26

(13 replies, posted in LotFP Gaming Forum)

Well, to me, neither The House of the Medusa, nor the Immortal Zoo of Ping Feng seem particularly European to me. The Library of Zarlac may be based on the Library of Alexandria (from the notes), and it just seems a bit too fantastic to be in Germany, particularly compared to the more historically similar Karlstadt from BtAM. Finally, I wanted something to be someplace else other than classic European/British, so I picked an existing city that comes close to matching one of the locations of Ephesus, home to the Temple of Artemis, one of the seven wonders of the ancient world. I know Zak mentions snow being prominent, so if I were to move it, it might be more to some other "exotic" place like Uzbekistan, and pay more attention to placing it with an existing walled city, like Khiva or Samarkand.

Bear in mind that Weird New World, even though it is relatively small as adventures go, it covers a lot of ground... let me rephrase that a LOT of ground.

If you're playing an earth-centric game, I placed a number of the locations of adventures on a map here that might help:
http://www.lotfp.com/RPG/discussion/top … eal-world/

28

(3 replies, posted in LotFP Gaming Forum)

I don't think apologies are needed. Just jump in the conversation on that post!
Welcome to the group!

29

(3 replies, posted in LotFP Gaming Forum)

To me, for LotFP, there is James' comment which indicates that alignment essentially reflects a characters ties to supernatural forces of one kind or another, "In the real world, every human being that has ever existed has been Neutral."

My "one-line" versions:
Lawful means you get your power from a sense of structure, manifested by mortal minds as gods granting powers.
Chaotic means you are connected to the maelstrom that is the entropic universe and pull energy from the fabric of the universe.

Now it gets a little odd to have anybody NOT a cleric, elf or MU as anything but Neutral, but maybe it just means that they are "touched" by one of those forces and thus have a connection (manifested by the effects of certain spells) but no real capability to access those forces.

Crunk Posby wrote:

(I think I'd be willing to use a single giant, ogre and troll once in a campaign, but most large creatures will probably be monstrosities.  It would be difficult for any large creature to exist in great numbers during the Early Modern Era, right?

I don't know, it's possible!... http://en.wikipedia.org/wiki/Trollhunter

Hi all, if you find yourself in Denver over (U.S.) President's Day Weekend (Feb 14-17), I'll be running a Savage Worlds version of parts of Better than Any Man.

The site is here: http://www.denvergamers.org/eventsandga … dayview=Sa

In one of the other threads on this site, I posted some of the pregens for it, including Alice, The Flame Princess and Melissa
---------------------------

Savage Worlds: Solomon Kane: Better Than Any Man
Hosted by Marc Gacy
Rumors are trickling in that the small town of Karlstadt may be able to stem the tide of war. Moving through the area just ahead of the advancing army, followers of the Path of Kane have heard the rumors and decide to find out for themselves. Can this be true? What's the catch? This game is a liberal retelling of the Free RPG Day adventure Better Than Any Man from Lamentations of the Flame Princess using Savage Worlds - Solomon Kane rules. Rules Taught. Beginners Welcome. Characters Provided.
5155.1 SAT 07:00PM - 11:00PM

32

(4 replies, posted in LotFP Gaming Forum)

I'm with madkinbeard, although I do 1 more than 2 or 3. Looking back on it you can easily "retcon" it that the character was there and they were either oddly ineffective or the ratio of adversarial situations was a little higher and the non-present character took care of them "off-screen"
As to denying experience for not playing, I've never been a fan of it, but then again I do view RPGs as much more purely cooperative than OSR games usually do.
Also I view experience as what encourages you to come back (so you can play your character with the new gains from experience), so it is an enticement, rather than the reward. The reward is actually playing the character.

33

(1 replies, posted in LotFP Gaming Forum)

Probably... Here's another thread on the same topic: http://www.lotfp.com/RPG/discussion/top … ormerlost/

Do you have Vornheim from LotFP? Plenty of odd stuff in there!

The Eberron setting for D&D has Sharn: City of Towers which has floating city parts and a pretty interesting overall story.

35

(11 replies, posted in LotFP Gaming Forum)

This looks pretty neat, but to me it seems more like an encounter or a trap than a monster. This may be what people want, but I still would like to see monsters with stats and interesting combat effects.

36

(8 replies, posted in LotFP Gaming Forum)

I use all humans, but I use a point buy for all the abilities, so people can essentially recreate a "race" as desired.

