I'm current reading Michael Michael Moorcock's Stormbringer for the first time, after finishing The Stealer of Souls for the first time last week. Not only are these superb Sword and Sorcery novels, but they also seem to fit the LotFP milieu quite well: magic is nasty and frightening, magic items are weird, and monsters are horrible. Just like I like them.

This is... An interesting direction for  the game. Like Beedo said, it feels a bit like Call of Cthulhu with D&D mechanics, which is a nice thing.

For some reason the very idea of nuking a Great Old One to radioactive dust just doesn't feel right to me. I mean, humans should be able to banish them, disrupt one or two of their plans, kill their minions, even ward them away for a while; but, at least the way I read Lovecraft, there is no way to get rid of them forever, especially for the highly temporary and limited human mortals. Sure, you can try dropping a nuke on Shub Niggurath, but the result would probably be it coming back, this time with mutations and radioactive attacks. Oh, and I completely agree with humanity wiping itself out in the end; after all, we exist only temporarily, and we are just a tiny footnote in the history of the universe; at least this is what i think Lovecraft meant.

29

(2 replies, posted in LotFP Gaming Forum)

I think I might create a custom class based on the Elf but with Architecture rather than Search and no Surprise bonus.

30

(2 replies, posted in LotFP Gaming Forum)

My spouse Hani has asked me a few days ago to play again in our old one-on-one D&D campaign centered around Barin, a Dwarven alchemist, and his adventures. Our old game began around 2008 using D&D 3.0E, where Barin was a Dwarf Wizard (with an NPC Cleric played by me). We got tired of the paperwork involved with 3.0E (especially when prepping) in 2009 and thus moved to BFRPG, which fit my prep style much more closely; then I house-ruled that Barin could still be a Magic-User, despite being a Dwarf. We had fun with it until my burn-out in 2010.

So now we're planning to re-imagine and re-start this campaign. I think we'll be using Lamentations of the Flame Princess: Grindhouse Edition as I simply LOVE these rules, even if this won't be a honest-to-Cthulhu 100% weird-fantasy game as the rules assume but rather a hybrid of "regular" D&D with weird fantasy.

One question I have is how to handle Barin. One way would simply to make him a Magic User as per the rules, with NO Dwarf traits - after all he spent his time in the laboratory and library rather than in the deep mine. Another option would be to create a modified version of the Elf class, called Dwarven Alchemist, with Elf XP progression and HP and Dwarven traits rather than Elven ones (Architecture rather than Stealth, for example). What do you think would be optimal?

Another thing I'll have to think about is the campaign itself. Last time we explored an abandoned Dwarven city. My idea is to explore a Dark Elf city this time, with all the attendant sword & sorcery implications (Cthulhu-type gods, strange temples, even stranger labs and so on). Of course, the way I usually use Dark Elves in my campaign is as a more shades-of-grey culture rather than the 100% Evil(tm) D&D version - sure, they worship weird gods and have slaves (but so did Rome), but are not frothing in the mouth villains, rather being more like the Dunmer from Morrowind (one of my favorite computer games).

So he'll be sent by Gelin, the Dwarven queen, to the remote village of Surabka in the allied human kingdom of Valiesk where Dark Elven ruins have been uncovered; Barin's job, scholar that he is, would be to explore the ruins and return whatever relics and secrets it might hold for the glory of the Dwarven Realm of Argexia.

Note that the Dark Elven city will actually have a significant surface component, as we've already dealt with megadungeons, and surface exploration would be a welcome change.

Ideas would be welcome.

31

(19 replies, posted in LotFP Gaming Forum)

I will now try to figure out the demographics of Zabreba, our coastal town.

First, I've decided that Zabreba is actually composed of two distinct components - the walled Old Town and the ramshackle New Town.

The Old Town dates back several centuries, and is mostly medieval in construction, and also quite cramped; it has 2,000 residents, including most nobility, the old urban middle-class (i.e. craftsmen and merchants) and almost all fishermen. It follows the standard Medieval Demographics Made Easy distribution.

