Raggi

Can we discuss this guy?

LotFP is a great system. It takes the best of the OSR and modernizes it somewhat; it has its own unique style, gorgeous art (although it sometimes crosses the line unnecessarily), it's fucking good.

But this guy is bonkers. Seriously, I don't get him. I'm not even talking about the edgyness, I'm talking about gameplay here.

Take Tower of the Stargazer, for example. Okay, when you go up to the door and use the handle instead of the knocker, you get poisoned and must save or die. Fair enough. I can see that coming. But there's some wine inside of the tower that will make you save-or-die. And there's no warning, at all. It's literally undetectable. This bottle is next to perfectly good other bottles.

There's also the telescope that takes quite a lot of work to get working. If you do, it teleports you into space, where you die. No save. I get the whole 'curiosity is dangerous'. But fuck, all you're going to do is make players unwilling to touch absolutely anything and make you waste pages upon pages of objects and flavor.

Or the trapped wizard, who at first puts on an act of being perfectly friendly. It's kinda obvious that you should not free him, but you CAN free him. If you do, he either kicks the party out or kills them. And the adventure ends.
He actually playtests this shit? Has he ever played TotS and had the party free the wizard? What does he do when the adventure ends 15 minutes from the start?

I guess I'm just frustrated at how good his stuff could be if he wasn't such a cock and a psychopath DM. Shit should be deadly, but you should at least telegraph deadly. If the players can't possibly tell they're going to get killed by something, you might as well roll a die every fifteen minutes to see if they suddenly die.

It's weird to me that you play LotFP, think it's good and don't "get" LotFP.

Welcome to old school D&D inspired by Tomb of Horrors.

The idea is not to accomplish the adventure with a character you put deep thought into and which has a great backstory, its about accomplishing the adventure at all while possibly burning through a whole stable of adventurers where most will die or be crippled into uselessness.

This, its working as intended, you don't stop the adventure because your character died, make another dimwit doomed fool and send him to his death too.

No, no, you guys got me wrong.
I get lethality. I get old-school. Walk into a hallway with tiled floor? Well, you better be careful where you step if you don't want an arrow stuck in your ass.

What's crazy is the wizard issue. Free him? The adventure's over, since there's no way the party is going to get past him. The game ENDS here. Obviously that's not fun in any sense.

Imagine a dungeon. All rooms are the same. Only that if you walk in this specific room, you die, no save. This effect is undetectable until someone actually walks in and dies. Is that fun? Is that even funny?

I get it and I agree with you.

There's facing consequences for your actions or ignorance, and then there's losing arbitrarily despite your best efforts.

While the latter is how life works, it doesn't make for good storytelling or a fun game.

It is fun when people walk into the game with the expectations clearly explained. A character dies arbitrarily? Make another one, and don't do what the first character did. Is that meta-gamey? Yes, but that's what old-school gamers did. Then the GM would one-up them with something even crazier.

I wouldn't want to play this type of game forever, but once in a while it's great fun.

Just picked up all the books and I'm really in love with pretty much everything.
I'm a Call of Cthulhu Keeper most of the time so a lot of this is right up my ally.
But ive never ran a game that's so adventurous, most of my games are investigations.
I'm trying to create a backwater, unmentioned part of Europe where I can place a bunch of regular villages and module locations.
Anyone have any tips for running campaigns?

Then old school gamers where shit.

Its fine to say, "Hey this is a super lethal module so be paranoid about everything." but it is another to just put random literal dead ends that the players cannot ever see coming or do anything to avoid.

Sure you can just burn through a bunch of chars but that would get old in about 20 minutes after you have had to kill five chars just trying to walk across the first room.

Even then the fun of those Tomb of Horrors style games doesn't come from dieing over and over again it comes from seeing the clever traps and tricks the DM has been able to come up with. Just killing the players over and over again is not fun in and of its self

I heard one time in Dodge City, James Raggi shot a woman just to watch her die.

>I'm not even talking about the edgyness
But that's the best part! He's basically the archetypal 15 year old antisocial neckbeard fuckwit but old enough that it isn't as funny any more and you have to wonder what's wrong with him.

>it's fucking good

That's a matter of opinion. LotFP frankly has shit writing, and the only reason it's somewhat popular in OSR circles is because anyone seldom sets out to create new OSR settings to begin with. So these guys automatically go full autism mode and latch to new publications that are remotely OSR like they're some kind of godsend.

I'm not hating on OSR; it's essentially all I play. I just think LotFP gets a lot of undue attention. Given my aforementioned complaints about the game's writer(s), I likely never would have picked it up even if it had been released several decades ago.

I just looked up this game and all I can think of is it comes across like the writer started working on a WHF campaign but decided to create his own "100% Original Do Not Steal" setting instead.

Then again I am just going off its blurb and the art so what do I know.

