Showing posts with label LotFP. Show all posts
Showing posts with label LotFP. Show all posts

Thursday, February 6, 2014

Overwhelmed by RPG products

When I was young and I didn't have that much own money it was easy. I had to save money to buy something I wanted to play or use in my games.

Later when I was older and had a job and more money I could buy more. Even those what seemed interesting but I wouldn't necessarily actually use.

And when I discovered internet I didn't have to walk into a store to buy rpg books. I could just browse online stores and buying used RPG products was way much easier. That's when I started to buy more products I don't use if those were cheap enough.

Later I found how much there was free good RPG products to download and thanks to OSR the variety was huge! And indie publishers made commercial PDFs that was also cheap. This is when my RPG collection got a little out of hand thanks to digital products. I downloaded more stuff than I ever read. And my physical books buying went almost to zero.

Then LotFP happened. Well it happened earlier but when I found LotFP. After buying Grindhouse Edition boxed set I was hooked and started to buy LotFP products. LotFP was and is actually only physical book producer at the moment I spend money to. I could live and game forever with free stuff online, but LotFP is something I love to collect and support with my money.

At some point I started to test and read RPG products that weren't ready yet and as a thanks received those when those were ready. Started with some dead trees and expanded to PDFs also. And now from now on someone sends me his new RPG product (PDFs mostly) to review!

Now I am overwhelmed! I got those books I have bought but never read. Tons of free and bought PDFs waiting to read. And those people send me sometimes. And LotFP to collect.

I cannot say how much I appreciate that some of you guys (who read this blog or not) send me your products for me to review. But at the same time it makes me feel bad if I don't have time to do it! It should not be a big deal to read 10 to 200 pages to review (actually testing in play is a little harder to find time and convince my player to do it with me).

So you guys who have sent me stuffz to see and you realize nothing happens from my part (I don't publish my reviews and opinions or hype) don't hate me. I do my best. I know it might not be your intention that after your product's been out for months and the initiative hype is over then I step in. I am sorry.

But all you who make new stuff, commercial or free continue the good work. I think that thanks to internet, forums, blogs, G+ and other social forums the roleplaying games are not dying anytime soon. And the hobby is stronger than ever. Even if the big companies might have their problems with sales you (WE) little guys do the good job.

So good fellow gamers. Continue creating great stuff. Share it free or sell it. I keep my eyes at you.

Wednesday, January 8, 2014

LotFP store's Gardening Society memberships available again

Direct quote from LotFP email:

'allo LotFPers!
For 10€ (+VAT for EU customers), you're enrolled in the Society... you get an official membership card (sent with your next order of physical goods), a 1€ discount on all physical books ordered from the Webstore FOREVER, plus bonus perks when we do crowdfunding campaigns - last time Society members got a 12€ dice set at no charge if they participated.
A lot of previous members have already come out ahead on this... but you should judge for yourself how long you think you'll be into LotFP, how many releases you think that you might be able to use the discount on during that time, and decide whether or not to join accordingly!
We have two big adventures going to the printer early next month - Zzarchov Kowolski's Scenic Dunnsmouth (112 page) and Kelvin Green's Forgive Us (formerly titled Horror Among Thieves, an adventure crowdfunded awhile back, 48 pages), so you'll have an opportunity to use the discount soon if you already have everything we currently have to offer. (And Zak S' Red and Pleasant Land is in layout now; hoping that goes to press before the spring is out.)
That's all for now, I hope you had a good holiday season, and we now return you to your regular spam-laden inbox!

-
Jamed Edward Raggi IV
That LotFP Guy

Saturday, July 27, 2013

Blog update after summer break

It Was A Lightning

My summer break in internet use started in early summer. The last lightning strike of one of the first thunder storms burned my modem and part of my computer's motherboard. I had some difficulties to get a new modem (and computer parts, but that's another story) but fortunately one kind soul and fellow gamer friend helped me out.

But when I got internet running after a small break I decided that I will reduce my computer time this summer. And that's what I did. Maybe I should have announced it. There were times when I was thinking is my blog dead now? But no, it isn't. From this day I start blogging again - or continue it.

So, welcome back. I am happy to see old faces commenting and sharing my posts and I also welcome all the new faces!

Projects Burned

Well, it wasn't only parts of my motherboard what got burned. But also my USB hard-drive. With all my documents and projects (and personal photos and videos). So my projects? Yeah. Nothing left! There's something on Google Drive (should use cloud services to storage important stuff) but nothing major.

So basically everything I've done is lost. I have to start again!

Gosh.

Well, anyways. I had too many projects open anyways so now I will start just one and focus on it. There are few options to choose from what I already had to be re-written or I might start a new one. I'll just have to decide what I want to do first.