The New Town has sprung up in the last 25 years, following famine in the countryside and "enclosure" enacted by several rural nobles, which have, taken together, driven large numbers of peasants to the city. These disenfranchised peasants were the perfect (that is, cheap) work-force for the up-and-coming merchants who started developing manufactories around the new iron mine up-river from the Old Town and around the new shipyards. Most such incipient industrialists reside in the Old Town, in palaces sold to them by nobles who were too deep in debt, but the richest live in their own mansions a short distance from Zabreba itself. The New Town has a population of 7,000, but lacks many of the businesses expected in the "well-balanced" town according to Medieval Demographics Made Easy due to the fact that almost all residents are extremely poor.

So what do we have in the Old Town?
3 Noble Households (2 minor, 1 major)
7 Wealthy Merchants (5 minor, 2 major)
45 clergy and monks of the New Faith and one Priest
5 clergy of the Old Faith
12 City Watchmen (not including men-at-arms for the nobles)

5 Jewelers
5 Taverns
1 Inn
2 Bakers
2 Wine-Sellers
2 Hatters
2 Saddlers
1 Woodseller
1 Magic Shop (who is also the antiquarian and all-around weird guy)
1 Bookbinder/Seller/Illuminator/Printer (there are printing presses in this setting)
1 Butcher
3 Fishmongers
1 Beer-Seller
1 Spice Merchant
1 Blacksmith
1 Painter
1 Doctor (and 5 more unlicensed doctors - or midwives?)
1 Locksmith
1 Public Bath
1 Sculptor
1 Ragmaker
1 Cutler
3 Lawyers

So what do we have in the New Town?
3 Wealthy Merchant Households (major, in the countryside near the town)
150 clergymen of the New Faith and 5 priests of the New Faith
35 City Watchmen (not including factory guards and assorted thugs)

18 Taverns (mostly in horrid conditions)
8 Jewelers
7 Old Clothes
3 Weavers (and one big textile manufactory)
3 Carpenters (and two larger timber mills)
4 Bakers
2 Woodsellers (actually those are the timber mills)
1 Blacksmith (plus a very big steel mill)
1 Spice Merchant
2 Doctors (and 20 more unlicensed doctors - or midwives?)
3 Locksmiths
3 Inns (in bad condition)
4 Tanners

32

(19 replies, posted in LotFP Gaming Forum)

Thanks!

33

(19 replies, posted in LotFP Gaming Forum)

After some thinking, I got to the conclusion that a large city would be a bit overwhelming for my NPC-centric gaming style. I'd like to have something more personable on hand, maybe a port town, called Zabreba, with 2,500-5,000 residents. This will probably have a few nobles and merchants present, and about two inns, one small bookstore and one or two "magic" (i.e. ingredient) shops.

2,500-5,000 residents - still enough for very cool urban adventures IMHO, but much more personable than a large city.

It won't be a city-state per se. HOWEVER, the Kingdom of Zagadur would be quite weak and corrupt, so the King will rarely be able to intervene in local affairs, leaving the Mayor as the de-facto supreme authority in Zabreba.

It will still be an ice-age setting, with domesticated Mammoths used as draft and war animals, and huge beasts roaming the countryside, hardly held in check by the City watch in the lack of any real support by the King.

34

(19 replies, posted in LotFP Gaming Forum)

Input would be welcome smile

35

(19 replies, posted in LotFP Gaming Forum)

As part of my work on the City on the Ice-Choked Sea, I'm trying to figure out the general make-up of the city's population, and, particularly, the rarity of classed and leveled characters in the City.

Note that the City is a well-established city with early-industrial technology and an incipient industry; technology should look like something out of the Age of Sail rather the Middle Ages, with Mad Scientists getting into steampunk proper.

First, I'll have to decide how big the City is. Of course Medieval Demographics Made Easy is an excellent reference, but I'm aiming towards something more similar to the Age of Sail (circa 1600-1800) rather than the Middle Ages themselves (that article gives examples from the 1400s). What I have in mind is a population of about 100,000, of which about 70,000 are the relatively new urban working-class formed by newly (last century) disenfranchised peasants. Most new workers live in ramshackle slums around the harbor and the industrial districts, outside of the old city walls. The remainder are mostly urban craftsmen and merchants, with a small nobility (about 1,000 people split into 3-5 major families and numerous lesser houses) and a wealthy merchant class (about 2,000 people split into numerous families). There are also about 3,000 clergy and monks of the New Faith.

