Lamentations of the Flame Princess

I recently bought a LotFP bundle on a whim and now I'm going to GM it, because it would be a waste not to.

LotFP is a Basic D&D retroclone. Characters can and will die if they act stupid or get unlucky. The rules and classes are basic without any fancy feats, giant skill list or splatbooks. Characters only get xp by slaying enemies and recovering treasure. All that stuff.

Interestingly, while medieval equipment makes up the standard "Equipment Lists", the author's intended setting is during the 16th century. Firearms, 16th century armor and ways to modify the prices for the medieval armor are included in the appendix.

The games subtitle is "Weird fantasy roleplaying", which is mostly reflected in the spells (especially the summon spell) and in the way adventures are supposed to be structured.

You can get the rules (without art), the old referee book and two adventures for free:

drivethrurpg.com/product/115059/LotFP-Rules--Magic-Free-Version?manufacturers_id=2795

drivethrurpg.com/product/148012/LotFP-Referee-Book-old-Grindhouse-Edition?manufacturers_id=2795

drivethrurpg.com/product/116452/Better-Than-Any-Man?manufacturers_id=2795

drivethrurpg.com/product/132808/The-DoomCave-of-the-CrystalHeaded-Children?manufacturers_id=2795

Did anyone here play/GM/read it too?

Lamentations of the Flame Princess general, I guess.

Other urls found in this thread:

mega.nz/#F!wBchjIxB!4JSV-T6_-Ow9Trb9LF-sGg!xAkzlDhC
www54.zippyshare.com/v/fzMQusC5/file.html
adept-press.com/ideas-and-discourse/other-essays/naked-went-the-gamer/
youtube.com/watch?v=rVXy1OhaERY
youtube.com/watch?v=hum-oqJI0v8
dungeonsdonuts.tumblr.com/post/142517875299/theres-a-lamentations-of-the-flame-princess
dragonsgonnadrag.blogspot.de/2016/03/initial-thoughts-on-lotfp-playtest.html
thegruenextdoor.blogspot.de/2016/05/lamentations-of-flame-princess-playtest.html?zx=821926cd0e6874c0
twitter.com/AnonBabble

heard about it once but never played. What is supposed to be so weird about it?

Mostly the tone of spells and adventures.

Anyway, I played a game of this this Friday. It was Tower of the Stargazer

We walled in the wizard in the circle and made an exhibition show out of the tower after looting everything. One guy kept suicide-ing his character but otherwise it was pretty successful.

>One guy kept suicide-ing
>kept
how did he kill his character multiple times?

Magic-user spells come from eldritch energy, monsters are supposed to be unique and monstrous, magic items are rare and usually have bad side-effects. Basically, supernatural stuff is should feel unique and out of place.

>how did he kill his character multiple times?

He had backups. They all really liked strange colored liquids and were incredibly vain.

I looked at it for a while. It's got some interesting ideas about encumberance and equipment, and the summon spell is worth borrowing if you do pre-rolls for non-PC casting.

I really like the summon monster rules, especially that you can ritually sacrifice a village of people to guarantee a good roll. Finally a game I can enact Dominions 4 style blood economy!

All the other mechanics I can take or leave. Carcosa is the best splat, especially with the orgiastic rape/murder/mutilation rituals used to bind eldritch abominations.

>They all really liked strange colored liquids and were incredibly vain.
That sounds like a pretty bad idea in general, not just LotFP.

I'll probably run the changeling scenario "A "Stranger Storm" from the referee book as intro adventure. though I might fudge the dice if they are smart throughout the whole game, wouldn't want them to lose their characters because of one single 50% roll made by me

also, if anyone could share some OSR adventures that fit LotFP tone I'd really appreciate it.

>free versions
>two adventures
>drivethroughRPG

Or you could get everything free without so much as logging in, courtesy of OSR general

mega.nz/#F!wBchjIxB!4JSV-T6_-Ow9Trb9LF-sGg!xAkzlDhC

>get everything free
thanks user, you are a hero

Thank the guys who reupload the trove every time it gets gassed

I don't even really like LotFP that much anymore but some of the modules are good.

Even if you don't like OSR games, the tone of LotFP, or fantasy in general, you have to admit that Better Than Any Man is incredibly generous. Almost 200 pages in that module, with art, maps, multiple areas and quests.

