51

(4 replies, posted in LotFP Gaming Forum)

Thanks smile

52

(4 replies, posted in LotFP Gaming Forum)

And what is the official answer?

53

(7 replies, posted in LotFP Gaming Forum)

It is essentially semi-reskinned Deep Ones. Yes, the Serpent Men have hideous agendas, but the Serpent Blood typically don't know of their heritage until they reach an advanced age (and even then, not everyone does).

54

(7 replies, posted in LotFP Gaming Forum)

Also, Lizardmen are somewhat different from Dwarves as they can hold their breath for a longer time and swim at their full speed.

55

(7 replies, posted in LotFP Gaming Forum)

More or less so.

However, Lizardmen are a little stronger than Dwarves, due to the many complains I've heard about Dwarves being relatively weak. Oh, and they are using different skills.

56

(7 replies, posted in LotFP Gaming Forum)

I've written up classes for Lizardmen and Serpentmen to replace Dwarves and Elves, respectively, for a more sword & sorcery feel in Lamentations of the Flame Princess: Grindhouse Edition.

Grab them HERE.

Comments would be welcome big_smile

My current thoughts are tending towards a 250-years-old colonial town built over Serpentmen ruins. The Old Nobility - descendants of the first explorers and conquerors - had intermixed with the remaining Serpentmen and thus acquire their looks as they grow in power and/or as they age, and they have also inherited their sorcerous abilities. The native Lizardmen were once the slaves of the Serpentmen, but have rebelled and destroyed most of their former masters a long time (say, 300-500 years) before the arrival of the foreign colonialists. Most Lizardmen follow their own totem spirits, but a few still secretly worship their former masters and make Lizardman (or human!) sacrifice to the Feathered Serpent.

The new Merchants have recently arrived from the Old World with a lot of capital and new know-how, and are trying to grab the local economy.

Hmmm... Which cultural motifs will fit it well? For the Insmouth-equivalent I've been intended to use British motifs, but this would probably need different ones.

As for the lost Serpent-Men civilization, I'm thinking of using Mesoamerican (Aztec?) motifs for them; the Lizard-Men would still have cults making human sacrifices to the Feathered Serpent...

I am considering a potential twist on this.

What if instead of a coastal town with Deep-One-blooded nobility and dying Duergar, there would be a tropical (or swamp?) town with Serpent-Men-blooded nobility and wild Lizard-Men who were once the Serpent-Men's slaves until the Serpent-Men empire collapsed and Man has ascended? This might be less predictable than the Insmouth plot, and the Serpent-Men blood does carry a lot of sorcery... Underneath the town, there would be the long-forgotten warrens of the old Serpent-Men settlement full of sourcerous wonders and horrors...

To elaborate, there are two major plot lines I'm thinking of.

The first revolves around the dark secrets of the old nobility of the coastal region (not just the town), called the Captains, which is known as the best fishery in the kingdom. The reason for this is that the the Captains, in their distant past, have made a pact with the Sea Devils (AKA Deep Ones), allowing them to cross-breed with the noble families (and giving them the occasional human sacrifice) in return for vast fishing yields as well as sorcerous knowledge. Older members of the Captains' families have 'the look', and even older ones "are buried in the sea" (actually go to the sea to become Sea Devils).

There are many ways the PCs could tumble upon these dark secrets. Of course, a noble-born PC would not know of his/her true heritage, but will learn of quite disturbing clues about his/her family's past; when he/she will start developing deformations and having dreams about going to the sea and worshiping Dagon, he/she might want to investigate. Alternatively, the PC(s) might inherit an old sea-side manor of one of the Captains... Barring a noble-born PC, there would still be kidnapping in the town (cultists gathering human sacrifices for the Sea Devils), as well as rumors of VAST wealth buried underneath the Captains' manors in the Old Quarter...