Mutant Future Forever

Still playing Mutant Future. It is awesome. One of the best games I've played. Well, there's no setting and the rules are simple but it's really super inspiring and easy to use. I love it. If you don't know what Mutant Future is, go to Goblinoid Games and download free no-art PDF of the full game. Then you can buy it from Drivethru. Go now!

Musing Vampires Not So Masqueraded

I liked Vampire: the Masquerade a lot. And I've played a lot of it. But now the whole game seems so boring. After Mutant Future madness storytelling horror sounds super lame. But I've been thinking about making Vampire more... mythical or dark fairytalish. More vampires. Darker cities. More gothic and punk. More blood, chains, leather and laces. Like 1800 steampunk meets 2020 cyberpunk with Kult (the rpg).

Or maybe I'd use Requiem for that? New game (for me) new tales.

I just need to buy WoD core book, because I don't own it. I have free pdf they shared ages ago printed, but it sucks to use. If I just could get one WoD core for extremely cheap... Well well gotta search for it.

Oh And Google+ And What's Going On

For me Google+ rpg people and communities have been extremely entertaining and informative (thank you G+ rpg people, I love you guys). But haven't been using it for a while. So I don't know what's going on. What's new, what's trending, what you guys have been writing. So now I got tons of things to do to update my social circle wisdom.

Jim Raggi Slow Down!

Dear James, stop publishing so many awesome items. I cannot afford it all. At the moment, anything of it. At the moment one product with limited print of 666 is stressing me out. Because I fucking want it. I want it badly. And I cannot buy it!

Searching your store is both mind tingling and frustrating.

Keep selling those items and -umh well- publishing new ones. I'll buy it all when I got extra cash.

And I like your products in print. PDF are cool, but dead-wood looks so cool on my shelf.

Yours, Thaumiel

Tuesday, May 28, 2013

Breaking shields [LotFP, LL, etc.]

Shields might be handy AC boosters. But as armors are almost unbreakable what about shields? They might break.

When character or a creature with a shield is hit with natural 20 result, there's a change that the shield breaks.

4 in 6 change for small shields and bucklers
3 in 6 change for medium and wooden shields
2 in 6 change for large and enforced shields
1 in 6 change for tower and metal shields

If there are no different types of shields in game use fifty-fifty (3-in-6) or what is most logical.

Also for flavor if an enemy attack is strong enough (lots of damage with a single blow or several attacks in a row for example) the shield might break. Use shield's change to break or x-in-6 change what suits best.

Sometimes natural 20 isn't necessarily needed at all. If a dragon stomps the character with a shield rolling well but not well enough to hit or rolls ridiculously bad damage, maybe it was the shield what saved character this time breaking into splinters in process!

In my opinion shields can be much more flavor and even character's trademark than just a static AC bonus.

Monday, February 25, 2013

[LotFP] Opinions needed for Elven magic

FORGET THIS CRAPPY POST AND GO TO THE LINK INSTEAD:
http://www.lotfp.com/RPG/discussion/topic/503/help-me-make-elves-different-from-magicusers-random-table-time/

THIS POST SUCKS... IT'S TL;DR AND THE IDEA ISN'T AS CLEAR AS IN THE FORUM POST I MADE AT LOTFP.

But why don't I just delete this? This is a reminder for self how not to suck.

Elves cast spells like Magic-Users but I want a difference there. If you are familiar with D&D 3e Elves would be more like Sorcerer class in their magic using abilities, but not quite.

This is the idea I am thinking. Magic-Users will be by the book, but Elves will be different. This is how Elven magic works.

Background

Elves have magical abilities. Not studied and learned like Magic-Users with their arcane knowledge, researches and spell books. Elven magic is innate power and more powerful Elf is more powerful his magic is.

Elven magic is chaotic in nature and no Elf can possibly know what kind of powers he will conjure later. Magic is Elves birthright but the nature of it is unknown until discovered.

Elf Spell Progression

Elven spell progression is by the book, but they don't need spell book. Their spell powers come inside them.

Every level when Elf gains new spell slots roll randomly for appropriate spell level new spell slots are gained. Those are the spells Elf can cast. He memorizes spells normally by meditation.

For example if Elf can memorize two one level spells and one second level spell per day that's also the number of spells Elf knows. Roll randomly for two first level spells and one second level spells, those are the spells Elf knows. Elf can memorize spells as Magic-User, for example taking same first level spell twice.

Does this make Elves less capable of Magic-Users? Yes, as they don't have a spell book they can write new spells when they find those. But Elves can still use scrolls, wands and staves normally. But this makes Elves different from Magic-Users as Elves are also capable as Fighters.

The trick is that when Elf casts a memorized spell roll d20 under his level-spell level (1 minimum). If the result is a success, the spell is not forgotten and can be re-cast.

