26

(1 replies, posted in LotFP Gaming Forum)

I like it.  Elves as children/creations of the True Fae, primitive and paranoid halflings (where have I heard that before?), Dwarfs as Warhammer Slayers ... neat.

The RAW Dwarf doesn't support the vengeful warrior motif.  Their high hit points and carrying capacity suggests, instead, a race of workers or drones.  (Perhaps such drone-dwarfs consider individuality and fraternization with surface-dwellers a malfunction or heresy, like the Mostali of Glorantha.)

One of the dwarf variants on this board might fit the "reincarnated warrior" idea more closely.

While I'm not that keen on "demi-humans", dropping them outright removes 3/7 of the available classes.

In the campaign I'm going to start Real Soon Now, no really, elves and dwarfs were once subjects of the Vanir Dominion, destroyed in a sudden catastrophe.  Scholars speculate that the Vanir were related to elves somehow, and perhaps dwarfs, but no Vanir survived.

The Vanir apparently had a caste system based on physiology and magical talent.  All Dwarfs occupied the worker caste, building underground palaces for their masters that none of their masters survived to occupy.  Theirs is an egalitarian society, for the most part, with each settlement choosing its own leaders (or rather, managers).  Their egalitarianism, unfortunately, does not extend to the sexes; their dropping birth rate has led to most clans forbidding females from heavy labor and venturing into the dangerous outside world.

Elves, on the other hand, retain castes: royals, nobles, envoys, wardens, and commons.  (The Elf class represents the envoys, the ones most likely seen outside Elf Realms.)  As a whole, the elf aristocracy are stuck in the past, turning ever inward to their own dwindling lands.  Wardens, guardians of the scattered and hidden Elf Lands, frequently attack strangers on sight ... even other elves.  The "commons" who in times past performed all the unglamorous chores that kept elf society running, become less and less distinguishable from the Wild Fae.

Halflings, possibly distantly related to humans or Dwarfs, mostly stay in their hills.  The Halfling Hills do not resemble the Shire so much as Fantasy Fucking Vietnam: traps to incapacitate or kill clumsy big folk, tunnels riddling the placid hills where halflings can move unseen, and diminutive, paranoid hunter-gatherers dressed in rabbit-skins and rough cloth.  Only a few halflings have left the hills under unusual circumstances, and they call only a very few Big Folk friends.

This post is longer than I intended, but, for the TL;DR folks, I've put all demi-humans in isolated areas, and attempted to subvert some of the usual tropes.  I could make Dwarf Freeholds, Elf Lands, and Halfling Hills disappear entirely without materially affecting the larger world.

28

(2 replies, posted in LotFP Gaming Forum)

The "Interval" column, presumably, is the number of years between rolls.  Assuming that's true, Dwarves roll for aging every 5 years starting at 200, and Halflings and Humans every year starting at 70 and 40 respectively. Elves don't age, the fey bastards.

29

(3 replies, posted in LotFP Gaming Forum)

The layout looks different between the free and full versions, and that spell apparently got squeezed out.

Here's the description in the full version:

Bookspeak
Magic-User Level 1
Duration: 1 round/level
Range: Touch

When the subject of this spell touches a book, it animates, forming a mouth around the edge where the paper shows. The subject can ask the book one question per round, and if the information is inside it will answer. If anyone else approaches or asks questions the book snaps and growls that round instead of answering a question.  Intelligent books may save to resist the spell (as a Magic-User of a level equal to the author). Magical books do not impart their effect when they answer. The spell is a shortcut to actually reading a book, and it will not give more information than a careful reading would.

30

(3 replies, posted in LotFP Gaming Forum)

Also on a MacBook (MacOS 10.6.6) using Adobe Reader 9.4.3, ligatures don't show up.  (E.g. fi, ct, ...)

Just another data point.

Thanks.  I figured as much.  You don't seem the type to say "end your current campaigns and make new characters", just to take a wholly random and implausible example.

While I don't know how far Mr. Raggi has gotten with Grindhouse, I'd appreciate a summary of the changes in the newer edition.  Unfortunately I don't have the disposable income I used to.

Also, will the free download include rules changes after Grindhouse's release?

Thanks

Irda Ranger wrote:

If ten different Gods all claim to have created the world at some point, and they all grant spells, then clearly there's something crazy going on.

