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Viet Cobold edition

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Previous thread What non-medieval fantasy stuff have you played/run in OSR systems recently?

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I've been creating a simple post-apocalyptic OSR. So mostly been writing that, but haven't run anything yet.

Hey OSR, I'm preparing a sandbox and have been musing about DW's fronts for a while.
I'm thinking of stealing the idea to have some sort of organisational tool for developing factions and dangers on both a local and global scale.

Question is, does anyone know anything similar?
I want to see different takes on the idea that may help.

Fronts are general to a lot of the Powered by the Apocalypse games, so looking at others ones might help, in giving you other implementations of the same basic idea. In particular, I'd look at Apocalypse World and Sagas of the Icelanders to compare and contrast.

I definitely like the idea of using them in an OSR game. It's one of those things that really works nicely when adapted to other games.

An Echo Resounding for LL has domain management rules, which while not necessarily what you want for a game also include ways to integrate factional struggle into a more traditional freewheeling adventuring game.

Outside the OSR, Night's Black Agents (espionage+vampires RPG) has the Conspyramid, a way to set up conspiracy nodes so that PCs have ways to work down each layer until they get at the mastermind behind it all.

Come on fellows, we can't die just yet

I was gonna post some Mullen art but Veeky Forums's posting is spotty.

I love the Whitebox cover art.

...

...

This. Fronts are a handy tool, especially good for when the players are all looking at you and you're not sure where to go next. You can glance at it and get some idea of what to do, in a heartbeat.

Maybe check out Reign's company system. Might not quite be what you're looking for though.

Beyond The Wall and Further Afield have a threats/world-building set up similar to fronts that's worth looking at. Different threats can be placed on the map, worked into character generation, and have increasingly dangerous actions/effects as time goes on. Its pretty cool.

I've heard Shadows Of The Demon Lord has something similar.

That being said, if you haven't taken a look at Apocalypse World and how it explains fronts, and the threat/world map its worth looking at.

Is Further Afield in the trove? I can't find it.

It's in the BtW folder.

Apparently I'm fucking blind, don't worry.

That cover is probably my single most favorite OSR RPG art of all time. It invokes an incredibly nostalgic feel of adventure being right around the corner that makes me want to get involved in creating my own adventures.

I know, right? It gives me that sense of wonder more than anything else in the OSR.

...

Addressing OP of duplicate thread here:

>Wizard, here are hundreds of fun and interesting mechanics to choose from! Build your spellbook! Expect support in every supplement! Oooh, ahhh, look at these cool abilities!

>Fighter, here's +1 to hit.

>Why.

I won't disagree that wizards have more flexibility and can get a bit out of hand at higher levels (though that's more a matter of screwing up the power progression than anything else), but fighters have real world physical to draw from. You can (and should) describe your attacks and receive adjustments based on that. There should be disarming and wresting, and hacking people's fingers off, and staggering back stunned and so forth. If fighter combat in your game is just a matter of rolling your chance to-hit, and then rolling damage if you succeed, without improvisation or adjustment, then your game sucks, and fighters really do get the short end of the stick.

Now, I don't mind throwing in a little something extra for fighters--maybe points of focus / talent / valor / mettle / heroism / chi / ki / etc. that they can spend to boost an attack. But having detailed maneuvers can detract from your ability to improvise and encourage you just to choose an option off a menu, much like a video game. This hurts immersion and cinematics, which to me is a very serious problem. Also, if a particular maneuver is better than the other ones for you, why would you ever do anything else? And this can lead you to preposterous battles where, for instance, you try to trip an enemy every single round. That's both boring and ridiculous. So by all means, give fighters some way of performing a special action, but keep things broad and flexible.