Example:
Tremwel 10th level Elf casts 2nd level spell. He rolls d20 against his level - spell level (8). If the die result is 1-8 he doesn't forget the spell and can re-cast it later.

But as Elven magic is chaotic in nature there's 5% change (result 20) that something goes wrong and the spell effect backfires. For example Sleep spell affects the Elf himself or the fireball blows in front of the Elf damaging him.

It is player's choice to cast spell with this risk. Otherwise Elf cast his spell normally without a die roll and forgets it. There's 5% risk when trying to cast without forgetting the spell, that something goes wrong. Elven magic is chaotic in nature and wild so trying to "tame" the spell when casting it (trying not to forget it) is risky business.

Other option to make spell casting more wild and chaotic is to ignore Elf's level altogether and just roll d20. If the result is same or less than spell level, it fires back to the caster.

Example:
Anwylen 20th level Elf casts 9th level spell trying not to forget it in the process to be able to cast the same spell later. There's 9 in 20 change that the spell backfires harming the casting Elf.
_______________________________________

This is something I try to work out to not make Elven casters weaker and trying to make Elven magic more wilder and chaotic. I am not yet sure how to do it, but this is one option.

Do you have great suggestions to make Elf different from Magic-Users?

Friday, January 11, 2013

Cleric players can create their own religion

In many fantasy rpg settings there are religions Cleric characters can choose from, but there are also games without a setting in a core book (i.e. Lamentations of the Flame Princess, Labyrinth Lord only two to mention). If you are using your homebrew campaign or generic world where the adventures are location based (i.e. running LotFP or LL where characters operate from the village you have created to do adventure modules or your own adventures) there might be one or few religions you have created. But does that have to restrict what religion(s) the Cleric character can follow?

No.

If there are options of religions to choose from don't restrict you player creating his own order to follow.  It might not be big in your campaign setting but rather a small order/religion/cult. There already might be dozens of gods so there might very well be a lesser god to follow. It's just that there aren't too many followers but the character happens to be one of them.

The religion/cult/order should have a name and a deity naturally. Player can also describe the practices. It is good that player checks his idea of this smaller custom religion with his Referee to be sure that it fits the campaign setting.

The good part is that from the player's idea of his Cleric's religion/order/cult the Referee can add a new religion/cult/order in his campaign setting. The Cleric player's own little custom religion/cult/order might be just that; a small generally unknown and not with much influence or it might grow to be a bigger thing in the campaign setting.

There might be also other flavors to the game. The character might want to convert others in the setting towards his own little religion/cult/order and he might spend his hard earned loot to make it stronger. In a high enough level (Labyrinth Lord) the character might even build his own temple for the religion and start to be a major player in his religion/cult/order.

If the game goes that far that the character is wealthy and experienced enough to establish something for his religion and then retire his character might become a NPC in the campaign world making the religion an actual bigger thing in a game world. Wouldn't that be a great reward for a player? Starting as a 1st level Cleric worshipping this minor deity but when retiring he has achieved something bigger for his religion/cult/order?

And if the players play together well they might create something bigger! Cleric making a temple, Fighter creating a stronghold etc. This way the party might even create a micro nation!

Here's another idea. The deity character worships is a weaker god. It might be new or just awaken from a long idling. Player's Cleric would be actually only one who has a vocation for this new god. What ever the reasons are why the player's Cleric was chosen are beyond human understanding. But the character has a mission directly from his god; to make his god stronger. This way the character would be the prophet for the god and the god's power would depend on the character's actions. Building temples and shrines and proclaim places holy in addition to convert people to this god could be a mini-campaign inside of the real campaign.

What would be better starting point for this Cleric than to get his fellow adventurers to support his and his god's cause?

Referee can also make custom rewards. For every x people Cleric converts and for every shrine, holy place, temple etc. the Cleric makes there could be a reward from the god. And those in the party who actively help the Cleric to do his god's will will also benefit from the rewards. The rewards might be bonus XP or something supernatural like blessings or even enchantments on their equipments (Fighter who slays enemies in the name of his fellow Cleric's god's name gets his blade enchanted against undead etc.).

With a custom religion/order/cult of the party's Cleric there are unlimited possibilities and motivations for party to quest. It's simple to make party to go into that dungeon because god said they to go there. McGuffin at its best.

Tuesday, January 8, 2013

Let's look back at the year 2012

This is the post about my gaming year of 2012. I'll write here about things that affected my gaming the most.

Old School Reneissance And Clones

Old Dunegons & Dragons never was the game I enjoyed when I was a kid. I already played RuneQuest and Warhammer 1e so when testing some red box D&D and AD&D 2e those didn't feel fun for me. The main reason propably is that I didn't start gaming with d20 (well, my first game was ANKH what is inspired by D&D) so D&D just didn't feel special anymore.