Don't forget death frost doom, where the players are railroaded into ruining everything like it's fucking paranoia, death love doom, where there's the dude what ejaculates web, and whatever that stupid module with the farmhouse and the infinity hit die underground monster was.
But yeah, the system itself is fun.

When there are alternatives like Blood & Treasure or motherfucking everything by Sine Nomine? Why would you SETTLE for shit like Flame Princess?

well, yeah, it seems to be renaissance dark fantasy. i'm fine with that, would probably run the adventures in WFRP 1E or 2E though.

I haven't read through the module itself, but the general concept and alignment/religion system from England Upturn'd are pretty neat

>Welcome to old school D&D inspired by Tomb of Horrors.
Man, it's a good dungeon and all but it's designed for very specific circumstances and shouldn't be used as a design guideline for, well, almost any other dungeon.

It's hyper-lethal, mostly non-mechanical and has, like, two monsters in it. And you don't need to fight one of them. And that's alright! It's meant for tournament play, where you don't WANT everyone to be able to beat it or even get very far. It's also meant as a challenge to Rob Kuntz, but that's because the man was so good at dungeon exploration he literally did not need to map and beat the original pre-tournament Tomb in a single go. It's a deathtrap because that's what it needed to be to challenge Kuntz.

But for a starter module, like Tower of the Stargazer is usually recommended to be? Yeah, Tomb of Horrors and Hall of the Fire Giant King and all the other deathtrap modules probably shouldn't be your primary inspiration unless you want to foster a hyper-paranoid playstyle amongst the players.

And fostering a hyper-paranoid playstyle just makes the game fall apart in an arms race, as players start checking every ten-foot square and leading a herd of sheep before them in the dungeon and having specialized anti-Ear Seeker listening cones and burning treasure before picking it up to avoid goldbugs and retreating from the dungeon the moment things start to look like they might lead into a death spiral.

>But yeah, the system itself is fun.
Isn't that just because it's a houseruled B/X, though?

>motherfucking everything by Sine Nomine?

Still wish I could get my group to try Spears of the Dawn. I'd be fine with even Stars Without Number. But "OSR" is an automatic no from most of them.

Go ultra-light-from-the-player's-perspective and try your hand at just having all the tables on the DM's side of things and just having the players know that they're rolling d20's to hit and avoid bad stuff, rolling other dice for damage, and have hit points.

There's a surprising amount of stuff that the players don't actually need to know in most of the lighter OSR games, actually. Although trying to play this way puts one hell of a pressure on the DM.

I was familiar with Legend of the Five Rings, but I didn't know anything about Lamentations of the Fire Princess. So whenever I saw the acronym "LotFP" on here, I thought it was an abbreviation of a facetious nickname for the former, namely, "Legend of the Five Penises"

Funny enough, it's actually the opposite problem. Half of them are die-hard GURPS fans, and the ones that like D&D only like later editions. Stressing the mechanical simplicity- especially when it comes to combat, -would only hurt my case.

...I also have a strong suspicion that the idea of playing in a fantasy Africa is a deal-breaker for one or two, but that's neither here nor there

>LotFP is a great system.
Eh.

>It takes the best of the OSR and modernizes it somewhat
Nope.

>it has its own unique style
'unique' and 'good' are two very different things

>gorgeous art
It vacillates between sort-of-okay pencil sketches and deviantart tier pictures of his OCs

>it's fucking good.
It's a competent retroclone. Calling it 'great' or 'the best' is unwarranted.

>There's also the telescope that takes quite a lot of work to get working. If you do, it teleports you into space, where you die. No save. I get the whole 'curiosity is dangerous'. But fuck, all you're going to do is make players unwilling to touch absolutely anything and make you waste pages upon pages of objects and flavor.
Absolutely agreed. It's endemic to almost every module put out for this game: if you value your life, don't touch anything. Sensible advice for adventurers, but makes the actual 'adventuring' part pretty boring, especially for the GM who prepared tons of content the players will never see.

Having said that, I do think Tower of the Stargazer is a uniquely bad module (which is unfortunate since it's sold as a great introduction to the game). For my money, the best ones are probably The God That Crawls and Scenic Dunnsmouth. No Salvation For Witches and Better Than Any Man certainly have their moments as well, although they have their share of retarded shit (the ice blob in Salvation which ends the world, the tower in Any Man which traps you forever for no reason).

>What's crazy is the wizard issue. Free him? The adventure's over, since there's no way the party is going to get past him. The game ENDS here. Obviously that's not fun in any sense.

Ayo, hol up, so is you be sayin that evil characters might act nice to lie to the PCs to get them to do what they want?

>Having said that, I do think Tower of the Stargazer is a uniquely bad module (which is unfortunate since it's sold as a great introduction to the game). For my money, the best ones are probably The God That Crawls and Scenic Dunnsmouth. No Salvation For Witches and Better Than Any Man certainly have their moments as well, although they have their share of retarded shit (the ice blob in Salvation which ends the world, the tower in Any Man which traps you forever for no reason).