>here are hundreds of fun and interesting mechanics to choose from!
The Vancian magic system is quite limiting to mages, and they are quite simply unable to hold their own even at higher levels in combat unless they have someone protecting them.
>Build your spellbook!
No, the GM decides what spells they find, and even after the mage finds them, they must roll to see if they actually learn the spell at all. Unless they are a specialist mage, expect the mage to have almost no choice in what spells are available to them, and being a specialist naturally cuts you off from one or more schools of magic entirely. It's also hard to qualify for a specialty if you're rolling the standard way for ability scores.
>Expect support in every supplement!
I don't know what edition you're using, but it's not OSR, or even 2nd edition. The supplements are routinely thought to be the worst aspect of earlier editions aside from perhaps campaign setting material and a few outliers.
None of the supplements change how a wizard actually acquires his spells or casts them.

Your spiel about fighters is unnecessary and would make the process of completing a combat round lengthy and complicated- exactly what people are trying to avoid in the early editions.
If you want to say your fighter does something other than just try to hit the enemy, then say so. The GM will extrapolate from the situation at hand how difficult that maneuver is and by what measure you will need to roll. If you succeed, then the thing you want to happen happens.
You're playing a roleplaying game. Your character is a person capable of doing more than a robotic attack move, and no OSR system deliberately forces a fighter in combat to do nothing but attack, flee, or withdraw.

>If fighter combat in your game is just a matter of rolling your chance to-hit, and then rolling damage if you succeed, without improvisation or adjustment, then your game sucks,

>if you don't run your game with my set of houserules, it sucks!

Jesus fucking Christ, what's with the entitlement mentality? Calm the fuck down. DMs are not stuck in a dichotomy of having to cater to your desires or automatically sucking, and no, stunts are not automatically desirable outside of Exalted.

Attackers are already attempting to do their best with their attacks. Adding embellishments for added bonuses should not be taken as the one true way to play. I really enjoy how in TSR D&D combat rounds are incredibly fast, and I don't need "I describe my attack extra flamboyantly for extra damage"/"I shoot him in the eye/cut off his fingers/etc/etc."

When proposing a houserule for maiming people, first stop and ask yourself whether you'd like it if someone returned the favor.

And for the record, in most cases spells are found in the form of a magic item anyway, and while you will find more scrolls than magic weapons, a good portion of spell scrolls you find will be for another class, and then another good portion will be too high level for you, and then some will be fairly irrelevant. So its not as if the fighter is behind on shiny new toys compared to the mage.

Don't be a preachy, adversarial cunt that demands all DMs bow to your whims. Come to the gametable fresh of expectations and bias, other than the expectation that it will probably be D&Dy in some form.

Can we keep the supremacy wars to the other thread, and just sage it to death?

>What non-medieval fantasy stuff have you played/run in OSR systems recently?

I'm creating Night Garden. It's set in a city outside of time and space, named Night Garden, in which lost people and things end up. Some people are born here, and all who were born here have never seen the sun; because Night Garden never goes to day time, it is an eternal night. Yet the endless forest of trees around the town seem to live and even thrive in the darkness.

The city is supported by a mysterious electric power grid. Cars are frankenstien'd out of all of the junkers and lost that end up here. People eat pig, lemur, night fruits and rarely grown daylight foods grown under special lamps.

Guns are pretty common and are so named 'Chimneys'. Sweeps are the names of the gunsmiths. Psychic powers develop here in this strange place; and though of these 'savants' only has one power they can grow very strong. There are even more stranger, nameless powers and magic in this city.

Instead of the city that never sleeps, this is the city that always sleeps.

>Things to do in Night Garden
-Fight mobsters and take over their casinos!
-Earn your right and go through the endless hoops to get a car!
-Dive into the canals under the city and dig through the muck to find something very old and valuable!
-Explore the ageless forest and meet the horrible things in the dark!
-Walk endless miles of blank, featureless service tunnels underneath the city for a chance to break open some of the mysterious 'lockers' and the odd prizes within!
-Get killed by a magically empowered serial killer who infuses the blood of his victims to make himself immortal!
-Run a sweep-shop and sell guns to kids!
-Molest the pigs down at the swine district!
-Try to earn enough money to retire on Dazzle Street!

---
Anyway, long silly in-character post aside, this is my big project. It's going to take a lot of work and inspiration, so wish me luck. I just wonder how much people here enjoy the concept.

