souls in order to gain arcane power.

Of course, the Lawful god(ess)/spirits rarely answer prayers in person, and rarely grant obviously visible powers to their followers. While this doesn't get in the way of most people's faith, some people want to worship gods who bring more immediate results. This is how cults - who usually worship particularly nasty Chaotic beings - attract their followers. Cultist priests usually have much more magic than priests of either faith; they are, however, Magic-Users and not Clerics and learn their powers from their "Gods".

An evaporating cluster would, IMHO, do VERY well with a dying world of Carcosa, a sword&sorcery staple.

Nice!

One idea I have for a Carcosa campaign is to start off, in Sword&Planet fashion, with near-future astronauts (maybe even Traveller characters?) who pass through an anomaly and crash-land on dread Carcosa. In game terms they'll be either Fighters or Specialists, and will start the game with firearms - but only with a limited amount of ammunition; once the bullets run out, it's sword time (until they find some Space Alien rayguns, that is!).

Alternatively, modern-day, Earth-based law enforcement agents investigating a cult (which is trying to summon a Lovecraftian horror, of course), disrupting the summoning ritual - and being thrown to Carcosa by the miscast spell.

11

(10 replies, posted in LotFP Gaming Forum)

I LOVE THIS!

I've had another discussion with her - and she wants to play a Changeling (the "Elf" of this setting - a Faerie raised by mortals) dealing with necromancy and other creepy magicks up to and including creating flesh golems and dealing with monstrous grafts (inspired by the D20 Masters of Madness sourcebook). Oh, and she'll be the ship's doctor!

This is great - she'll be drawn to all sorts of dark lore. I'm even thinking about putting Tower of the Stargazer on one of the islands involved... Not to mention unholy Aboleth and Serpent-Men rituals (Carcosa comes in handy for artefacts, monsters and gear)...

13

(19 replies, posted in LotFP Gaming Forum)

Feel free to adopt this. Thank you for your kind words! big_smile

I've talked with her some more. She wants to play a Specialist, a (privateer?) ship's surgeon and thus one of the most educated people on board. This would be a single-player campaign with me as the Referee and her as the player, but she'll have plenty of pirate NPCs as supporting cast to help with combat. I'm not sure that the ship will have an M-U on it - this will allow me to show many M-Us in a darker light...

Well, I had a talk with my spouse - and she'd like me to run a horror/weird D&D campaign for her soon (for which I'm going to use LotFP). I let her choose between two campaign possibilities - a conspiracy/mystery the City on the Ice-Choked Sea right after the Revolution, or a weird pirate game set in half-uncharted islands populated by dinosaurs (realistic ones - complete with feathers! and HUUUGE teeth!), sentient theropod natives (something between lizardmen and flightless bird-men), weird magic and pirate bases. She chose the latter - YARRR!

So I'm going to put Ice on the Ice-Choked Sea on a hold for the time being and concentrate on piracy (YARRRRR!) and exotic ruins.

The sales pitch for the setting:
Explore the dark mysteries and exploit the fabulous treasures of the Dreaded Isles; brave savage feathered beasts and other horrors of jungle life; explore the lost temples of the fabled Serpent Men; plunder the rich merchantmen of rival naval powers from the Mainland; test your mettle against the fiercest pirates of the blood-dark seas; these and more hair-raising adventures await you far, far away from home on the shores of uncharted islands.

IIRC the spells that Elric uses are usually summoning/banishing spells, as well as some weather effects. So he'd be an M-U or Elf as they are the ones who get Summon, which is his signature spell. He does seem to fit LotFP, however, as he might summon up fire elementals but never launch a fireball or other flashy non-summoning magicks.

On a related note,

I love that!

18

(19 replies, posted in LotFP Gaming Forum)

Thanks!

19

(19 replies, posted in LotFP Gaming Forum)

I've had a moment of inspiration.

