Showing posts with label Lamentations of the Flame Princess. Show all posts
Showing posts with label Lamentations of the Flame Princess. Show all posts

Tuesday, 21 April 2015

Cheap at twice the price!


I recently got a big order from Lulu. Taking advantage of their 30% off coupon, I got the Labyrinth Lord Advanced Edition Companion, White Box and Core Swords and Wizardry, a collection of Backswords & Bucklers books, four books by Richard LeBlanc (including his D30 books), and that dizzying expression of what a D&D campaign can be - Yoon-Suin.

All of these combined I got for less than the price of some of the big, commercial RPG books. I have to keep reminding myself of that when I am suffering a bout of buyer's remorse. Which isn't that often, as these are exactly the kind of books that will get used at the table.

(I did feel a bit guilty showing them off as 'rpg porn' on Google+. I half felt a bit like I'd just pasted a picture of my wang and invited everyone to admire, and half like I was one of the spoilt Super Sweet Sixteen 'princesses' presenting conspicuous consumption as some kind of virtue.)

BUT my Lulu haul wasn't the real bargain. No. The real bargain was James Raggi making the Lamentations of the Flame Princess (LotFP) 'Grindhouse Edition' Referee Book available as a free pdf. The full art version, no less, so be careful where you read this on your tablet, or where you print this out. No-one reading this needs telling that LotFP is a very elegant B/X derivative, which by a couple of small changes produces a very different feeling game. Niche protection for Fighters, Turn Undead as a spell for Clerics, no flashy 'boom' spells of the Magic-Users, and a Thief (erm, Specialist) that really works. Good race-as-class Elves, Dwarfs, and Halflings, a lovely encumbrance system and a nice clean set of rules for exploration and adventure. None of it radically different to B/X, just different enough that a game run using LotFP will have a different flavour. As well as Raggi's Early Modern 'Real' Earth 'setting' (which would, of course, also make LotFP a good match for a Warhammerish game), I've long thought that this particular set of rules would make for a good OSR Swords & Sorcery game, a fine competitor for Crypts & Things and Astonishing Swordsmen & Sorcerers of Hyberborea. Lower magic than 'traditional' OSR games, a Fighter who really fights, Clerics that can't simply blast their way through the undead, etc. If only the books weren't full of fantastic, if not-safe-for-work, art that reinforces the idea that this is a game for the Early Modern period.   Sounds good, eh? Well, you get none of that in the Referee's Book.

[Insert body-horror image that stretches the bounds of decency here!]
Whatever image you have imagined, it is probably also a graphic representation of your deepest sexual nightmare. 

No, what you get in the Referee's Book is James Raggi's advice on how to run LotFP. Well, no, it is James Raggi's advice on running any OSR game (applicable, most likely, to any traditional RPG) with a 'weird', indeed horrific, tone. It has advice on designing adventures, running campaigns, and on designing NPCs, Monsters and Magic Items. You really can't lose, because James is a good writer with keen insights on RPGs, and so even if you disagree with him, reading the Referee's Book will help crystalise your own ideas on what is important in an RPG.

If you do want those elegant rules that I briefly sketched then you need the Rules and Magic Book, which is available as free-no-art or pay-full-art versions. Say, couldn't I paste my own Swords & Sorcery pictures into the free-no-art version...?
 

Monday, 6 April 2015

Fear of Disruption - Guilty!


I was reading through The Doom-Cave of the Crystal-Headed Children, and in the introduction Raggi writes:

"This year we’ve got a dungeon that’ll work as a totally mental one-shot just as well as a completely disruptive part of an ongoing campaign. And if you’re not wanting disruptive, then what’s the point? “Oh let’s have an adventure that doesn’t look like it’ll rock the boat, I’m sure that’ll have a better chance of getting the players excited and of being something we all remember later on with fondness.” Pffft. You want carefully considered, scientifically tested, carefully balanced adventures that are constructed to have beginnings, middles, and ends, all of which can be slotted into your pre-plotted campaign without changing it? I call those types of adventures ‘fillers’ and once a regular progression of events becomes evident, once the outcomes of an adventure are discovered and known, that adventure becomes boring, and I’d never publish what I’d come to think of as boring."