A good source of inspiration for the class and level breakdown of the population is this EnWorld thread. However, I feel that with the large amount of mercenaries, guards and thugs attracted by such a fractured, decaying city, there would probably be more Fighters and Specialists in the population than the 1E assumption of %1 classed characters. What I have in mind are about 5% classed characters, of whom 2% are Specialists, 2% Fighters and 1% all the rest of the classes (including level 1 or higher Changelings and Elders - i.e. Elves and Dwarves). So we're talking about circa 2,000 Specialists, 2,000 Fighters and 1,000 other classed characters (200 M-Us, 300 spellcasting Clerics, 400 Changelings and 100 Elders).

As for Changelings and Elders, they should be a minority. Changelings are 5% of the total population, Elders are 1%.

So the class breakdown I'm thinking about is:

Level 0 Normal Men/Women
5,000 Warriors (higher end of HP, usually armed with something - thugs, guards, rank-and-file soldiers and so on)
84,600 Non-Warrior Normal Humans
4,500 Level 0 Changelings
900 Level 0 Elders

Fighters
1,000 Level 1 Fighters
500 Level 2 Fighters
250 Level 3 Fighters
125 Level 4 Fighters
62 Level 5 Fighters
32 Level 6 Fighters
16 Level 7 Fighters
8 Level 8 Fighters
4 Level 9 Fighters
2 Level 10 Fighters
1 Level 11 Fighter

Specialists
1,000 Level 1 Specialists
500 Level 2 Specialists
250 Level 3 Specialists
125 Level 4 Specialists
62 Level 5 Specialists
32 Level 6 Specialists
16 Level 7 Specialists
8 Level 8 Specialists
4 Level 9 Specialists
2 Level 10 Specialists
1 Level 11 Specialist

Clerics
150 Level 1 Clerics
75 Level 2 Clerics
36 Level 3 Clerics
20 Level 4 Clerics
10 Level 5 Clerics
5 level 6 Clerics
3 Level 7 Clerics
1 Level 8 Cleric

Magic-Users
100 Level 1 Magic-Users
50 Level 2 Magic-Users
25 Level 3 Magic-Users
15 Level 4 Magic-Users
6 Level 5 Magic-Users
3 Level 6 Magic Users
1 Level 7 Magic-User

Changelings ("Elves")
200 Level 1 Changelings
100 Level 2 Changelings
50 Level 3 Changelings
25 Level 4 Changelings
15 Level 5 Changelings
6 Level 6 Changelings
3 Level 7 Changelings
1 Level 8 Changeling

Elders ("Dwarves")
50 Level 1 Elders
25 Level 2 Elders
15 Level 3 Elders
6 Level 4 Elders
3 Level 5 Elders
1 Level 6 Elder

How much would these numbers (in a 100,000-people city) fit a LotFP campaign?

Also, assuming an ice-age on one hand and higher-than-usual technology (and mammoths as draft animals) on the other hand, how many 24-mile-wide hexes would be necessary to feed a 100,000-resident city?

Decision time: I have to decide which races to include in my world.

In a more tropical setting, I think I would've used lizard-men and serpent-men, as both of these races fit squrely into the sword & sorcery milieu. But since my setting is cold and icy, with some Norse and Slavic connotations, I think that I'll use the following races:

1) Humans. The vast majority.
2) Sea Blood (i.e. Deep One Hybrids), who belong to the big Noble Houses. I'm not sure if I'll let them be PCs, though; but they'd make great villains.
3) Changelings, who are Fey babies placed in cribs from which the Fey have abducted Human babies. They are essentially Fey, but raised by Humans, so they belong to both worlds. Use Elf stats as-is.
4) Elders/Dwergar. They are a dying race who once ruled a vast empire in the now-frozen North, evolved Neanderthals who moved deeper and deeper underground as the glaciers ate through their homeland. Use Dwarf stats as-is.

Anyone not Human (except for young Sea Blood who could pass as Humans) is subject to prejudice and, for the very least, a -2 penalty to Reaction when interacting with mainstream Humanity.