The second involves sandbox-style factional struggle within the town. You have the Captains against the new industrialists; the Thief's Guild against the Watch; workers' struggle against the industrialists and the horrible conditions at the manufacturies; the Circle of the Just (anti-monarchist revolutionaries) against the Captains and the King's gendarmes; the Church against the new Academics (some of which are M-Us); and so on. The PCs could choose to side with a faction and help it against its enemies.

Also, don't forget the economic effects of the Revolution and the Restoration that followed.

Restoring itself to power had cost the monarchy a huge amount of money, and the King is deep in debts to several kingdom-level bankers. This has three main effects. First, the kingdom-level bankers have HUGE amounts of capital to invest in various ventures (industry, long-range trade, the sheep and wool business). Second, the bankers make sure that the heavy taxes, levied to pay back their loans, fall on the commoners, and part of the nobility's income (the nobles can keep much less of the taxes they gather as they have to give more to the King) and not on their new investments (merchant ships, sheep farms, factories). Third, as many nobles drive off their serfs to replace traditional agriculture with the more profitable sheep raising, the towns and cities are now full of cheap, non-guild labor provided by displaced peasants.

Kobayashi wrote:

Or maybe the town could reflect that : a new town, made of factories, inhabited by a poorly paid workforce, slowly starting to flourish. An old town, ruled by the nobility, where most of the fishermen live.

Exactly.

The older part of the town, based on fishing and smaller-scale coastal trade, is declining. The newer parts of the town, composed of factories, is badly constructed and has a very impoverished population of industrial workers, but is slowly becoming a boom-town, especially due to a new, nearby iron mine and a new shipyard. Of course, the industrialists and bankers are now making a fortune... Unlike the old nobility, and their traditional fishermen subjects, who are way past their prime.

Also, new fishing methods, employed elsewhere, have lowered the price of fish and reduced the advantage the town had in terms of fishing yields.

A university would be a great idea - especially an ancient one with many secrets - but would it fit a small town (say, population around 5,000) well? If not, I might try a monastery, as some monastic orders could be quite scholarly.

I have some vague ideas crawling around my head about a potential setting for a Lamentations of the Flame Princess (Grindhouse Edition) game. Unlike my previous, wilderness-centric D&D settings, this setting will be urban, and with a somewhat more advanced technology than usual D&D, to follow LotFP's Renaissance atmosphere. Inspiration would be Lovecraft's works, Michael Scott Rohan's Winter of the World saga (to a small degree) and my second favorite computer game ever* Thief: Dark Project.

I'm undecided yet between a small-town setting and a big city setting, though I'm leaning towards the former for a more flavorful setting with strong NPC personalities, as well as a fully-detailed dungeon under the town. But I'm open to suggestions nonetheless.

The town would be situated on the shores of an ocean, with the old town originally built on a cliff, and the newer quarters growing around the docks below it. The town is past its prime, with many crumbling buildings in the Old Quarter and with rife crime in the Docks and a lot of filth spewed into the air by the new Manufacturing Quarter. The kingdom to which the town belongs is in bade shape (my initial thought was something along the lines of a shaky, corrupt restoration of monarchy after a revolution and a bloody civil war), and the roads inland are not very safe.

There is intense rivalry between the town's old nobility, the descendants of seafarers of old, and the newer and wealthier merchant and manufacturing barons. There are rumors about the old nobility being involved in unwholesome sorcery, while the old nobility views the rising merchant class as a group of rootless upstart with no real legacy.

The big secret is that the old nobility in the town are Sea Blood (as in Realms of Crawling Chaos) - they have been inter-breeding with Deep Ones from time immemorial. This is only fully known to the elders of the old noble families, with the truth kept in the shadows from the younger nobles. Those of noble blood have some sorcerous abilities, are long-lived and become deformed as their age; but the sorcery is attributed to a long tradition of magecraft, and the deformities to inbreeding, and many lesser members of the noble families don't know much about their heritage until they reach an advanced age (if at all).