I'm guilty. All GMs probably are, and a great many adventure designers are too - but that can be seen as necessity, they are writing material for campaigns unknown. But I hope I remember this passage more often than I forget it, and make sure that, as a GM, I'm not afraid of an adventure being 'disruptive' - and that I keep clear in my mind that if the campaign is more or less unchanged after the PCs have had an adventure then yes, Raggi is right; what's the point?


You don't prefer the Status Quo, do you?

Friday, 28 March 2014

A very old school critical hit chart...


In real life, I've recently been reading a little about medical illustration. And I came across this brilliant image:



Now then. What I'm thinking is that something like this would make an excellent die-drop table, of the kind seen in Zak S' excellent Vornheim. Suitable for all manner of OSR games, but probably particularly suited to Lamentations of the Flame Princess. I'm imagining that, as with the supplemental critical hit tables for WFRP1e, there would be a different die-drop table for a different sources of injury, all graphically realised in gory faux-woodcut detail. In order to 'bulk' the supplement out to 16 pages (or whatever), there could be a few pages of similarly illustrated diseases, poisons, and 'advice' on healing. It would masquerade as a 'real' manual, complete with a pun-tastic 'German' name in the classic WFRP style.

Here's the front cover to von Gersdorff's manual. Now that has some serious Old School vibe!

But I can't draw, so someone else has to do it! And anyone who can draw probably wouldn't need me to supply the words. Especially the person that immediately sprang to mind when this idea popped into my head.

Wednesday, 23 January 2013

Vornheim Soundtrack


Okay, I know that some stuff has recently been re-released as lovely clean .pdf files. Apart from snagging the free copy of B1, I haven't jumped in there yet. Financial ruin awaits.

Before Christmas, though, I did stump up a bit of cash during Raggi's Lamentations of the Flame Princess sale (it appears that there is another sale on now). One of the books I bought was very interesting Vornheim by Zak S. This is what Vornheim sounds like to me:


Monday, 21 January 2013

Predicatability and Meaningful Choice


One of the principles that many people ascribe to Old School play is that player choices (and hence player 'skill') matters. A second principle is that balance - in the 'modern' RPG sense of providing only encounters that are designed to be 'won' by the PCs - is not desirable; in a sandbox game, some things that the PCs will encounter - by design or by chance - will be beyond their abilities. They might have to learn this lesson the hard way, but because the game is a sandbox, not a railroad[*1], the players have plenty of choices of other places to go and things to do.

The retroclones all have standard monster bestiaries and mechanized treasure tables, emulating the original systems. Even if the DM creates his own (variations on these) monsters, the lesson of these catalogues is that players can (and I don't mean by leafing through the monster listing and studying the treasure table) learn what the world created by the GM consists of - what rules it runs by - and therefore gain an ability to judge risk and reward. Sure, Orcs in your game might be called the Quezo'll, and their kings might be able to shoot laser beams from their crowns, but the players have the potential to learn the capabilities of the Quezo'll, get an idea of the size of their raiding parties, the treasure they carry, etc.

This is not about the game itself being predictable - in the sense of beaing boring or repetitive,  but that enough of the world is predictable so that players can make informed, meaningful decisions on the part of their PCs.

Several of the second generation OSR games - Lamentations of the Flame Princess and Dungeon Crawl Classics, for example - suggest that monsters should be unique. There should be nothing so passé as a standard bestiary; monster manuals[*2] reduce monsters down to dangerous animals, and humanoid monsters to evil humans with different coloured skin. I have tremendous sympathy with this point of view, but I worry as to the degree to which an inability to learn about the dangers of the world through actual play inhibits meaningful player choice. Meaningful player choice demands predictability. If the players have no idea what the possible consequences of an action are, what the risks are, or what the rewards might be, then they cannot take a meaningful action. Of course, as these are games of exploration and adventure, many aspects of the world must remain unknown, mysterious, and if magic plays a part, even contradictory. I guess my question is - to what degree is a degree of predictability in 'monsters' required for meaningful player choices in a game that, more often than not, involves fighting (or at least, encountering) monsters?