I've never played or used any LotFP stuff, but have to appreciate that, and that the game fulfills a niche well.

love it. Its not for everyone though. Its not for killing a cave full of goblins with your +1 sword. and the some content can unsettling for those with weaker constitutions.

It has an idea of what it wants to be and succeeds in being that. it stands out from most of the other retroclones; doesn't feel like some grognard selling his house rules.

not everything

Slugs! has yet to be scanned.
and I don't want to cut up my copy for scanning

What would you say are the best LotFP modules to start with? The best ones overall?

Are there any fantasy races other than humans?

>Slugs!
I just hope a free PDF gets released, like for BTAM and tDCoCHC.

Yes. Elves, dorfs and halflings. They are their own unique classes, in typical OSR fashion.

I still regret not picking up slugs over TDE book. This system sounds all sorts of interesting.

yeah

race as class though

LOFTP is based off of B/X

>I recently bought a LotFP
Im sorry.

You have my condolences.

Isn't this a joke system like FATAL and is some guys sick fuck magical realm where he named it after his ex girlfriend?

nah, stop buying into ancient memes

...

ah, so you're just here to shit post and cherry pick

in that case, you are much later than usual

not really cherry picking if Im just using a basic gis

...

...

>races as classes

Dropped like a hot grenade. no time for that retardation.

I run it pretty frequently these days. It's become my favorite B/X clone, and the firearms appendix is almost perfect for my homebrew campaign setting.

I tend to run it more like classic D&D though, but I will eventually introduce weird stuff (I'm a weird guy - it has to happen sometime).

My players have had a blast with it. To the point that they have asked me to run it again soon.

which modules?

Use the Basic Fantasy RPG races instead.

I make my own stuff. So... no modules to recommend, sorry.

Ay Ay sir!

I like her hair.

I like the political alignment system and religions from England Upturn'd, not sure about the rest of the adventure though.
That said, it is English Civil War, which is a pretty underused setting

yeah, (pseudo)historical settings aren't really used much. LOTFP is the only one I know that does that.

Anybody wanna share Cursed Chateau or World of the Lost?

>Better Than Any Man is set during the 30 Years War

Awesome, that's one of my favorite settings!

>Raggi explains in the alt text that it's to make the adventure 'hit home' for the players

Well, it was literally hundreds of years ago in a part of the world I've never been to, between factions I don't really identify with, so it completely fails in that regard. Not to mention most people here have never even heard of the conflict and would struggle to understand the causes or forces involved.

>The map has dungeons filled with goblins

Fucking why? Why use a historical setting if you're going to fill it with generic fantasy stuff, and not even fantasy stuff actually appropriate for the setting (like the witches)?

The setting is put in medieval Europe as a "familiar" backdrop to make all the fantasy stuff seem more weird and make more of an impact.

Well there's plenty of witches in it. They are the main focus after all. And that one warlock with the tiger-monster creature.

And the catholic town is pretty much in the middle of the whole witch-burning thing.

Like every LotFP adventure it's a great module bolted to a really, really stupid module. Just cut out the bad parts when you run it.

The game is great. Its a really good cleanup of B/X D&D with a really simple encumbrance and skill system. I cant really vouch for the modules.

they're not in the OSR treasure trove?

Nope, they just came out

Could have sworn somebody post WotL awhile back...

WorldoftheLost.zip
www54.zippyshare.com/v/fzMQusC5/file.html

>Oh noes, the arts aren't PG!
Srsly, when did rpgers become such prudes?

Guessing some of them are still afraid of that whole "Its Satanist" meme the fundies are into.

Alcohol
Rock n Roll
D&D
Pokemon
Harry Potter

good company to have I suppose

POSITIVES
>Distinctive classes (aside from the demi humans, which most people don't use anyway) that each have something they're good at and get better at as they advance
>Relatively good modules (most of the time)
>Encumbrance system
>Setting and tone are communicated through rules rather than exposition
>Ascending AC (OSR games still using descending is inexcusable)
>Compatible with all your old modules, with minor adjustments

NEGATIVES
>Fiddly character creation. The book includes a rule that allows you to reroll a character if your ability score sum is -1 or lower, but in that case why not just include a mechanic to improve below average characters (add a D4 to an ability score of your choice or something) rather than having people reroll again and again
>HP bloat means high level characters will basically always win in a straight fight, even if it's totally inappropriate for them to do so (IE a level 9 wizard will beat a level 2 fighter in hand to hand combat due to having more HP, even if he never casts any spells).
>Modules often include self important screeds by the game's designer about how amazing and clever he is for 'breaking the rules' or defying peoples' expectations