Very colorful! Sounds like a very interesting campaign-in-the-making.

so what are the classes/archetypes/etc?

Oh, I remember you. You were talking about firearms rules.

As far as OSR systems go the whole pseudo-modern junker aesthetic seems pretty unique. Keep at it, and remember to share once your done.

Thanks!

As of right now, I wasn't planning on using classes. The urban/gunslinger mindset doesn't 'gel' as well with classes in my honest opinion.

Instead I was using an optional random rolling or just list of bonuses you get when you level up. So one of the potential bonuses would be increased saves in one area, or improved stats, or better with guns, or even something like increased contacts within the city. The most important or 'class based' one would probably be the psychic power people, who would get a power and each time they level can choose to improve it, but each person can only have 1 psychic powers. They are meant to be flexible and interesting but limiting it to one stops people from making Wizards in this game. It's kind of like the movie Push if you need a good idea.

Bump

I was trying to work out a way to add some oomph to higher level fighters. The two systems I've seen were weapon mastery and some kind of maneuver system. The latter felt kind of clunky as a tack-on. Weapon mastery is okay, but not really all that exciting.

What are some other ways to make high-level fighters more exciting? Heroic, kind of.

>What are some other ways to make high-level fighters more exciting?
Magic weapons, armor, and items.

That feels an awful lot like "you are your toys" which sounds kinda meh to me. I want ways for the character to do cool stuff.. not.. the character acquires cool stuff.

> I was trying to work out a way to add some oomph to higher level fighters.
> What are some other ways to make high-level fighters more exciting? Heroic, kind of.
Don't make fighters. Make demi-gods or Wuxia-level swordmasters.

Sure. That's kind of the angle anyway. Beowulf comes to mind. I'm just not sure what to do mechanically. I almost want to somehow build a setup similar to the Fate system, but it feels wonky.

> I'm just not sure what to do mechanically.
Well, following the Fighter design concepts, mechanically they should get some sort of "at will" abilities. I.e. permanent, always useable stuff.

> Beowulf comes to mind.
What abilities did he have?

I've compiled all the articles from the Into the Odd blog to make an Odd Master's Guide, an Odd Menagerie and overall get a lot of useful stuff for ItO because it's awesome and I want to run it soon, but my players are very much for LotFP those days so I have to wait until they get TPK'd, which isn't likely to happen because they're pretty good and all second level now.

>Beowulf comes to mind.
But Beowful had Hrunting. He wouldn't have defeated Grendel without it. That feels an awful like like "you are your toys," which sounds kinda meh to me.

>That feels an awful lot like "you are your toys" which sounds kinda meh to me.

What's the problem? The wizard is his toys. Specifically, the wizard is his scrolls.

Freeform stunts with freeform benefits - perhaps from a list, if you want. Make sure they're all attractive options and relatively balanced with eachother - the end result is set (if you hit the enemy, they are temporarily blinded) but the specifics are not (do you strike at their eyes, aim for a concussion, or just cover their sight some other way? Do you literally blind them with pain?)

That way you get the narrative freedom without the problem of always trying to trip the guy since that's the best mechanical move.

You do need to be careful about narrating the result after the roll, though, and overall it'll slow down combat a hell of a lot.

Also, this probably needs to be at-will infinite use shit and you REALLY need to make sure that there's no "best" option because otherwise all the others become useless. No instant-death-with-hit-penalty shit.

Also, of course, don't just go for pure damage bonuses and hit bonuses. Stuff that list full of debuffs - hobble their movement, cut down their accuracy, restrict their abilities, destroy their concentration, disarm them of their weapons.
More importantly, don't just hand this shit out to the other classes as well. Make an assumption that the reason only the Fighter can do this is because they're trained for it, much like only the thief gets the damage multiplier on backstabs.

And this bears repeating, but this is going to slow down your combats like fuck. Roll to hit->roll damage takes seconds - having to describe your actions beyond that, not to mention keeping track of various effects? Damn, son.

This is true. The only OSR class that really gets new stuff as they level up is the Cleric, and they're still going for the Fighter's leftovers. Hell, their spells aren't really that great either.