PCs could play characters of Noble Blood. This will be a custom class which would replace the Elf, and have Magic-User spells instead of the RoCC Sea Blood's Clerical spells. Their XP progression would probably be faster than the elves', with the catch that they'll become deformed over time. Of course, Noble Blooded PCs won't know about their true nature until they reach a high level... And then, they'll be in for a nasty surprise!

There would be no Elves in this setting. Dwarves, however, will exist as Duergar, or the Elders, a dying race which has predated Man and is now being usurped by Humanity (actually they're an evolutionary offshoot of the Neanderthals who took refuge underground when most of their race died), and use the LotFP Dwarf stat.

Comments would be welcome.

* My all-time favorite computer game is the original System Shock. My 3rd favorite is S.T.A.L.K.E.R.

65

(54 replies, posted in LotFP Gaming Forum)

I'm thinking of giving Dwarves a d12 hit die AND increasing their minimum HP at first level to 10 HP. This would make them REALLY TOUGH, as they are supposed to be.

66

(12 replies, posted in LotFP Gaming Forum)

Got mine yesterday and I'm VERY impressed with it, and so is Hani (my spouse) - she really likes the art and the tone of the thing and really likes the design of the included dice.

All in all, a masterful production.

The list of literary inspirations in the Lamentations of the Flame Princess' Grindhouse Edition is simply excellent and covered many of the great, celebrated classics of weird and horror tales. However, I think that a few more modern sources also hold great potential for weird-fantasy inspiration.

The first is the Winter of the World saga by Michael Scott Rohan. While more "mythic" in format, this series of fantasy novels does remind one of weird fantasy in general and many of the elements of LotFP in particular. To begin with, magic is rare and magic items are rarer; magic items hold awesome power but also great risk, and are unique; a mage-smith ("magic-user" who crafts magical items) can wear armour and wield all sorts of weapons; and so on. And the creatures are either weird monstrosities, animals or both. There are no orcs or goblins in these books, but the purely human Ekwesh; no Elves, but the Alvar, who are [spoiler]degenerated humans[/spoiler]; and the Dwarves are a dying sub-species of man. Monsters in these novels tend to be weird and unique, from the "rusalka" to the dragons to the Hunt to particularly strange animals, and most combat is with human foes or animals with monsters being particularly horrifying to combat.

The second is a computer game, actually my second overall favorite computer game ever (after System Shock from 1993), Thief: Dark Project from 1997. This game falls almost squarely into the weird fantasy genre, and most technology and society fit LotFP's assumptions quite neatly. There are Things Man Was Not Supposed to Know; a struggle between Law (Hammerites) and Chaos (the Trickster); a Lawful church which could be good, but could also be quite cruel (complete with inquisitors and torture chambers); and almost all monsters are not archetypal vanilla-fantasy ones (with the exception of zombies, giant spiders and fire elementals). There are also weird lost cities, magic items which have very negative sides, and relatively little magic. Mages are secretive and rarely involved. The sequel, Thief 2: The Metal Age from 2000 is less weird fantasy and more Jules Verne-esque thriller with a particularly nasty and powerful mad scientist as the villain. The setting is a relatively dark, corrupt city with many horrors in store.

68

(6 replies, posted in LotFP Gaming Forum)

As a house-rule, I'm thinking of giving Dwarves a d12 hit die AND increasing their minimal HP at level 1 to 10 HP. This would make them REALLY TOUGH, as they are supposed to be.

Alternatively, give them 1d6+4 HP per level instead of 1d10...

69

(4 replies, posted in LotFP Gaming Forum)

Would the game work well with, say, 1 PC and 2-3 retainers/henchmen?

I've pre-ordered Lamentations of the Flame Princess (LotFP) Grindhouse Edition a week ago, and that included a bundled PDF version of the rules which I could download even before the print edition gets printed and shipped to me. So I started reading through the PDFs, bit by bit, my time constrained by real-life commitments and other projects. I will post a full review of it later, when I'll finish reading it all; so far I'm in the middle of the spell list in the rulebook,

And so far I am amazed with LotFP.