37

(19 replies, posted in LotFP Gaming Forum)

In a more tropical setting, I think I would've used lizard-men and serpent-men, as both of these races fit squrely into the sword & sorcery milieu. But since my setting is cold and icy, with some Norse and Slavic connotations, I think that I'll use the following races:

1) Humans. The vast majority.
2) Sea Blood (i.e. Deep One Hybrids), who belong to the big Noble Houses. I'm not sure if I'll let them be PCs, though; but they'd make great villains.
3) Changelings, who are Fey babies placed in cribs from which the Fey have abducted Human babies. They are essentially Fey, but raised by Humans, so they belong to both worlds. Use Elf stats as-is.
4) Elders/Dwergar. They are a dying race who once ruled a vast empire in the now-frozen North, evolved Neanderthals who moved deeper and deeper underground as the glaciers ate through their homeland.

Anyone not Human (except for young Sea Blood who could pass as Humans) is subject to prejudice and, for the very least, a -2 penalty to Reaction when interacting with mainstream Humanity.

Well, I'm not 100% sure if they're dying, but at least they are WAAAY past their prime and their empire has fallen. They should be uncommon, but still around. And their social rank won't be high, to say the least - the local nobility considers them to be vermin and not everyone thinks they're Human.

I also use Changelings, though, in my case, they are actually Fey put in place of abducted Human infants and thus raised by Humans rather than escaped abducted infants. My City on the Ice-Choked Sea campaign also has no Dwarves or Halflings - only Humans and Changelings, and Changelings are partially outcast, so this setting is quite anthropocentric (which is as I like it).

EDIT: I'm actually thinking about allowing Dwarves in my City campaign as Elders - evolved Neanderthals who once ruled an empire in the now-frozen North, and now a dying race. What would you think about it?

40

(19 replies, posted in LotFP Gaming Forum)

I think that, in most sword & sorcery worlds, the average person will not use the term "Magic-User" too much; indeed, I am not even sure if a typical commoner will know the difference between a Magic-User and certain kinds of Clerics. In fact, in my City on the Ice-Choked Sea campaign, some Clerics (those of the Old Faith) will be considered Witches by the New Faith and many of its lay followers; on the other hand, the priests of various esoteric faiths - such as nature worship, "demon" worship and Fey worship would be, in game terms, Magic-Users.

The average commoner in the City knows, of course, that magic - both Lawful and Chaotic - exists, and that otherworldly beings exist as well. However, magic, particularly high-level, is uncommon, and not everyone has actually seen a spell cast in their lives. So misconceptions, both intentional and unintentional, abound.

To the ignorant peasant in the countryside does not know much about the difference between a low-level Fey-related Magic-User and a low-level priestess of the Old Faith. Both will be either called Witches and feared, or called Wise Women or Hedge Wizards and relied upon for spiritual help, depending on their relations with the locals. None will have, in most cases, much magical power, but a few weak spells here and there will be enough to give them a reputation.

Well-off City-dwelling Magic-Users usually fancy themselves to be Scientists, Renaissance Men, Doctors, or, for the very least, Scholars or Alchemists; many actually hold academic degrees from the University of Zagadur or other, foreign, universities. Others, less affluent, would be known as sooth-sayers, fortune-tellers and the like in the Market District and the slums.

The Old Faith priestesses tend to be quite reclusive in these days for the fear of prosecution, and are far more common in the deeper, wilder countryside than in the City. They rarely advertise their worship any more, but rather carry it in the shadow of forests and mountains (or the City's sewers), and sometimes perform the duty of a Midwife or Wise Woman of a village or a slum.

The New Faith sees, in theory, all magic-using characters who are not Clergy as Witches, Heretics or far, far worse. In practice, except for the most fanatical sects, the New Faith begrudgingly accepts the existence of the more well-respected urban Magic-Users as a necessary evil which could be contained but cannot truly be eradicated.

41

(19 replies, posted in LotFP Gaming Forum)

I think I'll call this city Zagadur.

Anyway, I've been thinking about how magic interacts with the setting as a whole. In LotFP, like in most D&D-type games, there are two types of magic - D20 calls them Divine and Arcane, while LotFP calls them Lawful and Chaotic. I'll stick with that LotFP definition - and give it a meaning in the game world. No, there isn't a total war going on between Law and Chaos in this world; things are more complicated. Chaos is unnatural, unworldly, yet intertwined with the rest of creation. Law is the natural world, the mundane (and divine?) "reality".