There are also things I think other OSR games do better
>Base AC is 12 instead of 11 or 10, making combat take a tiny bit longer for no real benefit
>No unified saving throw mechanic
>Death mechanics are the usual 'die at -10' rather than something more interesting like Into the Odd's critical damage system or Goblin Punch's dismemberment table
>Base HD for monsters, weapon damage, etc is a D8 instead of a D6, making combat much more 'swingy', especially at lower levels

Played a few campaigns with GM using this system.

I like it, it's simple and to the point and you can pretty easily modify it (as we did) to make things a little less 'fuck you' if your party isn't so quick on their feet. The only problem I had with it was leveling up took ages (due to the 'fuck you' factor, partially) and we also had to have a couple of back up characters or retainers at all times (again, because it kills people frequently)

>The only problem I had with it was leveling up took ages (due to the 'fuck you' factor, partially) and we also had to have a couple of back up characters or retainers at all times (again, because it kills people frequently)

Slow advancement is my least favorite part of OSR. It makes adventures very high risk, low reward. Most things that kill a low level character will also kill a high level one, there's no reason not to let players advance if they manage to survive a delve or two.

>Die at -10

-4 buddy. And you linger and die at -3 with no way to heal the character.

>no unified saving throw

Use S&W's single saving throw. Jeez.

>swingy combat

Good. Fights should be avoided because they can go bad really fast.

>AC 12

So, adjust it.

>everything else

More or less agreed. But, there are ways to fix it or port in the ways other OSR games do things, because they're all more or less compatible.

>hard return after every line
cut that out

>The problems don't matter because you can houserule them

If this were true we never would have got the OSR movement in the first place, we'd all still be playing Basic with annotations scribbled in the margins in pencil

This is literally 3.pf logic.

Early 80's. About the time Reagan became president. adept-press.com/ideas-and-discourse/other-essays/naked-went-the-gamer/

>tower of the stargazer
>sounds like a dio song
>google it
>there's even a rainbow on the cover

any connection between the campaign and this song?
youtube.com/watch?v=rVXy1OhaERY

No.

So, make your own OSR game that captures the things you want out of it. Why are you relying on someone else to produce "the perfect game" that appeals specifically to your sensibilities?

All LotFP (and all the other OSR games) are is someone's fucking houserules with better presentation.

>marking up a perfectly good book

Want kind of troglodyte does this?

Wow, you even threw out the "if you don't like it you make your own!" shit. This is like the Paizo forums.

>we'd all still be playing Basic with annotations scribbled in the margins in pencil
What do you think OSR is?

Maybe you should play a different game. B/X has been about house rules since forever. The THIEF is a house rule.

>Pathfinder

3rd edition, Pathfinder, 4th edition - all are cancer.

>What do you think OSR is?

Cancer

>Look at me, mom, I took someone else's game and put my name on it!
>Available now on DrivethroughRPG as a watermarked PDF for only 19.99!

Monte Cook does the same thing with Kickstarter, but rather than $20, it's $200.

Damn

Can you be a wizard in this game?

You can be a 'magic user', meaning you can cast a single first level spell from a random allotment once a day. There are mechanics for exactly how long you have to spend preparing spells, meditating, etc, but most people just ignore that in favor of the one/day rule.

And I can use a pistol right?

totally

Yes, later editions of the books have rules for firearms

I like this game already

there's even specific ones, for matchlock, wheellock and flintlock, depending on the period you want.

well, the author is pretty bonkers as far as I know. He named his system after a metal zine he published for a few years and saw it as the perfect chance to hit on a fifteen year-younger then him model.

I really think that makes things more interesting though.

what? no, they are totally in it. I just downloaded it from their. Look in the adventures and supplements folder

mega.nz/#F!wBchjIxB!4JSV-T6_-Ow9Trb9LF-sGg!xAkzlDhC

Look at this sexy hunk

I uploaded it for nothing!?!

I used to hate race as class, seeing it as unrealistic somehow, but now I appreciate it for making demihumans more distinct and not just adding pointy ears and an attribute adjustment to whatever class you choose. Granted, I wouldn't mind if halflings and dwarves were a bit further removed from fighters, but half-measures are better than no-measures.