The only thing the Thief gets as they level up is the ability to use more magic items, for fuck's sake!

The way DCC does it is by giving Warriors more and better crits over time, better initiative, as well as multiple attacks and the "mighty deeds" mechanic. Mighty Deeds is basically a stunt system whereby your attack modifier is replaced by a die roll. If you roll 3 or more you get to do something special with your attack like tripping or pushing or whatever you can come up with.

All of it is front-loaded at level 1 though, with incremental bonuses to do it better. Might still seem dull in comparison to spellcasters getting new spells to play with every level.

>oomph
getting to run your own stronghold and army isn't enough "oomph"?

Cleric spells are not bad, they're just not encounter-enders... usually. One could say the cleric is his god (or his alignment or whatever).

Well, people don't normally salivate to become Tax Man, with the power of Collect Taxes.

...destined to wear the jeweled crown of Aquilonia upon a troubled brow...

Yeah, they're not bad but they're usually pretty reactive. It's not like the Magic-User, who has very "active" spells, or the Fighter whose very role is nothing but active (albeit in a different way).

For the Cleric to heal, someone must first be hurt; for the Wizard to hurt, they just need a target. Active vs. reactive.

The Fighter's niche, which the Cleric shares, is being active in combat in ways that the Magic-User cannot. Go out and fight, protect those behind. The Cleric is kind of split in it, though, since they cannot both fight and heal - if they're in melee, they're not getting out of it any time soon. If they're standing back and healing the front line, they're not really part of it and playing in a purely reactive manner.

The Cleric is very much about that dilemma, I feel, a character that needs to choose between the front line and the back. Kind of like the Elf, in a way!

Note also that there's some active shit still lying around in the Clerics abilities like Turn Undead, but most of the really active ones are locked behind the "Chaotic" wall. EHPs can go nuts with their Fingers of Death and Cause Wounds and Darkness, though.

I dunno, if you actually enforce taxes on the players during the game (as in OD&D, for instance, which has both a 1% of XP monthly tax and IIRC a 10% inheritance tax) then I could see them enjoying the idea of flipping all that around to stop paying taxes and instead becoming The Man.

Also, don't forget how it's not just Tax Man - it's "dude with a fucking army who rules from a kickass castle you designed yourself and built with your hard-earned cash". That's an especially interesting thing once you start throwing in mass combat, which you probably should anyway because it'll make the Magic-User really happy that they finally have a use for their really big shit. (Massmorph got removed from later editions for a reason, and that reason was a lack of mass combat.)

> Well, people don't normally salivate to become Tax Man, with the power of Collect Taxes.
That's the Thieves we are talking about.

The cleric can paralyze someone, blind them, send bugs or snakes to fuck up their day, make bears eat someone for making fun of their male pattern baldness etc.

I would generally prefer to prepare even say a Protection from Evil instead of a cure.

Unless for nostalgia (LL, S&W, OSRIC... which are almost direct copies of the original D&D rules) or sadomasochism (LotFP), why would anybody not use DCC? It seems insanely fun

I guess? I just generally feel like the Cleric's powers are more of a supporting role, so to speak.

Like, lemme give you a list of the combat-worthy spells of the OD&D Cleric:
>1st
Cure Light Wounds, Protection from Evil
>2nd
Hold Person
>3rd
Continual Light, maybe?
>4th
CSW, PfE 10', Turn Sticks to Snakes
>5th
Dispell Evil, Quest, Insect Plague

That's not a lot! Compare that to the M-U. Even of the "combat spells" I nitpicked out up there, the only actually offensive ones are Hold Person, Continual Light (vs. vampires and the like), Turn Sticks to Snakes, Quest and Insect Plague. And even then, nothing is quite as direct as the Magic-USer spells.