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 tolerated by all but the most fanatical sects.

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.

42

(19 replies, posted in LotFP Gaming Forum)

Of course smile

There would probably be multiple - and rival - criminal organizations, at least 2-3. Wars among thieves are fun.

43

(19 replies, posted in LotFP Gaming Forum)

I've been thinking about politics in the City, and am strongly leaning towards making it a city-state. That would make having a chaotic wilderness quite easy - the City defends itself and watches the main roads to its trade partners (as well as the farm supplying it with food), but stray from the main roads and things will be in quite a disarray.

Regarding the City's armed forces, I think that a multitude of them will serve both setting and game quite well. Noble Houses will have their own Men-at-Arms; the City Council will employ the (quite corrupt) City Guard to police the city and defend the roads; and the City Council will employ mercenaries (think the Italian Condottoeri of the 15th-16th centuries) when engaging in warfare with other city-states or nations. With order deteriorating and politics being in a state of flux, there are MANY armed factions with the City's walls. And as long as the PCs won't be marching around in field plate with cannons in tow, or start attacking by-passers in the middle of a street, I don't think that a breastplate, a rapier or even a slung musket will draw too much attention.

The City was founded approximately 700 years ago by several (3-5) bands of adventuring Vikings, the leader of each establishing a Major Noble House; later on, other people of power became Minor Houses. Today, the City is managed by a Council composed of representatives of all Noble Houses (the Major ones having more votes than the Minor ones) and the clergymen of the New Faith. There are also some upstart wealthy merchants and industrialists who would like to have a bigger say in politics - some would even prefer to get rid of the Noble Houses altogether and let the merchants and industrialists run things - and their money gives them a clout. So far the conflict between the Noble Houses and the Merchants hadn't exploded into much overt violence, though.

I kinda like the LotFP implied idea that M-U magic is somewhat foreign to the mortal world; it gives M-U magic a distinct flavor when compared to Cleric magic, which is something I like in games that keep the M-U/Cleric divide.

In a world where Law and Chaos have an in-game meaning, and possibly are opposed to each other, how can a Cleric (who is always Lawful) adventure in the same party with a Magic User (who is always Chaotic)?

46

(19 replies, posted in LotFP Gaming Forum)

I've been thinking about yet another, this time final, revision of my old Wounded Gaia setting over the last several weeks. My original intention was to move the setting into a hard-line post-apocalyptic milieu, with tiny communities of survivors living underground while the surface is frozen and wild. However, I discussed this with my principal player, my beloved spouse Hani, and she remarked that she has already seen enough post-apocalyptic and/or wilderness and/or underground settings in our last RPG campaigns, and that she'd like to try something different for a change. The two ideas we raised together were either a pirate campaign or an urban campaign. We choose the urban one.

This got me thinking, like conversations of this type with Hani usually do. And here is the rough idea that I have developed over the last few days.

My main sources of inspiration are Thief: Dark Project, my second all-time favorite computer game (the overall all-time favorite is of course the immortal System Shock); Michael Scott Rohan's Winter of the World saga; Slavic and Nordic Folklore (especially faeries); Lovecraft's Shadow Over Insmouth; Tony DiTerlizzi's and Holly Black's Arthur Spiderwick's Field Guide to the Fantastical World Around You; Age of Sail Britain (especially in the 16th-17th centuries); Arcanum: of Steamworks and Magic Obscura, another computer game; and possibly also Balzac's Le Père Goriot and Restoration-era France with all its attendant corruption.

My preferred rule-set for this would be Lamentations of the Flame Princess: Grindhouse Edition.

What I want is a campaign set in a major city, a major port city in the Kingdom of Zagadur. The Kingdom, as well as the City, are in the state of social flux as the old nobility decays while the new merchant class rises in power, creating vast rifts in the social fabric. Technology is also rapidly advancing, and the conservative nobility is slow to catch the latest innovations. It is a city of extremes: sprawling slums filled with newly-arrived displaced peasants in stark contrast to the brand-new expansive mansions of the rising merchant stars; crumbling noble castles in contrast to the modern factories; rational science as opposed to old occultism and to the much newer mad science; and the Old Faith as opposed to the iron-fisted New Faith.