First and foremost, the flavor, writing style, art and layout are second to none. The rules also seem to be very well thought-out, very evocative and truly fitting the intended flavor. The author wanted to convey a sense of horror and dark fantasy, and both the text and the rules fit these themes perfectly. The same goes to the highly detailed, well-written introductory booklet, which covers the basis of role-playing in general and horror role-playing in particular, including a brilliant review of inspirational literature.

But the one thing that made me say "WOW!" aloud was the Summon spell. It was re-built into an interesting, risky, often horrific spell that fits the literary and legendary inspiration perfectly. No more boring spells that summon an Infernal Rat as in TETSNBN! Here your character gets to summon demons from beyond, which works out just like a demon summoning in myth and legend - powerful but risky. And it is a level 1 (!!!) Magic-User spell, so that fumbling apprentices could, accidentally, summon a horrid demon which will easily slip away from their control - and wreak havoc all around.

In short, this is D&D remixed into a dark-fantasy game that, while having a few modern comforts (such as ascending HP), keeps the spirit true to the older editions of the game.

Of course, I will still stay loyal to S&W:WB as it probably fits the flavor of my Wounded Gaia setting better than LotFP, but, eventually, I'll write my own dark-fantasy setting to go along with LotFP, which is an excellent ruleset.

Good work!

The description of both Major and Minor Creation in the Grindhouse Edition says that "The item exists only for the duration of the spell". However, both spells have the duration of Instantaneous and, as far as I can see, no other duration exists in the spell description. So, how long do these objects last?

72

(4 replies, posted in LotFP Gaming Forum)

Thanks for the info.

To mitigate the risk of a TPK, I think I'll start the PC at level 3 rather than 1, and add a few henchmen/hirelings to the mix.

73

(4 replies, posted in LotFP Gaming Forum)

I typically play with quite a few people (due to RL concerns), in many cases just me (as the Referee/GM/DM) and my beloved spouse Hani (as the player). Therefore, I like games that allow for smaller-than-usual groups of players rather than the traditional 4-5 players plus Referee setup. I played BFRPG with just Hani as a player and an NPC sidekick (who kept relatively quiet and let Hani's PC take the lead and grab the spotlight, of course) - with great success, with her playing an M-U and enjoying the hell out of it (the NPC was a Cleric).

So, how amenable is LotFP to small groups? Is there anything I should observe when running a game for, say, just me and Hani?

74

(218 replies, posted in LotFP Gaming Forum)

I'm 29 years old and I live in Rehovot, Israel with my beloved spouse Hani (who is also a gamer). Currently I'm near the end (hopefully) of my Master's Degree in Geography (specializing in Urban Planning) at the Tel-Aviv University.

I was introduced to D&D in 1997, at the age of 15, to AD&D 2E. Th rules were clunky, but we had a hell of a time back then. After that I moved to D&D 3E when it first came out in 2000 and played it for a year or so before going on a six-year-long hiatus from gaming due to moving to Kiriat Shmona in the north to study at the Tel-Hai college and not finding too many gamers there.

I got back into gaming when Hani expressed interest in it in 2006, initially starting Shadowrun 4E and then moving to D&D 3E in 2008. I think that the move to retro-clones was mostly inspired by gaming with Hani; she's an avid role-player and a very creative player, but she HATES the highly-complicated rules of D&D 3E. So, in 2009, we moved over to BFRPG, and enjoyed it MUCH more than D&D 3E.

Currently we're between games, and intending to start Stars Without Number campaign next December. However, in the fantasy side of things, I'm slowly gravitating towards S&W:WB and LotFP as they're even simpler and faster than BFRPG.

I heard about LotFP on Dragonsfoot for some time, but when the Grindhouse edition finally came out, I saw some of its sample artwork and was GREATLY impressed, so I ordered it two days ago. I've already downloaded the PDF today and skimmed through part of it, and LOVE it, and I'm eagerly awaiting the arrival of the boxed set.