Actually, maybe that would've been a better word to use. Clerical magic is pretty damn indirect, and tends to be more of the supportive nature than the story-warping one that Magic-Users have with Pass-Wall and Charm Person. Hence, while the Cleric is the one class that actually gets new abilities as it levels up, it doesn't necessarily feel that way. It's the 3E Monk problem, where they get a shitload of abilities but none of them matter much in the grand scheme of things, except it's also intrinsically linked to the whole healbot archetype and how a Cleric who wants to use spells must stay away from the melee and thus not have much of a noticeable impact on the combat. Hell, even buffs - noticeable indeed - put the focus on the person they buff.

Note that this isn't true for Anti-Clerics, since debuffs kind of can't help but put the focus on the caster. A Fighter who hits thanks to the +1 from Bless might not take much note of it, but a Fighter who misses thanks to the -1 from whatever the reversed version is called will be pissed. A Cleric who removes a disease has the player thankful, but an Evil High Priest who Causes Disease will have the player curse their name. (As an aside, that spell is so PvP/player-targeting that it's ridiculous. Also, some day I want to run a PvP Blackmoor-esque campaign.)

>destined to wear the jeweled crown of Aquilonia

>destined


That line always gets me a little riled up.

You don't look like you belong here, amigo.


As a rule, MU doesn't get to choose spells, but Cleric gets all the spells. This means, even one mostly combat spell per spell level is enough to make Cleric more battleworthy than MU.

As for spells, there is Command (1), Silence (2), Animate Dead (3). Not sure about the edition you are talking about, though.

But - yeah. Cleric is not as fancy.

Is the trove guy around?

>You don't look like you belong here, amigo.
I'm just saying DCC seems more fun

But you're also saying nobody should use faithful clones, and that all the folks who love LotFP, probably the most popular system around these parts, must be "masochists."
It's one thing to say you like a thing, it's something else entirely to insult others while doing so.

He claimed they were into SM. Not masochism in particular.
Get your facts straight.

I have for him material for the trove!
dropbox.com/sh/0us8rpu1bzu1ho2/AACJHX-9rfXqihjLVxcMfw8Wa?dl=0

Sure, whatever. I can't tell you run-of-the-mill "deviants" apart. Either way, he's trying to incite people.

He defeated an even nastier monster without it, though.

what sort of rare, fallout-esque armors/mods/drugs would be good to have in a post-apoc OSR? their main component would be to assist in saving throws.

thusfar I have:

BODY:
Hazmat Suit [L] - +2 radiation save
Bulletproof Vest [M] - +2 ranged ac
Blast Suit* [M] - +2 explosives save


HEAD:
Welder’s Mask [L] - +2 blindness save
Gasmask [L] - +2 gas save
Firefighter Face-Helm [M] - +2 fire save
Gunrange Earmuffs [U] - +2 sonic save
Nightvision Goggles [U] - see 90' in dark


WEAPON MODS:
Bayonette - give d4/d6 melee damage to pistols/rifles
Scope - +4 attack after a round of aiming
Pistol Silencer - allows sneak attacks with pistols.


DRUGS:
Morphine - fall unconscious at -2 instead of 0.
Methamphetamine - reduce food/sleep needs a full day. -3 CHA

Too many tables (DCC). Also, too rude about other systems (you).


> what sort of rare, fallout-esque armors/mods/drugs would be good to have in a post-apoc OSR? their main component would be to assist in saving throws.
Well, there should be some drugs that give +2/5 to resist against disease or radiation. Also, tinted glasses (+1 vs blindness?).

As for armor, I'd say tire armor is a must.

> Bayonette - give d4/d6 melee damage to pistols/rifles
> Bayonette
> pistols
Okay, I googled to be sure, but I was wrong. This is actually real. People are iditios. We are all doomed.

Btw, I still refuse to believe it is effective. And it's bayonet, I think.

P.s. I'm quite certain bulletproof vest is also stabbing semi-proof.

Hey. if I was in the apocalypse and could bind a blade to my gun, I'd do it.

I'm surprised I didn't see this method posted but;

Basically I give fighters an 'extra attack' every level, as in they get a number of attacks over their enemy's HD or level.
Or another way to put it;
>Fighter level equal or lower then enemy HD- one attack
>Fighter level higher than enemy HD- gain bonus attacks to the difference +1

So a level 2 Fighter gets two attacks against goblins, a level 3 fighter gets three, etc.