The city's harbor is excellent in the spring, summer and autumn, but ice-choked (though not completely frozen) in the cold winter.

For the resident of the slums, this is urban hell; for the enterprising thief or thug-for-hire, this is heaven.

Technology is more advanced than in a typical fantasy setting, and is an anachronistic mix of Renaissance, Age of Sail and early Industrial Revolution tech, with mad scientists creating completely fantastic clockwork and steam devices. Firearms have replaced bows and crossbows for the most part, while not yet rendering armour, swords and pole-arms obsolete; firearms would use very similar rules to Crossbows, but be much, much noisier (so hunters and other people who wish to be silent would still use bows, crossbows and blowguns).

The dominant religion is the New Faith, a monotheistic religion (inspired by Thief: Dark Project's Hammerites) who worships the Mastersmith and who sees its duty to crush Chaos (and the heathenly Old Faith) with a sledge hammer. The Old Faith, which worships the Triune Goddess (modeled after Hecate), still lingers in the countryside and the slums, as well as in the hidden chambers of some of the nobles. Both of these Faiths are Lawful in game terms, as they seem to smash (New Faith) or safely contain (Old Faith) the Fey and worse unnatural forces; both have, in game terms, Clerics. Most cultists and witches who do not belong to either Faith are Chaotic, consort with Fey or with worse beings, and are, in game terms, Magic Users.

The climate is very cold. In the past, approximately 1,500 years ago, the Northern Empire (to the far north from Zagadur) was a shining beacon of civilization and magic. But the Empire's mages made pacts with Chaos, and, some say, have injured the Triune Goddess herself. This brought about the Great Winter, which still lingers, and the fall of the Northern Empire to Chaos. The climate and ecosystem now resemble Europe in the last Ice Age, megafauna included; mammoths have been domesticated and used for labor, while beasts such as sabertooth cats and wooly rhinoceroses roam the wilderness where civilization does not hold sway.

The Fey are an active, and potent, force on this world. They are Chaotic and not part of the natural order, though not all of them are malevolent. Their magic is Chaotic, and many rural Magic-Users learn their magic from the Fey. Elves (which are Fey in this world) sometimes kidnap babies from their cribs - even in the City as long as a New Faith temple is not close by - and replace them with Changelings of their own kin. These Changelings, when raised by Humans, still retain some of their Faerie heritage, and, in game terms, they use the rules for Elves and replace them. Changelings have a negative social stigma, as do Magic-Users who do not keep their abilities in the shadows (or masquerade as alchemists, scientists, apothecaries and similar respectable professions); most noble or rich families will abandon Changeling babies in the Slums to their fate (most die; some are adopted by poor families).

(as far as I've thought about it, I think that there is no need for Dwarves or Halflings in this world, though you might convince me otherwise).

There should be some dark secret for the Nobility; my current idea is that they are other Deep One Hybrids or Snake Men Hybrids. Vampires are probably out as I've used them enough in previous games and want something new.

Note that both City and Kingdom are crumbling. The monarch has little control of the deep countryside (far from the major cities); and the city is an armed camp, with almost any noble or rich merchant having his or her armed private guards, some of which are better trained and equipped than the corrupt (and often drunk) City Watch. Crime thrives, and so does intrigue.

47

(2 replies, posted in LotFP Gaming Forum)

Thanks for the clarification smile

48

(2 replies, posted in LotFP Gaming Forum)

The Monthly Wages given on the Retainers table on p.47 of the Grindhouse Rules and Magic book are always ten times the daily wage. It seems a bit strange to me - using a six-day work-week, NPCs would labor for at least 24 days a month, so they should earn at least 24x the daily wage as their monthly wage, if not more.

49

(2 replies, posted in LotFP Gaming Forum)

On p.34 of the Grindhouse Rules and Magic book, Intervals for aging are given in numbers, but with no discriptor; so how often do you have to roll for aging once you reach the given ages - once a month? once a year?

50

(54 replies, posted in LotFP Gaming Forum)

Another house-rule I'm considering: instead of rolling 3d6 six times in order for your ability scores, roll 3d6 six times and assign to your abilities as desired. If you have a total of less than +1 for your modifiers, you can reroll. This house-rule is designed for my smaller-than-usual group size, to allow the player(s) to have a wider selection of characters without making them too powerful.