Last year I started to get really interested in OSR thanks to several blogs. At that time I enjoyed mostly Vampire: the Masquerade and was totally bored in fantasy because it was almost exclusively fantasy that I gamed when I was a kid (some scifi and cyberpunk too, but less of those).

But reading all neat OSR stuff I realized that fantasy can actually be cool if you do it right. Also I found out that actually some old-school games are rules simple and you can focus on the adventure instead of hundreds of pages of different rules.

I do enjoy storytelling games where characters are in the center but I also found out that games where the adventure is the main thing are awesome. Also the fact that it is so easy to write universal material for old-school games is awesome!

Lamentations of the Flame Princess

It was late 2011 when I bought the Grindhouse Edition box but I started to read and like it in early 2012. The rules are simple and I like the weird/horror themes of the game as I am a horror fan. It was easy step to start digging OSR with LotFP because it did hit the spot where my interests are. Also the Referee book is good read.

I liked the rules how they played like 3.0 but still old-school. That's ascending AC there. When I played D&D 3.0 I stripped the rules and when got into LotFP I realized that its rules are what I wanted 3.0 to be.

I never was that interested in pre-made adventures because I wanted to create and control my own games. LotFP adventures are so good that they actually made me appreciate pre-made adventures for the first time.

Of the 2012 games for me LotFP must be one of the most influencing game. It was the final hit for my OSR interest and it is a great game with great adventure and sourcebooks.

Also whole year 2012 LotFP products (Vornheim, adventures, Isle of the Unknown) were only gamebooks I wanted to buy new. That's something.

Labyrinth Lord

When searching for a real retro-clone (LotFP is like house-ruled version of traditional D&D-esque fantasy games) there were several game PDFs I checked out but none of those felt right for me. Then I found Labyrinth Lord and with some background research I realized that this is the real retro-clone for me.

I love how simple the rules are even though I am not a fan of Thac0 type combat (it fits LL perfectly though).

Labyrinth Lord is like old D&D for me now.

Most of the year I only owned the no-art PDF of Labyrinth Lord but in the autumn I won the softcover book in one competition. That was super awesome!

Creating Material

Now with OSR it is super easy to write fantasy (and other genre) material for roleplaying games. I don't have to worry what system to use, because OSR is universal system. Raggi in LotFP showed how to easily write stats for monsters and NPC compatible for both ascending and descending AC (armor as leather). And it's pretty fun to write little fantasy stuffs in the blog (and easy as I said).

Mutant Future

Interested in OSR and liking Fallout 3 videogame a lot and hearing about Gamma World I started to find out about that game more. Soon I found that Gamma World 1st and 2nd edition would be most interesting for me but unfortunately those are out of print now. Then I found Mutant Future and I was happy!

With Mutant Future you can play totally gonzo or more realistic Mad Max style. Or Fallout game with black humor including mutants. Mutant Future easily found its way to my favorite games. Rules are simple, mutations are whacky and post-apocalyptic setting is neat. I love playing this game and I am looking forward to buy the book.

Netflix

This is not roleplaying game, but I have enjoyed watching movies when I go to sleep (some movies might take even 5 days to finish). TV series I haven't watched that much but with Netflix coming to Finland and being compatible with Xbox 360 I've watched also several series.

When I watch movies I always thing roleplaying. How this scene, background story, character, gadget and so on could be awesome in a rpg.

Netflix is not only an awesome passtime but also great resource for endless inspiration for roleplayer.

Saturday, December 29, 2012

Friday, December 28, 2012

Chainmail bikini statted

Chainmail bikini is one kind of armor that possibly cannot protect you that much. Here's stats for the chainmail bikini and what it actually does.

AC: No change.
Price: 50 gold (silver for LotFP)

If the opponent doesn't hit you roll d20 against your Charisma. If the roll result is below your Charism the opponent is awed and cannot attack you for your Charisma modifier + 1d3 turns (minimum 1 turns).

Every 1000 gold (silver for LotFP) extra you invest in your chainmail bikini you get +1 to your Charisma modifier when wearing it.

Chainmail bikini cannot be used with any other armor (except with helmets and shields if those are separated from other types of armor).

Thursday, December 20, 2012

[LotFP] Alternative skill system with DC

I am perfectly happy with the skill system in Lamentations of the Flame Princess but I cannot help myself when I think alternative rules. I don't necessarily use those myself but I like to create. Here's an alternative skill system for LotFP what is similar to newer Dungeons & Dragons editions.

Difficulty Class

Difficulty Class (DC) is a target number minimum needed for the skill test for a success. DC is determined by the Referee according to the situation. DCs are:

10 - Routine
15 - Challenging
20 - Tough
25 - Hard
30+ - Extreme

Skill Test

Roll d20 and add skill score (1 to 6) and ability modifier. If the task is something character class is supposed to be good at add also ½ of the level (round down).