Actually, this is the situation in Glorantha, the original world of RuneQuest and now HeroQuest.  All myths *are* true, even when they contradict each other.  For example, in the year 374 the sun stopped in the sky.  Elves in the southern continent believed that their god gave them extra sunlight to combat a blight.  The monotheists of the west believed their Invisible God had given them a sign to confound their pagan opponents and their so-called gods.  In the east the Dragon Emperor reached another stage of enlightenment, which caused the sun to stop.  In the center of the Northern continent a new god was born.  Dwarfs believed that the World Machine ground to a halt, and they fixed it.  And so on ... same miracle, different explanations.

In Glorantha, religion is a cultural thing: all westerners follow one of the Malkioni sects, all plains nomads look to shamans, each region in the "Holy Country" of Prax has its own god or pantheon.  Most places get by with a live-and-let-live polytheism, but cultures in conflict almost always have competing religions.  The Malkioni monotheists believe their Invisible God created the world and all pagan gods are deluded or malevolent beings from before the Dawn Time.  Polytheists have more-or-less the same creation myths, but with their particular gods as the heroes and opposing gods as villains.

While your world doesn't need to go to Glorantha's extremes, priests may believe in gods which fit comfortably in the same pantheon. (The typical thousand jealous gods of D&D are wholly ahistorical; lay people and other priests prayed to whatever god might influence their lives.)  Like the Western world, maybe all religions agree on the same god(s) but disagree on the way to worship.  Maybe, as in the Hellenistic world, people of different cultures try to connect all similar gods to each other, e.g. Roman Venus is Greek Aphrodite is Egyptian Hathor is ...

There's also the Eberron solution: clerical abilities are manifestations of belief, irrespective of whether the object of belief actually exists, or has godlike power.

I'm also fond of Gnostic cosmologies: regardless of what gods humans believe in, the only ones who exist are a powerful and malignant demiurge and a benevolent but nearly impotent emissary from a greater but distant power.  Each power uses human religions, sometimes the same ones, to advance its own agenda.

Alternatively, both powers are impotent, mere voices in your head.  All evil in the world arises from the actions of mortals, and all good as well.  Evil seems to be winning because of impersonal entropy: destruction is easier than creation, and the hearts of man gravitate toward greed, lust, and the desire for power.

The question "where does clerical power come from?" leads inexorably to "where does magic-user power come from?"  Perhaps, ironically, clerical power arises from natural but usually untapped human abilities but magic-users draw their powers ultimately from Gods of Chaos and Madness.

35

(7 replies, posted in LotFP Gaming Forum)

The Shaver Mystery provides a slightly different model.  Imagine an abandoned city of an ancient race, filled with marvels the ancients consider inconsequential toys.  Among these toys are biomechanical servants, split into two factions: Teros whose Asimov circuits are still working, and Deros who have become savage and insane.  Deros occasionally raid the surface for new victims to torture and eat, not always sequentially.  They use telepathic rays to seek out victims to drive insane, for fun.  Sometimes they have dealing with other horrible things from outer space.

Let's also assume Deros have booby-trapped the city, hoping to trap the remaining Teros.  Oh, and it's difficult to tell Teros and Deros apart: some Teros have patched themselves again and again, waiting for the masters to return, and some Deros retain attractive humanoid forms despite the corruption of their minds.  (Because pretty = good and ugly = evil is boring.)

36

(10 replies, posted in LotFP Gaming Forum)

If I can get my act together, I plan to run LofTP as alternating "into the unknown" and "back at the town" adventures.  On one side of the river Tauras lies the edge of the Kingdom of Oragnov, where the main dangers are highwaymen, scheming earls, tax collectors (King Svanos Oragnov II likes gold), and unscrupulous merchants.  On the other side lies the Barbarian Lands, wherein one may find bloodthirsty barbarians, elven realms, ruins of long-dead empires, mad wizards' experiments, demons bound into flesh, things from other worlds, and artifacts of the mysterious Ancients.  Not that settled lands can't have weird happenings, as residents of Kaerillus will staunchly refuse to attest as they keep candles burning all night, but the Kingdom is man vs. man while the wilderness is man vs. nature and/or the unnatural.

BTW, one other note I had from my test session was to create a standard "adventuring kit", because experienced players don't want to figure out how much chalk and how many 10 ft polls to bring (apparently), and Referees get a little snippy when someone decides to buy 9 dogs because they're so cheap (based on a sample size of one Referee).  I'm planning to make these features of the world: tales of gold in the wilderness have made tiny border villages into boom-towns, who are all too ready to sell Ye Compleat Adventurer Kit at an immodest profit.  Survival of at least one party member guaranteed or your money back.