[1*] I have seen it argued that a sandbox is just a railroad with so many tracks that the players enjoy the illusion of freedom. Well, uh, sort of. For me, the point of a sandbox is not total player freedom, it is meaningful player CHOICE. It is the choices, and the consequences (including PC death and other negative, even catastrophic, consequences) of those choices, that make RPGs a game.

[*2] To be sure, the Ecology of... articles in Dragon, and the tone of the AD&D2e Monstrous Compendia did begin to make even the strangest monsters mundane.

Sunday, 6 January 2013

A Finnish Sensibility?


I didn't know James Raggi had made a Christmas movie...


Well, he hasn't. But Rare Exports: A Christmas Tale seemed to have a very similar vibe to a Lamentations of the Flame Princess adventure. Basically, the wholesome is subverted, ordinary enough people face off against a powerful, inhuman evil, and all for the sake of a few gold pieces. 

Perhaps not as good a Gremlins for Christmas horror, but certainly worth watching.

Thursday, 13 December 2012

Impressions: Tower of the Stargazer


Earlier this year I ran Tower of the Stargazer for a small group. Two of the group hadn’t played a role playing game before. I wanted something self-contained, short enough to run in a single, short session, ideally a good introductory adventure that was neither a railroad nor a hack-n-slash combat fest. I also wanted it quick. Tower of the Stargazer seemed well reviewed, and at just a couple of Euros for the .pdf, it was a relatively risk-free buy.


The adventure is a location (i.e. not a plot) and can be explored in a non-linear manner. In the case of this group, that mostly involved opening a door and saying ‘No. We don’t like the look of this. Not one bit. We’ll try somewhere else. We shut the door. Quickly’. But this was not bland, mechanical caution, a worry that their PCs would be overmatched by the Ogre hiding behind the curtain, but a growing sense of unease derived from the PCs interactions with the environment, even things that were absolutely harmless. Of course, this is an adventure by Jim Raggi, so there were lots of hazards even though there are few ‘monsters’. Given this, the Tower of the Stargazer encourages caution before the PCs even reach the door of the tower – if the PCs die, it isn’t likely to be a run of bad dice, or a monster that wasn’t ‘balanced’ against the PCs, but because the players made certain decisions as to what their PCs would do, making it an ideal tutorial for old school play.

All this reminded me of one of the better Fighting Fantasy gamebooks. There were few fights – the majority of the adventure is an exercise in player choice and, god forbid, player skill. There is lots of strange stuff for the players to have their PCs mess with, sometimes with catastrophic results. If the players do mess with the Stargazer’s stuff, they will find themselves ‘Testing Their Luck’ via a few ‘Save or X’ throws.

There is even the requirement for the GM to hold his finger in a page as his players decide to do something terribly stupid before the adventure has properly begun. Player choice driven TPK. ‘nuff said.

The adventure ran very well. The players enjoyed it, once we decided that we couldn’t let the session end quite that abruptly*. The one thing my players did not enjoy was the puzzle that protected the Stargazer’s treasure horde. My players could not crack it, and it seems that neither could Raggi’s playtest groups. If I do run the adventure again, I might well change that puzzle.

All in all, I really enjoyed Tower of the Stargazer. It is suitably strange, pretty lethal – though not necessarily so, as the lethality is so strongly tied to player choice – and could be a great beginning to a campaign, providing both a Big Bad and a number of ‘treasures’ that are bound to get the PCs into trouble with somebody or something.

*If this were a game in a proper campaign, you can be sure that there would be no ‘backsies’ – it is the persistence of the consequences of player choice that differentiates a tabletop roleplaying game from a CRPG

Friday, 28 September 2012

Playing it Wrong


At the moment, we’re playing Lamentations of the Flame Princess (LotFP). And we’re doing it wrong. Wrong, wrong, wrong. Why? Because we’re using the core mechanics of LotFP and playing classic D&D with it. That isn’t what James Raggi wanted, is it? But it is a compliment.