Formula: d20 + skill + ability modifier (+ ½ character's class)

If the result is higher than the DC the task is a success.

Natural 20 is always a successful result except in Extreme difficulty class

Natural 1 is always a botch. Character doesn't only fail but something unexpected and negative happens.

Tuesday, November 13, 2012

[LotFP] To make ability modifiers affect skills

I like LotFP's simplicity but there's one thing I am not so sure about. Character abilities don't affect skill success propablities. No matter how dextrous you are you are as good in Sleigh of hand that the next guy.

This is a small modification if you want abilities to affect skills.

You can re-roll skill roll as many times as you have ability modifiers for a related ability but the minimum of skill rolls is always one.

For example if your character uses Sleigh of hand and your DEX modifier is +2 you get to roll the skill roll twice and pick the better result. If DEX modifier was -1 to -3 you only roll once.

Thursday, November 8, 2012

Oddities in the Darkest Space - seriously?

In my last post I wrote how I had this dream I created a scifi rpg. Now I cannot get the idea out of my mind. Here's something I've been thinking.

- It uses modified LotFP rules
- Character classes are from LotFP with some tweaks. Re-naming them and changing a little the rules
- There is no magic but psionics instead. Basically it's M-U spells re-skinned
- There is no Cleric class but a "Medic" (or something). Cleric spells modified so it's this weird computer thingie what has these "powers" like Clerical spells
- Psionics don't learn spells. When they level up they find new abilities rather than learning those
- "Medic" can find chips (scrolls) to use or upload to their computer thingie like M-U spellbook
- Weapons have two values for damage. First is what dice you use and second for firearms when the clip is empty. For example weapon with damage 2/d8 shows that it does d8 points of damage and there is 2 in 8 change the clip must be reloaded
- Mass Effect video game doesn't count ammunition, I won't either. You just need to spend one turn changing the clip/recharging the weapon/let the heat go down
- Demi-humans are actually aliens. Those are based in Halfling, Dwarf and Elf character builds with modifications
- d6 skill system propably where "Tech" class is most advanced in skill usage
- Stances are aggressive, normal and defensive where there are slight modifications for AC/AB like in LotFP
- Encumbrance is from LotFP but CON modifier affects the first encumbrance point. (CON bonus 0 is 5 items, CON bonus +2 is 7 items before first encumbrance point)
- There are powershields what can nullify damage if damage result is in right range

Now I am thinking will I write whole thingie from a scratch or make a small add-on for LotFP explaining the modifications used. So basically you would need LotFP + OitDS to run it. It would save a lot of work writing for me saving time for fluff.

The greatest question is will I write this at all? I like Fading Suns a lot but the rules I'd like to use would be more LotFP like for simplicity. In the other hand I could just use Mutant Future but I want to keep it as its own game/setting/feeling. Also I prefer ascending AC over descending.

So, now the big questions are:
1) Will I write this?
2) Should I use LotFP but only write all the modifications?
3) Should I re-skin LotFP?

Tuesday, November 6, 2012

Started Mass Effect the second time and wrote scifi rpg in my sleep

Picture from Bioware website
Yesterday I started playing Mass Effect with PC again. I had started it earlier but didn't like PC gaming. Now I got gaming room with a nice armchair to sit when using PC so PC gaming is much more enjoyable.

Don't know yet how good Mass Effect plot is but I like the system how it works.

After playing Mass Effect I moved into bed and watched some movie before fell asleep. And in my dream I wrote scifi rpg! Here are some ideas I got from my dream:

- Game is based on LotFP rules (races as class, ascending AC, encumbrance system etc. etc.)
- It had a silly name: Oddities of the Darkest Space - Weird science fiction
- There are power shields what protect any damage in shields range. So if shield's range is 2-5 all damage results between 2-5 are nullified. Shields have charges how many times they can nullify damage before recharging it (Fading Suns style)
- To hit and Damage is D20 + AB + weapon damage solid + d against armor class. The amount of damage is the difference of AC and To hit roll (I think base AC should be higher than 12... maybe 15 or something).
- Weapon clip is empty when you roll weapon damage d equal to "empty" score. For example if weapon's damage die is d6 and "empty" is 1-2 you roll that damage result you need to reload
- Magic is replaced with psi-powers modified magic rules

Those above are the rules I was writing in my dream. It's a mix of LotFP, Fading Suns and Dungeonslayers I see.

Friday, November 2, 2012

Die of luck, unfortune and die

Picture from colorbox.


"The Die" is in a beautifully crafted box with velvet inside. The die looks to be made of black bone or similar material. The pips are small blue diamonds.

If the die is touched with bare skin it will get stuck until it is rolled. When die is rolled ask player a number between 1-6 and ask him to roll one d6.