37

(10 replies, posted in LotFP Gaming Forum)

Two months ago I ran Stargazer with three experienced players (and two pregen beginning characters each).  They found the real treasure room quickly, worked out how to solve the puzzle, and got the gold.  Then they decided to explore the rest of it, because why not?  One character got killed by his doppleganger, and others got stunned a few times, but otherwise everyone made it out OK.  (Maybe I inadvertently nerfed it by getting descriptions wrong, or substituting Jenga for chess when players have steadier hands than mine.  Maybe the players were too savvy.)

After the session, I asked the players for feedback.  Generally they appreciated the weirdness and old-school vibe.  One guy with very specific tastes didn't like "instant death" effects; he prefers heroic characters, and he loves Star Wars D6.

Granted, this was a one-shot, but I didn't need any setup beyond "You're traveling and you see these lightning strikes ..."

No real conclusions here, just another data point.

Recently I ran Tower for my gaming group, when our usual GM couldn't make it.  Here are my recommendations, based on what I did and should have done:

1. Make up pregenerated characters.  (Duh.)  I rolled up stats for one of each class, plus an extra Fighter and Specialist, using a computer, and let players choose which they wanted; perhaps that was overkill.  Work out everything for each character you create, including equipment.  I failed to do so, which caused the start of the session to drag, and which resulted in at least one person buying nine dogs.

2. Read the adventure carefully, and reread it.  I botched a couple of descriptions, and ended up having to draw diagrams just to clarify previous descriptions.  Reread how the wizard reacts to the party, especially; think Saruman, not crazed Mafioso.

3. Be prepared for the party to short-circuit the adventure, especially if they're experienced players.  Our party found the right trapdoor and got their big payday fairly early on.  The players decided to explore the rest of the tower afterward, since the night was young.

4. Afterward, one of my players complained bitterly and long about instant-death traps (despite only one death, and not his), and the "lack of advancement" in basic attack bonus as non-fighters level up.  I suspect it's just his issue, but still, set expectations up front.  Anyone may die at any time.  The Tower is not fair.  Characters must depend on each others' specialties to make it through, especially given LotFP's niche enforcement.

EDIT: Oh yeah, I only had three players so each ran two characters.  It more-or-less worked OK.  Alternatively, you could run NPC fighters, with 10s in all stats.

Since a staff requires both hands, shouldn't it be bold-italic?

40

(15 replies, posted in LotFP Gaming Forum)

"Experience for gold is sublime in its effectiveness in taking everything involved with the playing of the game and abstracting it to an easily trackable game mechanic. You can't think of it literally - "Oh gee, I found a gold coin in the street, so I'm a little bit better at what I do!" - but the placing of gold in places that require role-playing, or mission-solving, or dealing with monsters, or exploration, or characters using their class abilities, effectively summarizes and rewards those activities. And all you have to do is keep track of how much money is gained during adventuring."

Instead of placing gold, why not just place XP?  If/when the players get to this point in the dungeon, or defeat this trap, or achieve this goal, they get XP.  Sure, the Ref has to keep a separate tally, kept from the PCs until the end, but that's no harder than totaling gold.  And if that's too fine-grained and fiddly, the Free-form Experience system above is even quicker, assuming the Ref lays out concrete definitions of Mediocre, Standard, and Exceptional.  If the Ref hands out XP for individual achievements, one eminently fair way is to have one player nominate another, and someone else in the group second it, before the Ref can raise one player's total above another's.

The conceptual problem I have with gold is that it's already an in-game reward, and tying a game mechanic to an in-game item breaks my idea of how an internally consistent world works.  In adventure fiction and real life, characters may learn something new independently of how lucrative the adventure is; many heroes get better at their craft while remaining relatively poor, and learn nothing from a routine paying job.

Maybe I play RPGs for different reasons than the majority.

41

(15 replies, posted in LotFP Gaming Forum)

Dungeon #94 includes "Omega World", a minimalist d20 take on Gamma World, and that game includes a Free-form Experience system, based on what happened in the session: Nothing, Mediocre Adventuring, Standard Adventuring, or a Spectacular Success or Failure.  Apart from scaling XP down to old-school levels, I might just adopt that.

42

(15 replies, posted in LotFP Gaming Forum)

So, an all-powerful wizard ensures all dangers come with proportional gold?

Treasure is its own reward: buying adventuring tools, investing in land, building a stronghold, social climbing.  While it's a useful measure for treasure-hunting games, in other genres a lot of effort and learning doesn't lead to more money.  (As in real life.)  One of my problems with conventional D&D is the idea that every character gets better at his specialty by killing things and taking their stuff.  Granted, fighters get better at fighting by killing things, and thieves get better by taking things, but how does a cleric or magic-user learn to cast more and higher-level spells?  Story-based awards, or Chaosium's "improvement through practice" mechanic, always made more sense to me.