With a game like Basic, you have to realize three things: 1) the word is human-centric, 2) there are a very limited number of classes, and 3) the classes are all for PC adventurers and most people in the world don't belong to one of them. So you've got 7 total classes, 3 of which are demihuman classes. Given a human-centric world, a roughly half-and-half split seems about right.

The difference is that Basic is incredibly simple to mod. It's bare bones approach practically begs you to. And given how compatible old school D&D in general is--and particularly different retroclones based on the same edition of Basic--it's really easy to just drop a mechanic from one system into another.

You have to understand that OSR has a bit of a DIY feel to it. It's fine if you're not into that, but speaking personally, I don't see much point in it at that point. And a lot of people view OSR not as a bunch of separate, but similar little games, but as a more cohesive whole, with different retroclones and editions being more like variant rules than truly separate systems.

>Use S&W's single saving throw.
Yeah, you can just drop this in.

But his complaints weren't illegitimate. He didn't say you were forced to play the game as-is. He just pointed out things other games did better. And even if you can fix a flaw, it's still a flaw.

...

Bumping with a question.

What're the most notable differences between the two editions? They don't look too dissimilar, though I see that their are some differences in saving throws, and one has rules for firearms, whilest the other has not. Anything I'm not seeing?

What's the effect on the way game plays?

>What're the most notable differences between the two editions?
I didn't read the earlier ones but there seem to be four editions, a fifth might actually be in development. Edition 1-4 seem to be mainly updates and small improvements, actually I think "versions" would be a better name then editions. They simplified some stuff, cleaned up the skills (pic related) and added firearms.
Also, later editions have better art.
You can download and check them yourself in the OSR collection that was posted above.

Now, the new fifth edition seems to be quite different. It was apparently crowdfunded and is still getting developed. It is apparently much closer to the authors vision and I hate what I read about itthough LotFPfans are sucking his cock about it, so who knows
There are only three classes now (fighter, specialist, magic-user) and no non-humans. It is MUCH more lethal, harder to advance and more tied to the setting.
I haven't actually read it and I didn't look it up much so I have no idea how much of that is true and even if it was, some of it might have been changed from that early alpha release.

youtube.com/watch?v=hum-oqJI0v8

Rainbow - Stargazer, song intro:
>...just a small story about a wizard, a man who takes people and makes slaves out of them, has build a huge tower to the sky. To a star. And because he's always looking a the star and for the star we call him... "Stargazer"!

Tower of the Stargazer store description:
>Legends tell of a wizard so arrogant that he felt the entire sky was naught but a lens for him to view the stars. So great was the hubris and defiance of this man that the gods smote him with the power of storm and fire. Oh did the wizard laugh at such a pathetic gesture. He did not fear the gods, for he drew his knowledge from something greater. Something darker.
>The legend of this wizard grew, first whispered by men in fear, and later in awe. The wizard, they said, attacked the gods just as they had attacked him. And his joy only grew as the land around him died.
>But then there was no more news. No more talk. Something had finally brought the wizard low, for though the sky still blazed down on him and his abode, he no longer blazed back.
>And now you’re going to walk right through this wizard’s front door.

Nice find, didn't know about that.

Does anyone have screen shots of the reportedly awesome Eldritch Abomination generator this game has?

It could be an inspiration.

Interpreted liberally, it could be a telling of how the tower/wizard got into the state it is in now from the perspective of an apprentice.

I think you mean the summon spell. Just get the newest core book from here and extract it yourself. It is nine pages, i'm too lazy to stich those into one pic.

mega.nz/#F!wBchjIxB!4JSV-T6_-Ow9Trb9LF-sGg!xAkzlDhC

Alright, thanks for clarifying.
I've got the rules for the 2013 iteration, and the Grindhouse version (both free artless versions). Seems like both have the same (new) version of the common skill set.

Got any more infor on that 5th ed? I haven't heard a thing about it.

I just can't decide if I should use historical europe or an almost-europe fantasy world, like in berserk for instance. I'd definitely use a setting with early/mid-1500 technology though.

What did you guys use for your campaigns?

I like "accursed island/peninsula/continent" starts for a sandbox. This lets me develop the starting area in isolation and worry about incorporating player home towns later, and provides justification for the ignorance the PCs have of immediate events.