If the d6 result is exactly the same player said character dies.
If the roll result is higher next d6 die rolls will automatically success (or give highest possible result in damage, with potions etc.)
If the roll result is lower next d6 die rolls will automatically fail (potions don't heal etc.).

The die is worth 1000gp (sp if Lotfp) if right buyer is found.

[Review] The Magnificent Joop van Ooms for LotFP

The Magnificent Joop van Ooms is not an adventure. It is a small sourcebook for Amsterdam in 1615 and one magnificent person and his servants living there.

The book is small only 18 pages long what makes it easy to read and memorize.

Presentation

The cover art is really cool expanding to back cover. In cover you see Joop van Ooms messing with a painting of adventurers and, well, one of the adventurers is messed up also. The cover is stunningly done.

Inside the pages are in greyscale, the font is easy to read but a bit small and layout is clear. Pictures are great in black and white and the style reminds me a bit of some of the old World of Darkness art. Usually LotFP books' art are done in painting like style but this works also if artist(s) is/are great.

The Setting

Joop van Ooms lives in Amsterdam in year 1615. There are only two pages worth of information about Amsterdam focusing into The United Provinces and commercial scene of that period. Because the book is set in historical Amsterdam Referees can easily expand the details using various sources from historical books and internet. This both saves space from the book itself and gives Referees freedom to include extra details as many as they wish.

In my opinion even though this books is supposed to be in real Amsterdam it is easy enough to include in your favorite setting you use. Mostly because The Magnificent Joop van Ooms doesn't go to deep in the location description.

Rules Part

There are basically only two additional rules. One is chart for selling and buying in black markets and other is a random encounter table. The random encounter table has 50 possible encounters but some of those are pairs with a minor difference. Some of the encounters can be also seeds for adventures.

The black market table I am really disappointed at. You roll 2d6 + Cha modifier to see the result of selling and buying. Mostly it affects is the item available and what its actual price will be. There are also some boring extra effects after failed or successful transactions. But these are really, really dull.

After natural 1 & 20 chart what gives various effects and not just bonus to damage this was a huge disappointment. You can quickly see what price you sell or buy and does the vendor like you or not but that's it.

Joop van Ooms

There are three NPCs. Joop van Ooms, his guard and his lackey. All of these three are interesting persons but still easy to play.

Rules-wise Joop is a Magic-User but basically it only means his HP and savings. He doesn't use spellbooks, spells, spellscrolls or anything magical Magic-Users usually tinker with. Joop van Ooms magic is in his art and crafts.

Joop can alter reality - or cast spells - using arts like architecture, paintings, sculpturing, poems and so on. He is also an engineer like Da Vinci and he has created a couple of advanced crafts. Other seems to be useless but another can be a blast with "wrong hands".

There is also map for Oom's personal residence. How magnificent person he is his home is a little boring. The focus is in what Ooms is in person and what he can do and not where he lives. His residence is basically for hosting parties and creating arts.

The description of Ooms is interesting. He is really extraordinary person with his fanbase but also enemies.

Adventure Hooks

The book also gives possible adventure hooks. As adventure hooks these are not that detailed but that's the point. They give ideas and inspiration to put player characters involved somehow in Joop van Ooms. I think the adventure hooks are broad enough and easy to use.

The Number 8

Nice little detail is the number 8 Joop van Ooms avoids. In several different contexts it is present. And it is no good.

Final Words

The book is nice little piece of introduction to 1615's Amsterdam focusing on Joop van Ooms as a character, adventure hook and a background for adventures. It is quick to read and easy to memorize and simple to use. Only flaw is really boring black market table what could have been more interesting. It works yes, but is dull.

If you are looking for yet another LotFP adventure this is not for you. But if you want something you can use as a small inspiration for your adventures this is a great little book. A lot of work to use this is left for Referee but it gives you a good starting point for interesting play.

The official product page: http://www.lotfp.com/RPG/products/joop-van-ooms

Thursday, November 1, 2012

...and everyone dies and world ends

One thing I try to figure out in Raggi's adventures is why there are some incidents, random rolls or triggers what either kill characters without any change to survive or destroys the game world/setting/whole goddamn rpg universe.

I don't know the truth and design philosophy behind these things, but here's some thoughts of mine.

Who uses these things?

Let's say that something happens in the adventure and Referee reads that that's the end of everything. Game over. Start again (well, if Raggi didn't say that's it for good). Or there's a random encounter roll what's only purpose is to kill characters right away. How many Referees response to these incidences saying "okay" and putting their rpg books away continuing the evening with Monopoly. Or how many players would think "that was frikkin' awesome"?

I think most of the player groups just ignore these effects. Most of the players. Some might find humor in these. "Lol this adventure ends now because you rolled result 8 from the encounter party" or "uh why did you do that guys, now the setting world is destroyed... forever! That was awesome!"

Jokes?