I was reading Beedo's Dreams in the Lich House post about Threat Analysis in a Weird Setting, where he discussed a campaign set in quasi-historic Reformation-era Europe and based on the diary of an inquisitor when a moment of inspiration has struck me. I have been thinking for some time about a post-Revolutionary city where conspiracies, both mundane and occult, abound, but now I had a framework for my campaign: the PCs would be agents of the City's equivalent of the Committee of Public Safety charged with investigating various threats to the new Republic.

Not only will this give the PCs a lot of freedom and a powerful patron, but also a reason to adventure: to investigate an root out conspiracies, secret societies and cults of all sorts, not to mention monsters.

I'll talk to Hani about this - she has a keen interest in revolutionary history, so this might appeal to her...

I think that Elric's Strombringer is a fine example of a "weird" magic item. While it is highly effective in combat (in game terms I'd give it +5 to-hit and +1 to the bearer's STR and END modifiers), it also has a will of its own and thus might force its bearer to kill people he'd otherwise prefer to keep alive, including loved ones. It is also highly "addictive" and difficult to leave behind (must pass saving throw to part with it).

21

(19 replies, posted in LotFP Gaming Forum)

First and foremost, after purchasing Vornheim from LotFP, I've decided once more to go for a city of 100,000 people rather than a small town. I think that my mistake, so far, was to try and detail each and every part of the city/town, rather than paint it with very broad strokes; this meant creating a lot of stuff which won't be useful in actual play. Vornheim has inspired me to think bigger, all while keeping away from all the details that might burden me without contributing to play.

That said, I had some interesting and radical thoughts about this setting. In short, I'd like to set it a few years after a major revolution which has deposed the city's ruling Duke, as well as large parts of the nobility, and won independence for the Zagadur Peninsula from the mainland kingdom.

Why a revolution? Because that means instability, factionalism, monarchist conspiracies, revolutionary conspiracies and all the attendant chaos - in short, a TON of adventuring opportunities as well as openings for ambitious players to gain wealth and power.
Revolutions also mean an opening to all sorts of radical new ideas to be put to play, from mad scientists (Frankenstein!) to steampunk to particularly weird magic.

Inspiration will come not only from the French Revolution but also from other revolts and revolutions in history, from Dolcino's revolt through the Hussites and the German Peasant War to the English and American Revolutions to the Paris Commune. All of these mean a lot of ideas, plots, factions and conspiracy. Like the game deserves.

The New Faith will survive the Revolution, but sectarianism will intensify inside it, leading to secret religious wars conducted in the dark with cloaks and daggers, especially between the Forge (conservative) sect and the Anvil (reform) sect, both worshipping the same God, but sharply disagreeing on how to interpret the holy word.

The Revolution will also work well with the Stonehell megadungeon module; the Duke used to dump his opponents into Stonehell, and now that his reign is over, promises of gold and glory - as well as potential rescue missions - draw intrepid souls to it.

In short, a lot of chaos and infighting. And conspiracies. And much, much darker things emerging from the cracks of old society to haunt the new one.

What do you think about this? Will it work?

22

(3 replies, posted in LotFP Gaming Forum)

All right! You've convinced me - I've purchased it both in print as well as PDF!

23

(3 replies, posted in LotFP Gaming Forum)

I'm seriously contemplating the purchase of the Vornheim complete city kit. The reason for this is that I'd like to arrange an urban campaign of my own, set in a city of 100,000 residents in my own, ice-age steampunk world. So anything which could help me prep and run a large city would be great. I must stress, again, that I do not intend to run Vornheim as-is, but rather use it as a toolkit to build my own city.

Would Vornheim be useful for such a task?

Any more takes on this? big_smile

In a similar vein to this thread, I'm curious about how you would conceptualize the famous weird-fantasy anti-hero, Elric of Melnibone, in the middle of his adventures in Stealer of Souls (about the time he cheats the merchants and kills that sorcerer). Would he be a "pure" M-U, or rather an Elf (to represent a Melnibonean)? And what level would it be?

My general idea is to stat him as a 6th-level Elf, who has a powerful sentient magic sword (Stormbringer) to which he is addicted, and who uses the Summon spell a lot...