37

(13 replies, posted in LotFP Gaming Forum)

I think maybe this will tell you how: https://sites.google.com/site/gmapstips … en-my-maps

38

(13 replies, posted in LotFP Gaming Forum)

Hi all, I updated the map with new locations for Grinding Gear, Qelong, God that Crawls, Tales of the Scarecrow, Tower of the Stargazer and Vornheim.

Grinding Gear I put in a slightly different place due to the names. For Tales of the Scarecrow, I went with the old notion that "corn" simply means "grain" and put it in Wales as suggested.

Here are the pregens. I hope I don't offend posting them here, as I find Lotfp is just as much about the feel and the setting as the rules!

Many of the notes and their abilities relate to images of them that have appeared in numerous LotFP publications. I'm using Solomon Kane (sans Guts) with a little Horror Companion thrown in for good measure.

_________________

Name: Alice the Musketeer
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d4, Fighting d8, Healing d4, Notice d4, Shooting d8, Stealth d6, Streetwise d4, Tracking d4
Pace: 6, Parry: 6, Toughness: 7(2), Charisma: 0
Languages: English, French, German, Italian
Gear: Long Sword d8 (Str+d8 ), Matchlock Musket d8 (2d8, 10/20/40),Chain Hauberk (+2)

Hindrances:
•Heroic: Never says no to a person in need
•Loyal: Will never leave a man behind
•Stubborn: Always wants his way; Never admits he's wrong

Edges:
•Brave: +2 to Fear tests
•First Strike: Free attack vs. foe who moves adjacent (1/turn)
•Lunge: Can extend melee weapon Reach by 1
•Marksman: If no movement, gain Aim maneuver
•Musketeer: Reload powder weapon in 1 action

Personal Details: Alice is a former King's Musketeer. She was well on her way to becoming one of the King's trusted guard until it was discovered that she was not actually a man (having gone by Alex). She was asked to return her gear but snuck out in the middle of the night. Shortly after, she joined up with the Flame Princess and has been adventuring with her ever since. Their sense of loyalty to each other doesn't stop them from butting heads over the direction their adventures should take.

_________________

Name: The Flame Princess
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Healing d6, Lockpicking d4, Notice d6, Persuasion d6, Stealth d4, Streetwise d6, Survival d8, Tracking d6
Pace: 4, Parry: 5, Toughness: 6(1), Charisma: 2
Languages: English, French, Gaelic, German, Greek, Latin, Russian, Spanish, Swedish/Nowegian/Danish
Gear: Short Sword d6 (Str+d6), Leather Suit (+1)

Hindrances:
•Trouble Magnet: Same as "Victim" in Horror Companion
•One Leg: -2 Pace; Roll d4 for running; -2 on mobility traits
•Stubborn: Always wants his way; Never admits he's wrong

Edges:
•Combat Reflexes: +2 on Spirit roll to recover from Shaken
•Command: Allies +1 on Spirit rolls to recover from Shaken
•Command Presence: Increase command radius to 10”
•Linguist: Hero knows twice as many languages
•Noble: +2 Charisma; Rich; Obligations to uphold
•Rich: Three times starting funds; High annual salary

Personal Details: The Flame Princess (the only name she has ever revealed) is clearly of royalty despite her attempts to "dress down" for travel. No one knows why she gave up the life of the rich, although her one leg is not the reason; a misadventure involving a cave and acidic slime was responsible for that! Shortly after, she teamed up with Alice the Musketeer and fairly recently Melissa the Sorcerer to continue adventuring. The main difficulty is that she and Alice are often at odds as to where to go and what to do.

_________________

Name: Melissa the Sorcerer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Investigation d8+2, Knowledge: Occult d8+2, Knowledge: Religion d8+2, Magick d8, Notice d8, Streetwise d8+2
Pace: 6, Parry: 4, Toughness: 5, Charisma: 0
Languages: Dutch, English, Greek, Hindi, Portugese
Gear: Dagger d4 (Str+d4)

Hindrances:
•Bad Eyes: -2 to shoot or notice distant targets
•Habit (Major: Opium): Annoying and constant habit
•Loyal: Will never leave a man behind

Edges:
•Arcane Magic: Gain the Sorcery arcane background
•Investigator: +2 Investigation & Streetwise; +2 Notice with evidence
•Scholar (Occult, Religion): +2 on two Knowledge skills with d8+

