51

(10 replies, posted in LotFP Gaming Forum)

#5 above!

Since it seems like it's becoming (one of) the de facto standard settings for LotFP, I'd like to see this as well

A while back I helped Ron Blessing interview James Raggi and Zak Sabbath for The Games the Thing. This was before I had ever seen the game, so I had to do a little research beforehand!

I recently found my notes and thought it would be fun to post them to see how my thoughts have changed or stayed the same (mostly stayed the same!)

--------------------------------

Lamentations of the Flame Princess Game Notes
Old school – broad sense more open free-floating social contract based gaming

First – no mention of Karl Edward Wagner?

Box – Corrugated one piece box
Dice – small bag
10 character sheets
3 perfect bound books

1st book tutorial
Description
Adventures with map –23 page solo adventure
Very Moldvay

2nd book
How to make characters
4 classes and 3 race classes
Somewhat draconian character generation procedures. 3d6. In order. Rolling up seven characters (one for each class), 4 were deemed unacceptable by the “sum of bonuses less than zero rule” but then again I might have remarkably average dice. Except for the discarded characters, no remaining character has a stat less than 8 or more than 15.
66 rolls    Not one roll over 15 - 5% chance of occurring
Key distinctions – only fighters increase BaB
Specialist (which interesting because it’s really more of a generalist whereas the other classes are specialist or to use a common term skill monkey – why go with roll low instead of add to die?
Characters – Leader type ?
Dwarfs (not Dwarves) are damage sinks
Halflings are sneaky
Fighters hit things
Clerics have access to all spells
Elf is a MU/fighter
Alignment – game construct only, no “moral compass” Chaos and law are manifestations of arcane and divine power. “Everyone who has ever lived is neutral.”
Can’t say how much I love the Summon spell – it is what makes the setting weird for me and is very Conan-esque

3rd book
This is where the attitude and definition of Weird fantasy comes in. What makes fantasy (or any other genre for that matter) weird? There’s no attempt at explanation for Why things are the way they are. It’s simply enough that they are there.
Some GMing tips like minimizing fantastic monsters so that they will be more amazing and terrifying
Where are the Monsters? Tough love approach fails for me “I didn’t give you any monsters because I want you to make them up yourself.” In my mind a pencil (joke!) and a bestiary would have made this actually complete. Instead I didn’t really have time to make up monsters (at least to my satisfaction) so I went scrounging other old-school sources, luckily a conversion table for many OSGs is provided.
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53

(5 replies, posted in LotFP Gaming Forum)

angelofmurphy wrote:

...I'll create a seriously nasty dungeon.  The idea is to be the last one left alive...

Is this a one shot or do players use their established characters and hope for the best?

54

(5 replies, posted in LotFP Gaming Forum)

I've done it in convention games, where everyone had a different reason to go to the secret temple so they each wanted to go to different portions of the temple, leading to some interesting dynamics. I try to minimize it in long term games, since too much infighting will (or at least should) doom a party to failure. The occasional interest at cross purposes is OK though.

55

(6 replies, posted in LotFP Gaming Forum)

Here's an off-the wall idea: A simple list of common uses for each type of save.

I think if you start with The God that Crawls, there might not be enough time to establish what is normal beforehand. I think the Three Brides is perfect for that, along with The People of Pembrooktonshire (not unlike The League of Gentlemen in my opinion)

57

(12 replies, posted in LotFP Gaming Forum)

JimLotFP wrote:

Let's clear the current crowdfunding backlog before introducing more...

By backlog do you mean projects that need to be fulfilled or projects that have yet to get started?

58

(11 replies, posted in LotFP Gaming Forum)

Big kudos for all the fun "PDF only" features like the randomization. Like the adventure itself, it sets a new standard for PDF interactivity!

59

(12 replies, posted in LotFP Gaming Forum)

funkaoshi wrote:

You could always buy the PDF and print it yourself as a booklet using Adobe Reader.

Not the same to me. I have PDFs of all the adventures and I still snapped up Weird New World,  Hammers of the God and Wizard's Tower in print when I had the chance. I like to have both.

What about taking those early adventures (including any of the above and DFD, Grinding Gear, Three Brides and People of Pembrooktonshire) and rolling them all into a Vornheim-style hardback, funded via Kickstarter

60

(12 replies, posted in LotFP Gaming Forum)

...and as the echoes of the incantation's final words slowly die throughout the dank, mossy chamber, foetid air stirs and from the bloody pentagram scrawled on the ground  steps... Jar Jar Binks!

I don't know, I just don't see James going that route...but I could be wrong!