Starting off the campaign with the PCs together on a boat/caravan is only marginally more cliche than a tavern, but also more time for the PCs to get to know each other and the possibility of unexpected hazards forcing them to band together immediately.

I just searched for it and for a moment I honestly wasn't sure if my previous post was complete bullshit that I dreamed up.
No, it really does exist. Try looking up "Lamentations of the Flame Princess Playtest Document 0.1", it was released this year. All the info I got is from blogs, like the ones I found below:

dungeonsdonuts.tumblr.com/post/142517875299/theres-a-lamentations-of-the-flame-princess

dragonsgonnadrag.blogspot.de/2016/03/initial-thoughts-on-lotfp-playtest.html

thegruenextdoor.blogspot.de/2016/05/lamentations-of-flame-princess-playtest.html?zx=821926cd0e6874c0

>accursed island/peninsula/continent
What's this all about? I don't think I've heard of it efore.

I'd also say to use almost-Europe rather than Europe proper, unless you're planning to use very minimal fantasy elements.

Tech wise I actually think the 15th century, mid 1400s is slightly better for most D&D conventions - this still gets you firearms (handgonnes) and full plate, but the way nobles organize and fight during the Hundred Years war works better with most fantasy assumptions about knights and castles than the star forts and professional pike armies of the 16th century.

The 1500s and later is post Colombian exchange and starts to see the emergence of proper modern states and proto-nationalism, along with massive increases in population that changes the sort of Dark Age assumptions that OSR D&D seem to be based on (small keeps and castles out on a dangerous frontier).

It's a reference to Lodoss War and a lot of Japanese fantasy (I'm thinking of things like Tactics Ogre here) from the early 90s-2000s, which always refer to the area where the story takes place as an "accursed" or "war-torn" land separate from the mainland.

Basically the idea is to have some landmass that's isolated from the rest of the setting in some way and functions as a wild unmapped borderlands region, either because it actually is wild or the constant wars between various factions make it hard to do so. This is great for a map-focused hexcrawl since nobody's mapped it yet.

You can combine this idea with something like : instead of North America, Columbus discovers some fantasy mirror to Europe.

I prefer almost. It gives you more leeway. And you don't have to have all the hard facts, it can just be"close enough"

Anybody looking forward to Driftwood Verses?

I think I'll do just that. A not-Europe, in a time shortly after a not-100 year war. Flintlocks are a relatively new invention. They were used to by not-Spain to defeat not-France's mighty cavalry forces.

Also, ancient cultures were ruled by the non-human races. After their presence strated to fade, "The holy knight" was the one who led human civilization to become they are. The legends state that he was the son of god, in his honor human clerics and churches use a sword symbol in their rituals.

I just need a few nation names and that's it. Kinda crappy and filled with cliches but it can be told in two paragraphs and any details can be filled in during play, when needed.

Thanks a million

>flintlocks
Keep in mind most Hundred Years War firearms were actually "no lock" firearms (see pic). Next in line would be matchlocks (and then flintlocks shortly after). Flintlocks are easier to handle rules-wise though so if that's the angle you prefer then go for it.

Also, cliches are perfectly fine for a tabletop campaign. You don't have the luxury of time to explain concepts in detail, so cliches help give you information fast (you're doing something much closer to improv acting than novel-writing).

>Systems I will never get to play...

Got a Slügs! HC btw.
And I don't like it.

The introduction is nice though:

>What gaming needs, and what Lamentations of the Flame Princess is here to lead, is a gaming revolution where ordinary gamer stand up and reclaim the creative power and authority that the gaming establishment has taken from them.

AMA

>ordinary gamer stand up and reclaim the creative power and authority that the gaming establishment has taken from them.

WANK WANK WANK

Some of the most creative and treasured settings came from the GAMING ESTABLISHMENT. Dark Sun, Spelljammer, Greyhawk, Forgotten Realms.

>There are only three classes now (fighter, specialist, magic-user)
It's shit. The core classes were fine the way they were.

>and no non-humans.
I never liked nonhumans but I could just ignore them, there's no reason to remove them from the book

>It is MUCH more lethal,
Characters are already hilariously weak, I don't know why you'd make them weaker

>harder to advance
Advancement is already glacial, there's absolutely no reason to make it slower.

>and more tied to the setting.
Why? The whole point of OSR games is to make them compatible with other modules and systems, not to pigeonhole you into a specific world.

Overall it sounds like several steps in the wrong direction.