The kicker is that you can fluff this as multiple attacks against the same tough enemy, or attacks against a swarm. Additionally; this power only works against THE HIGHEST ENEMY LEVEL in the combat. Meaning even if you are fighting a bunch of goblins but they are being led by a HD 6 troll lord, that means a level 7 fighter only gets one attack.

This method essentially adds a lot more usefulness to 'big monster' bosses as they protect their swarms.

I hope this helps or at least gives you some ideas.

But the grip is all wrong. You can't stab properly with a blade strapped to a gun.

A number of reasons.. though.. the nostalgia argument is wrong on the face of it. The majority of people in the OSR scene (much less on this board) aren't old enough to actually be nostalgic for those games. I'm 30 and it's only by pure chance that when I got into D&D as a teen it was through a used AD&D set i picked up at a yardsale, rather than 3e. I don't think there are many (if any) greybeards hanging around /osr/.

There's a number of reasons you wouldn't use DCC.
> Requires you to buy extra dice most people don't have handy
> Magic system is fairly different and requires looking up tables
> Also, a ton of other shit requires looking up tables
> More fucking tables
> Maybe you don't like the deviation from the GP standard of XP.
> Maybe you don't like some of the different core mechanics.
Literally any point of divergence from the "standard" B/x or AD&D style model could be a reason someone didn't like DCC, while someone else might see that exact reason as why they want to play DCC. Anything "different" is going to attract people who like it, and repel people who hate it.

speak the devil's name and he shall appear.

I'll download and sort when I'm home.

>As for spells, there is Command (1), Silence (2), Animate Dead (3). Not sure about the edition you are talking about, though.
I went for the LBBs for lack of a better option. I was never too fond of the post-Greyhawk treatment of things, to be honest.

Also, it's kind of funny to see magic-users without Magic Missile.

Then again, that's the edition where Magic-Users also get all the spells and Clerics (unintentionally?) get spellbooks.

Ah, the OD&D approach to things. Kind of. I guess OD&D technically only gives you tons of attacks against non-fantastic opponents and gives jack shit in the way of advice for what is and isn't fantastic, but yeah. (I think Arneson said to look at the numbers appearing, which makes a helluva lot of sense.)

Pistolnettes aren't supposed to be used as stabbing weapons like with rifles though

>you
How dare you insinuate such a thing. Sir, I challenge you to a duel.

DCC *is* insanely fun. It's just different, so people's assholes tighten and they lose their minds over new dice and tables (of which you commonly only use 3 throughout actual gameplay: Magic, Crits/Fumbles and Deeds)

I agree with it being fun but even those "three" tables are actually split into a lot of sub-tables

>trying to make the classes have metal names
>wanting to call fighters "Warriors"
>wanting to call magic-users "Warlocks"
>tfw One needs to get scrapped so they both don't start with the same letter

DCC seems like a fun game and I'm looking forward to the fourth printing so I can get the damn book but I'm also not sure how much I'll play it since I've gotten tired of flipping through big books during play.

peoplethemwithmonsters.blogspot.com/2014/08/dcc-rpg-reference-booklet-revised-and.html

You know, I ran a campaign with it once.
It's not too bad, but I do prefer something lighter myself.
It's a very atmospheric game and I adore it for its style and ideas, and it's definitively worth a read.
I just ended up at a place where I want its style and systems in a simpler package, which is exactly what I'm writing atm

What's the opinion here on DCC? Seems like a lot of charts.

Call Fighters 'Barbarians' or 'Champions' instead.

Well that's helpful. Thanks for the link!

I'll definitely try it once I get it. If me and my group can dig it then I'll probably stick with it.

Wow you sound like an absolute elitist cunt. No offense.

>Hurr the only reason someone would play an old school title where your own spells and ordinary attacks don't cripple you is nostalgia

Also how in the high holy fuck do you consider LotFP more sadomasochistic than DCC? We're talking about the rules since most of these modules are cross compatible afterall.