The core mechanics of LotFP are D&D made elegant. I love them. The combat rules (this is the game that converted me to ascending AC), the streamlining of weapon options, the d6 adventuring rules, the rules for spell research and the creation of magic items… and the Specialist! A classic D&D Thief that doesn’t suck! LotFP is the version of classic D&D that I want to play. But I want to play classic D&D with it. I want the tone of the Mentzer Basic/Expert sets mixed with some Brit-fantasy to darken the mood. But it’s laughable thinking that a dash of Titan, a pinch of Lone Wolf, and a sprinkling of Warhammer will ‘darken’ a game when LotFP provides the possibility of mis-casting a Summon spell and have a party compelled to genitally mutilate each other? Actually, the mis-casts of the Summon spell are BRILLIANT. But they’re not part of the game that I’m after at the moment.

I’ve got my Rules Cyclopedia on my table as we speak, and my BECM (never did get I) books sit in a box alongside my collection of Gazetteers, modules, and assorted classic D&D accessories. But RC/BECM (or Labyrinth Lord, which I use as a proxy to avoid having tea poured all over my precious, precious RC) it isn’t exactly the game I want to play either. It lacks the elegance of Raggi’s system, and it’s power scaling is all wrong. 36 levels?! Back when I began playing D&D I had the Basic and the Expert set, and that was the system. 

So my house rules try to use LotFP to play D&D. All classes increase in attack bonus (though much, much more slowly than the Fighter. Not every monster is a unique Cthulloid entity; we’ve got Kobolds and Goblins, Trolls and Treants. The spells are mix of LotFP (Raggi’s interpretations of the classic spells are often extremely well done) and classic D&D (well, actually, for ease of reference at the table, I’m relying on Labyrinth Lord quite a bit). And I’m using D&D Treasure Tables – a mechanised Experience Point system that runs on loot demands a mechanised loot allocation system. In other words, I’m doing Raggi a terrible insult, stripping away the deliberate and consistent tonal qualities of LotFP to leave myself with the skeleton of the rules.

I'm worried about tea? It looks like they'll fall apart of their own accord soon enough...

The thing is, I appreciate the tone that Raggi strove for when writing Lamentations of the Flame Princess. It’s something that I’d be happy playing as a player. Strangely, it’s a game that I'd probably be happier playing that running. But right now, we’re dungeon delving and monster bashing. And, when you end the first adventure with a character blinded by a SPITTING COBRA, and three characters (a serious head wound, two fingers severed, and a broken leg)  needing lengthy spells of recuperation thanks to some FIRE BEETLES (oh, and Chris Kutalik’s Death and Dismemberment table), you know that you’re not playing too light and breezy a game.     

Oh, and of course, the Rules and Magic books for LotFP are available free. They're art free, but if want some cutting edge art criticism, try HERE. God knows what I'll do with my FOUR Rules and Magic hardcovers when they arrive (thanks to the Indiegogo campaign), but I'm looking forward to the Ken Hite adventure. And Kelvin's.

Thursday, 26 July 2012

Indiegogogogogogo


I've recently gone in on a few Indiegogo campaigns. I went in on James Raggi's Lamentations of the Flame Princess hardcover campaign, which was funded along with one stretch goal. However, by the appearences of Raggi's next campaign, he's failed his Sanity check. 19 inter-related campaigns, each needing $6,000 of funding to run, but with the perks for big pledges dependant on other campaigns being funded (i.e. pledge $20 for the print+pdf copy of the adventure = no risk // pledge $100 for the print+pdf of this adventure and up to five others = $120 of books, maximum, but very likely much less). Crazy. Nevertheless, it looks like some will fund, with Jeff Rients' Broodmother Sky Fortress currently just shy of the $6,000 mark.


Award-winning (it counts, doesn't it?) adventure designer Kelvin Green has an adventure in the crazy campaign - Horror Among Thieves. I've contributed to this campaign. And, remember, James Raggi has failed his Sanity check, so:





There's just 6 days to go on these campaigns.

But that's not all. Graeme Bottley, re-animator of Advanced Fighting Fantasy, has an Indiegogo campaign running, to fund not only the republication of the classic Blacksand book, but its expansion. With just a $3,000 target, and well over a month remaining, this looks like it is almost certain to meet its target. Now, I've gone for the softcover, but if you're a fan of big beautiful books, higher contribution levels might well get you something special.

And finally, the Indiegogo campaign for OpenQuest Remastered / OpenQuest 2 will go live very soon. Another campaign well worth funding.