61

(219 replies, posted in LotFP Gaming Forum)

Welcome to all the new people that have joined recently! Feel free to jump in on any conversations as making this game your own is a big part of the experience.

62

(8 replies, posted in LotFP Gaming Forum)

Oh, and it's also not the real Lost Dweomer, it's just another spell that some think is the great lost spell.

63

(8 replies, posted in LotFP Gaming Forum)

Yeah, but I think by 17th level, no Mage is going to fall for a trick like that. I'm following the "summon" paradigm here. Give them rope early on to hang themselves.

64

(8 replies, posted in LotFP Gaming Forum)

Here's a sample version of the Lost Dweomer spell if you want one.

Lost (Dweomer)
Magic-User Level 1
Duration: Instant
Range: Self
The caster immediately makes the least dangerous choice among two or more paths/choices. The caster immediately makes a Magic saving throw; if it succeeds, the spell is not forgotten and may be cast again. This may be done indefinitely.

[Spell side effect: Every time this spell is cast a random spell is removed from the caster's spell book. This effect is permanent and just hope that Read Magic wasn't one of the spells removed!]

Also, are you using the "no Power Points" rule?

I have the adventure too and would think it be fun to Savage it as well!

You can always give your own unique twists on the spells, in keeping with the SW mechanics and to keep players on their toes.
How about for Emma's spell, it, like the cook's spell, is not really what it seems either. Instead of Detect Undead, what it really is a Detect Life spell. Emma "probes" creatures with the spell as described above, and if they successfully respond (success on a Spirit roll), they are "not undead" Those that fail the roll or who are actually undead didn't respond to the life probe and are considered "undead" by Emma. Let the killing begin!

67

(19 replies, posted in LotFP Gaming Forum)

Well, thank you! I'm honored!

68

(19 replies, posted in LotFP Gaming Forum)

Hmm, I guess I'm a lazy DM (and player)! If I change something, it's usually mathematically quantifiable (like my classless system) and done all up front before play even begins.

Probably it's because I don't have a forceful personality, but I see something like making your own powers and feats yet another form of "power building," just using social, rather than mathematical tools. The player with the most forceful personality will be more likely to get their powers and concepts "approved" by the DM than the one who isn't, so the disparity remains.

To put my opinion into perspective, I prefer mid-crunch games like Savage Worlds and Call of Cthulhu, and I really don't get into storytelling games (where you use in-game currency to alter the story directly rather than have your character alter the story). I usually prefer level-playing field character creation, but I also enjoy the completely random character generation in Villains and Vigilantes (a superhero games).

I DO realize that I am on the fringes of the OSR concept of gaming and probably shouldn't be considered a member of this "club!"

69

(5 replies, posted in LotFP Gaming Forum)

For Dwarves, do you have "Hammers of the God"? It's excellent and has a lot of great history concerning the downfall of the dwarves (at least in the area concerned).

I like the elves and there is already a precedent for other kinds of "elves" in "Weird New World"

I also thought a neat way to turn traditional halflings on their head is to make them city-dwellers instead ala The Borribles, giving them a bit more sinister feel. The Artful Dodger is now a thieving halfling!

70

(8 replies, posted in LotFP Gaming Forum)

Now that I think about it, I guess both the scholar and the alchemist could help with the research, and could even combine, since the numbers are pretty high for research (3d6 to 4d6 days, which would be reduced by at most 1d6 + 1d4)

71

(8 replies, posted in LotFP Gaming Forum)

My best guess (maybe just a house rule?) is that alchemists are correct for researching spells/creating potions, and scholars are 1d4 days for writing/transcribing a scroll. Also it doesn't say if the effect is applied before or after multiplying for level.

e.g. Researching a third level spell is either 3 x (4d6 - 1d6 [alchemist]) or (3 x 4d6) - 1d6 [alchemist]]

No matter how you slice it though, everyone should have an alchemist and scholar in their pocket!

Interesting, I just checked and that line wasn't in the Grindhouse edition, so yeah, it's new.

"Beginning Spells"  under "Magic User" p 79 - Rules and Magic

"At the start of play, every Magic-User’s spellbook contains Read Magic plus three other randomly determined first level spells.
An Elf begins play with only Read Magic in the spellbook."

One thing I never noticed until recently is that the elf starts with NO spells except Read Magic, while a Magic user gets three, which balances it a wee bit.

Yeah, elf is a bit of an outlier in that it is quite powerful compared to other races and actually adds nothing except the surprise/secret doors thing. Just chuck it! (although you could transfer the surprise/secret doors thing to the scout and get rid of bushcraft).