Yep. The edition I grew up on was 2e and have played far more of it than any other edition, but I don't feel nostalgia for it because I feel I have ran and played absolutely everything there is to do in 2e.

>it's just different

The insanely arrogant and elitist attitude of DCC fanboys like yourself is also very offputting.

Champions is my second choice, but it weirdly enough gives me these paladiny vibes

No it doesn't.
What you do is call the game Warlocks&Warriors.

Call the fighters "Slayers"

>so people's assholes tighten and they lose their minds over new dice

So much this.

All the asspain over FFGs specialty dice lol

Or the wizards "Sorcerers". Or both.

I've been reading through the DCC book. I really like the ideas, but there are so many charts. I'm also not sure I can get my players behind the idea of characters dieing and not being in control of character creation and the results of spell casting. I ran a couple of games of Basic Fantasy RPG in The Keep on the Borderlands and some of them would get pissy or morose when their characters were near death.

I just don't want the statblocks to have War5 meaning 2things
Warlocks&Warriors is pretty cool though

WAR/WLK

You are a god

>I think Arneson said to look at the numbers appearing, which makes a helluva lot of sense.
Yeah, I'm pretty sure this is the key. If it appears and fights in formation in Chainmail, it's normal-type; if it has an entry on the Fantastic Combat Table it's a "monster" for attacks purposes. (And, arguably you're meant to fight it using the Fantastic Combat Table, which is hair-raisingly lethal)

This is also useful, level 0 charts: purplesorcerer.com/0_charts.pdf

>Slayers
I like this one mane
Call Thieves "Reavers" to top it off

Is Flame Princess as edgy/weird!/gross as people claim?

I'm going to run an OSR game soon and I'm reading over Flame Princess and it looks pretty nifty. What's your favorite module?

>Is Flame Princess as edgy/weird!/gross as people claim?

Yup.

I tend to agree with the folks saying DCC is fun but after running it for a little while, it can get tedious.

It has a lot of really great ideas and fun mechanics that can generate interesting results at the table.

But it almost goes too far. Stuff like patrons and deities can wrestle too much away from the DM. Mighty Deeds are a great idea, that they should have left without any tables. Players lean on them like a crutch. Any table lookup really does slow the game down and loses its novelty after the first half a dozen sessions. Too much magical bullshit (taint, corruption, spell duels, patrons, etc, etc). Funky dice are a pain if you don't buy the actual dice or use a dice roller app.

The character funnel is great. The luck mechanic is great. There are lots of little ideas that I think would improve another system like LL or LotFP.

It is a truly wonderful system, but only for short periods. Not something I think I or any of my players could run for an extended campaign. For that, it is easier to settle in to a simpler system where rulebook lookup is minimal.

The system in itself, no. The art is a bit... eh, and some of the modules border on the /d/, however.

the published modules are.
The mechanics themselves are neutral oldschool D&D and do not enforce any of the themes that the modules and fluff do.

Having not played LotFP at all, my favorite adventure I've read is Death Frost Doom v2, second only to the God That Crawls.

Unfortunately both of them are sort of a crapshoot; DFD will most likely end in the party being mostly dead or helping an undead king start taking over the world, and GTC will most likely end in the party being mostly dead or on the run and wanted for all sorts of crimes.

It's hard to imagine running either of them and then continuing into a long-running campaign afterwards.
Which sucks, because I kinda wanna try running/playing through DFD, Death Love Doom, and Fuck For Satan, all in one campaign, because they all involve the Duvan'Ku to some degree or another.

Sort of, some modules are more gross and edgy than others. The rules themself contain no real edge but some of the illustrations in the rulebook does. I guess the least edgy LotFP stuff is the Zak S modules, and the most edgy is definitely stuff like Carcosa and Death Love Doom. The thing about the modules though is that while they can have gory and edgy stuff they are actually more about subverting or (attempting to) better mechanics/situations/ways of playing.

Quite a healthy amount of replies, where I was expecting no answer. Since it would be my own and the group's first time playing it should I stick to a published module? Would taking a module from Basic or AD&D be a bad decision? If I do should I look out for anything in particular?