Are these some kind of (inside) jokes that Raggi doesn't think anyone will use but puts those things in his books just for laughs? Or is it some kind of homage for real oldschool adventures where this kind of things possibly happened back then (I don't know)? Or is it just to annoy people or boost some kind of "I am baddest mofo Referee out there"?

Oh, and what about painting your nose yellow because of meta game laughing? Share me some pictures around the gaming table where this really happened.

New Possibilities?

If character dies you can create another one right? But if character dies without a reason it is annoying. But could there be a possibility? Character is now ghost like creature, or new character is decided to be an incarnation of old with some quirks, advantages and disadvantages? This is up to Referee what he can make out of the situation.

And if whole party dies or world is destroyed Referee could take totally different direction for the rest of the campaign. Afterlife adventures characters trying to get back to life or even timetravelling when worlds collapse to prevent the apocalypse.

If Referee doesn't ignore these happenings and doesn't take those too literally he can continue adventure with a twist.

What Do You Do?

Have you played Raggi's adventure where character or party randomly died or setting was destroyed? How did you handle it? Did you start new game or did you continue with a twist? Or did you just ignore the effect?

Friday, October 26, 2012

This weekend I'll run DFD with slightly modded LotFP characters

Finally it is here. The day when I'll finally play a roleplaying game. Because in Finland we don't have official Halloween I'll place our Halloween on this weekend. And the game I chose we play is LotFP and the adventure will be Death Frost Doom.

But there's a minor modification for characters. I only have one player this weekend but I want to fill more character class slots. So party will have character, NPC as a character and some retainers.

The character and NPC character will both be dual-classed. This means that in character creation:

  • Player chooses two classes for his character and I choose two classes for my NPC.
  • Savings will be the better ones from the two classes.
  • Experience needed will be from the class with higher requirements for leveling.
  • Character will have benefices from both classes (for example Fighter-M-U would have +1 to AB and ability to cast spells.
  • Dual-class characters can act twice per turn in combat - one action per character class.
Reason for dual-class characters is that there is less characters to play for both me and the player but more "characters" to act in combat. Actually the combat part is not that important in LotFP but it is good to be there.

Also character death is modified as I am planning to use same two characters (player and NPC) in other scenarios and adventures also. So if character dies s/he is out of that adventure but can start next adventure with half of his experience. The level is not affected but character death will affect character advancement. More often you die more time it takes to gain next level.

I also use rules modifications from my last post. In example Elven magic and other minor mods.

But what if player character dies before adventure is solved? There are two options... Character can start from the beginning where he left with experience points penalty or she can choose to make a living retainer her next character and continue right away. Or dead character can sort of sacrifice one retainer to resurrect.

Hmmm... Maybe character can get some kind of magical amulet what's power is to resurrect character when sacrificing the life of someone else. But that would need a morality test from the remaining NPCs. When character is resurrected his HP will be the current HP of sacrificed retainer (but no more than maximum naturally).

To get enough starting equipment and retainers I think I'll give character the starting funds of both of his/her class.

Friday, October 19, 2012

My house rules for Lamentations of the Flame Princess

Referee and Magic book cover.
From LotFP.com
First I want to say that I like Lamentations of the Flame Princess rules. The rules are simple, easy to handle, fast and easy to modify. The rules don't need much modification in my opinion but these are some preferences I generally like in roleplaying games. Biggest modification is how Elven magic works. I thought Elven are too similar to Magic-Users so I wanted to make their magic a little special and different.

Here are the modified rules I currently use.

Exploding Dice
When you roll damage and get highest result of any die roll again and add. So for example with d6 result 6 you roll again for 3, so total damage would be 9.

Natural 1s and 20s
I use LotFP Natural 1s and 20s d30 table for this. OR player can choose with natural 20 to deal 2x damage or with natural 1 inflict 1x damage to self.

Halfling Speed
Each race has same basic movement rate. Halflings are smaller and faster thus if the party is pursued Halflings are the last ones to get attacked, captured or anything else what happens after pursuit. (Idea from here.)

Dying
Character doesn't die at HP 0 but is incapacitated. Character permanently dies when his negative HP reach his Constitution score. Characters with HP 0 or below cannot heal naturally.

More Experience Points
Because killing monsters and opponents is not the goal of LotFP monsters will give 10x experience than normal. The reason is that every player character will most probably die eventually and I like player character advancement. Also if player played really well or character did something really exceptional I reward experience points from that. Usually 50 - 250.

Elven Magic Is Unnatural
Elves don't learn magic from books or studying. Their magical abilities are innane. It's in their blood and souls. Elves cannot learn new spells by researching nor can craft magical items. They can brew potions though.