Arcane Powers:
•Boost/Lower Trait: Raise/lower a trait by 1 die-type (2 w/raise)
•Dispel: Negate enemy arcane powers (at -2 if different type); No effect on innate powers
•Enchant Weapon: Makes a weapon magical in effect
Personal Details: Melissa is a well-traveled woman who picked up a bit of sorcery (along with an opium addiction) in her travels to the Orient in her father's caravan. She was aimlessly drifting around Europe when she met Alice and the Flame Princess. Melissa provides a much needed voice of reason when Alice and the Flame Princess get in one of their legendary arguing matches, or when researching potential adventuring sites.


_________________

I'm also throwing a classic from the old days of the Warrior comic:

Name: Father Shandor, demon stalker
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Healing d6, Intimidation d8+2, Knowledge: Occult d8, Notice d6, Stealth d6, Taunt d6+2
Pace: 6, Parry: 5, Toughness: 6(1), Charisma: 0
Languages: Demonic, English, Gaelic, Latin
Gear: Flail d6 (Str+d6), Leather Suit (+1)

Hindrances:
•Cursed: Never get beneficial blessings from AB:Miracles
•Enemy (Major: Demons): Someone is out to kill you
•Loyal: Will never leave a man behind

Edges:
•Arcane Resistance: +2 on resistance rolls; 2 points Armor
•Brave: +2 to Fear tests
•Danger Sense: Notice roll at -2 to sense an imminent surprise
•Relentless: Success on recovery from Shaken gets 1 action
•Strong Willed: +2 Intimidate and Taunt; +2 vs. Tests of Will

Personal Details: Father Shandor was a Benedictine monk who realized the best way to fight the demonic forces at work in the world was to meet them head on. He traveled to Hell itself and was somewhat successful until he was "exorcised" from Hell. This made him relatively unable to live in the world at large, killing any living thing from earth that he touched. This debilitating aspect of his exorcism has since subsided, but he is still "not of this earth," yet not of the netherworld either, manifesting in him being resistant to both good and evil magic.

Well, I think I've decided to run Better than Any Man as a Savage Worlds adventure at Genghis Con in Denver (President's Day weekend). I statted up Alice, the Flame Princess and Melissa for SW and will soon be working on The Seven, using some of the ideas here.

41

(5 replies, posted in LotFP Gaming Forum)

Yuritau wrote:

The first rule of fight club is you do not talk about fight club.

Noble Knight has broken the first rule.

I would have though adventure #8, written by a descendent of the mysterious Joop van Ooms would have been an adventure that no one would talk about.

42

(12 replies, posted in Crowdfunding Forum)

I had to read the commentary thing a couple of times to get it. I think it should be made a bit more clear that EVERYONE is getting a copy of this commentary, since on first blush it sounds more personalized than it is.

43

(13 replies, posted in LotFP Gaming Forum)

I think I can specify a different color for home-brew locations, unless you were thinking that existing adventures would fit best in Maryland.

44

(13 replies, posted in LotFP Gaming Forum)

Cool! I wasn't too far off in my guesses for WNW and Pembrooktonshire. I had put Hammers in Norway, but I can easily move it.
Right now Monolith is in the middle of the ocean (kudos to those who can guess the exact location on the map!)

45

(13 replies, posted in LotFP Gaming Forum)

I added a probable location for WNW. It is **HUGE**

I can add you as an editor if you like

46

(13 replies, posted in LotFP Gaming Forum)

Here's a start!

http://goo.gl/maps/r6oPr

47

(13 replies, posted in LotFP Gaming Forum)

In one of the other posts, it was brought up that it would be interesting to map LotFP adventures to real world locations. This would be an interesting topic for discussion, with the idea that there could be a "Common Ground" fan-made map with all locations indicated.

Is anyone else interested?

OK, I just wouldn't want to get the slipcover and then have R&M sell out from under me!

skars wrote:

...and don't be surprised if your players decide to high tail it out of town along with the Gypsies like my party did after solving the case. haha

I'm using many of the LotFP modules in my Isle of the Unknown DCC campaign. Great fun so far!

They had reason to explore the areas in DFD, so they didn't have incentive to leave. (In fact the old Gypsy even gave them something to help them on their way, after the obligatory warning of course)

Will there be the ability to get the Player book as either an addon or included with the Ref book as a level?