I'm contemplating starting a campaign, and I'll probably award XP for a mix of hit dice, treasure, "story achievements", entertaining role-play, and extra-game activity (e.g. character background).  Or maybe I'll just fudge it.  One of the best GMs I've ever played with shared XP equally among all attending party members -- however he calculated it -- with a few individual awards for outstanding contributions.

poolboy wrote:

See, I never quite got the whole "Strength makes you hit better" thing.  A Strength based damage bonus makes more sense to me than a Strength based accuracy bonus.

D&D's combat system is frustratingly abstract.  Why does armor make you harder to hit in the first place?  In the real world, soft armor provides extra resistance to sharp edges and points, and rigid armor (or Kevlar) diffuses the force of a blow.  Trying to simulate the interactions of weapon mass, velocity, and sharpness against armor thickness, density, and tensile strength would create, well, Rolemaster.  Most games simplify somewhat.

Under the "passive defense" mechanic that D&D uses, armor either deflects the force of a blow or fails catastrophically, with Strength increasing the chances of armor failure.  D&D characters gain more hit points as they progress through their class, implying hit points represent luck, stamina, and combat position as much or more than physical damage.

Under the "damage resistance" mechanic used by RuneQuest, GURPS, HERO, and others, armor reduces the force of a blow by a fixed (or occasionally variable) amount, transmitting the rest of the force as hit point damage.  DR-style games usually treat hit points as actual physical damage.  (HERO uses "stun" damage to represent comic-book reality, with "body" damage as a side-effect.)  As a result, strength adds to hit points of damage, e.g. RuneQuest's Damage Bonus or GURPS's base thrusting/cutting damage.

44

(3 replies, posted in LotFP Gaming Forum)

Sorry to necro this thread, but I've been catching up on the blog, and I just read the post quoted.

Has anyone seen the Unknown Armies Stress system?  (Summarized in http://www.philipbrennan.net/download/uastress_v2.pdf )  Its advantage is that characters can become hardened to terrifying things as well as develop neurotic fears.  It also tracks multiple sources of trauma, from violence to the supernatural to moral compromise.  Opinions?

Horror games do need additional mechanics for fear effects, for the same reason they need mechanics for wounds: a bunch of people sitting around a table won't react the same way as real people in those actual situations.  (People who have never suffered from depression, PTSD, or phobias sometimes underestimate their effects.)  Existing D&D mechanics and spell-like effects work to some extent (e.g. the Fear spell), but in a vaguely realistic game with significant amounts of horror, somehow players and GMs need to represent cumulative effect on the psyche.  In a pulpy swords and sorcery campaign where everyone is as hardened as Conan, not so much.

45

(219 replies, posted in LotFP Gaming Forum)

Hello, my name is Frank, and I'm a roleplayer.

(Hi, Frank.)

In grade school I entered the hobby through a side door: Metagaming's Melee and Wizard, which expanded into a full RPG called The Fantasy Trip.  Oh, I found AD&D and Traveller at about the same time, but TFT set my expectations: lightweight rules, human-level heroes, and deadly fights.  Discovering RuneQuest in college raised the bar yet again, and when I've played D&D I've done so more for the people than the game.

However, of all the flavors of D&D, I've liked Basic/BECM D&D the best; the rules were clearly written and straightforward, unlike OD&D or AD&D, and tactics took a back seat to exploration and storytelling.  Labyrinth Lord and Mutant Future got me thinking and reading about "Old School" gaming, and the culture and practice of those times that wasn't included in box sets.  My copy of LotFP is somewhere in the US Mail, but from playtest rules and Mr. Raggi's previous modules, I suspect it will be my sort of game.

My current favorite systems, while I wait for USPS, are FATE, PDQ (Swashbucklers of the 7 Skies and Jaws of the Six Serpents especially), Basic Roleplaying, Mongoose's RuneQuest II (almost the same thing), and Barbarians of Lemuria, with soft spots for Call of Cthulhu, as an homage to one of my favorite authors, Mongoose's Traveller, as a revival of an old favorite, and GURPS, as the overambitious child of TFT.

(EDIT: I'm also beginning to warm to West End's D6 system, because of a Star Wars D6 game I'm in.)

If I have an overriding philosophy, it's that rules should be a stepping stone, not a stumbling block.