Elves gain random spells when they reach new levels. Elves can know as many spells as they could normally memorize per day. When Elf gains a level randomly determine what new magical powers he learns as many per level as the difference of memorized spells is per level. If you roll same spell as your Elf character already knows, roll again.

Elves don't need to memorize spells. They can bend reality and cast them by willpower. To successfully cast a spell roll Save versus Magic + attempted spell level. If the save is successful the spell is cast.

If Save versus Magic is failure spell is failed and Elf suffers spell burnout and cannot cast spells before resting. Time needed to rest is 6 hours + attempted spell level.

If Save versus Magic spell die roll is natural 1 roll D30 Random Catastrophic Spell Chart (coming up!).

[LotFP] Holy Guardian class

I am playing an J-RPG style game with my Android phone called Inotia 3. It is actually really good and well done rpg if you do like J-RPGs. But as a J-RPG it is not an RPG compared to P&P games. You basically follow the plot, cannot choose what you say or do. You gain experience to upgrade already known skills or buy new skills. And you hassle with equipment. But I enjoy it a lot.

And it's free from App store! Here.


Anyways my main character is a Templar. One of his powers is healing. When used he heals the character in party with lowest health points left. And this is an inspiration for new Lamentations of the Flame Princess character class.

Holy Guardian

Holy Guardians are fighters who have devoted their life to protect others in the name of their God. Their mission is not to slay the evil but protect others doing it.

Holy Guardians must sacrifice 10% of experience gained for their God who provides their power. Whenever experience is gained Holy Guardian gains 10% less than normally would.

Experience points level progress: Same as Fighters
Hit points progress: Same as Fighters
Saving throws progress: Same as Clerics
Special progress:

  • Every 5th level (1, 6, 11, 16) gain +1 to AC.
  • Healing surge. Once per combat Holy Guardian can use his turn for a healing surge. Healing surge heals the character of lowest current HP based on Holy Guardian's level. Even if Holy Guardian has lowest HP left healing surge doesn't heal him but the character with second lowest HP left.
Level 1 - 1d4
Level 2 - 1d4
Level 3 - 1d6
Level 4 - 1d6
Level 5 - 1d8
Level 6 - 1d8
Level 7 - 1d10
Level 8 - 1d10
Level 9 - 1d12
Level 10 - 1d12
Level 11 - 1d12 + 1d4
Level 12 - 1d12 + 1d4
Level 13 - 1d12 + 1d6
Level 14 - 1d12 + 1d6
Level 15 - 1d12 + 1d8
Level 16 - 1d12 + 1d8
Level 17 - 1d12 + 1d10
Level 18 - 1d12 + 1d10
Level 19 - 1d12 + 1d12
Level 20 - 1d12 + 1d12

House Rule

  • If you use exploding dice (roll the highest score again for example in damage) you can use rule of exploding dice also in healing surge.
  • If healing surge roll is 1 from any of the dice rolled healing surge doesn't work but instead deals damage to Holy Guardian himself. Roll that die again.
Example: Holy Guardian level 14 decides to use healing surge. Other characters in party are Elf and a Magic-User. Elf has 15 hit points left, Magic-User has 18 left and Holy Guardian has 25 left. Healing surge will heal Elf who has the lowest HP.
Holy Guardian's player rolls 1d12 + 1d6 and gets scores 1 and 5. Elf will gain 5 HP from the d6 but as the d12 score was 1 Holy Guardian's player rolls d12 again for new result of 7 what is the amount of damage he suffers.
Next round the hit points of the party are:
Elf 20, M-U 18, Holy Guardian 18.

Monday, October 15, 2012

[forwarded] What are your "must-play" games for designers?

Ryan Macklin http://ryanmacklin.com/2012/09/must-play-games-for-designers/ made a post where he asks what three games in your opinion are the ones game designer should play. Go check out the post in link above for details.

My three games following the rules above would be:

Lamentations Of The Flame Princess
LotFP is two things. D&D 3rd edition made more simple or OD&D made more straightforward to play. But there are more. Rules are simple and extra lite. The take on monsters is different as monsters are not meat sacks you beat but unique and strange entities. There is also great Tutorial and good article type chapters from Raggi. There are also several small rules you could say are house rules or improvements but what make LotFP a little different.
LotFP makes old fresh and totally playable straight out from the box. Great read and improvement to old.

My Life With Master
I haven't read or played many indie games with focused rules for its genre and setting. But MLWM is one with a great impact on me. The rules do focus on few topics but you can still use those for almost everything an adventure and roleplaying involves. And there is end game and ending conditions. And it is a short read.

World Of Darkness
For full benefices one should be familiar with old WoD games. In nWoD rules are improved and every splat book uses the same rules as a base for a game. There are some things I don't like that much but the difference and improvements compared to old splat books with rules what are the same but still different is what makes this an important rules book. But without comparing nWoD core book to oWoD rulebooks it doesn't work right.