Better Than Any Man is my favorite of the ones I've seen, because the only completely and utterly unfair dungeon is the Realm of the Insect God at the very end. You don't have to go there, and then players have to make an extremely deliberate choice to dig for days to find the underground whispers, to get there. It's a perfect use of the negadungeon concept.

The tower in that adventure I don't think traps you forever necessarily? There's a repeating pattern to the floors IIRC, and aren't there exits that lead outside from any floor? It's been a while. Overall it's more than worth the $0 price, in any case.

When I gmed that I strongly hinted at danger and made players roll if they sense something or have a gut feeling. It may seem stupid but thats how was it resolved in Conan stories when his instinct was his defence against traps, magic, unknown etc.

>But fuck, all you're going to do is make players unwilling to touch absolutely anything and make you waste pages upon pages of objects and flavor.
Chaosium has been doing this for decades now and they're not losing any fans.

i think the point he is making is that it isn't good design to put a enemy in the way of your players that can end the game in the first five minutes. When I say end I mean "Sessions over! Go Home!" since the wizard just kicks you out.

It really reflects on a writer who cares more about his "vision" than actually making something for other people to enjoy as well. Yes it might be more "realistic" that that would happen but your players are not really going to be patting you on the back when you tell them that they lost and can't do anything about it.

>Blood & Treasure
Garbage

>everything by Sine Nomine?
Ehhh, Scarlet Heroes is kind of trash too. Godbound is interesting but the mechanics aren't too tight. Stars Without Number is a one-shot at best, you could not sustain a prolonged sci-fi campaign with the materials they've published, it's all way too sparse.

Swan Song begs to differ. Stars Without Number is perfectly suited for a campaign. Especially with the faction turn stuff.

When I have ran CoC my players have touched everything they can. After all they want to see all the fucking weird shit.

What's the alternative? Make sure fighting the wizard is a viable option because nothing should be scaled outside the PC's level, like a video game?
They're coming to an explicitly evil wizard's tower to rob the shit out of it because nobody's seen him for a long time and it's suspected he's dead. If they meet the guy trapped in his tower and buy the okeydoke and let him out, they are fucking up hard.

Put him in a harder to reach location?

Instead of having him basically be the second thing the player come across place him at the top of the tower. So by the time they reach him they can at least experince something that works better as the ending to a story. "The heroes reached the top of the tower and released the evil wizard" has a better ring to it than "The heroes found some wanker in a side room and let him out."

Having releasing the Wizard fuck over the players is one thing but putting it so near to the start just goes against what should work. One of the biggest problems I have with that module is that the wizard, which should be the climax, is just kind of stuck in about halfway through.

Obviously alot fo you have nothing better to do than complain.
Those of you actually interested in LotFP could you give a new Referee some advice on what are your favorite modules?
I'm trying to create a setting on want some ideas on what would be the best ones.
>Dunnsmouth is perfect some I'm definitely going to use it.
>Monolith is great but its too climatic and weird to fit in with my setting.
>Similar problem with Better Than Any Man.
>DeathFrostDoom looks good so far as does the Tomb of HR.

This. There's a certain level of black humor to fucking around with dangerous spooky shit and facing the consequences, and the ability to easily roll another character so death is not a big deal.

>Obviously alot fo you have nothing better to do than complain.

Serious question, are you here from Reddit? If you can't handle people criticizing your favorite game this definitely isn't the site for you.

>Obviously alot fo you have nothing better to do than complain
Where do you think you are?

You clearly are from Reddit, and need to go back there as soon as possible. You added nothing to the conversation other than to petulantly snivel at the fact that someone's calling out this entire bait thread for what it is.

Damn, looks like I touched a nerve. Are you one of the devs? Is that why you can't handle people saying mean things about your special snowflake project?

Never been to Reddit
Hardly my favorite game.
Just seems to me that if someone's trying to learn about a system and likes it all this complaining and preferences, opinions and normative views on dungeons seems pointless.
I think its fun; you don't. That's all fine and good. But what are your suggestions to make it better? I get that people here don't like it but complaining without a solution just seems like a waste of everyone's time to me personally.

>which should be the climax
What? Tower is a funhouse for the players to fuck around in at their own pace. You're trying to apply a narrative paradigm to a more sandbox/exploration style of play.

>Just seems to me that if someone's trying to learn about a system and likes it all this complaining and preferences, opinions and normative views on dungeons seems pointless.

Then fuck off. If you can't handle people complaining about game design you don't belong on Veeky Forums

>But what are your suggestions to make it better?

Play a better retroclone, like Dungeon Crawl Classics, Adventurer Conqueror Kings or Into The Odd. Something that actually examines why the mechanics in old school D&D were there and which ones can be improved or done without, instead of just slavishly imitating the original games.

Why not just play B/X? Or even BECMI?

It's not apply a narrative it's just understanding how most people will play. Most people will take it floor by floor, so within a floor they may do things in whatever order they like but you still want to give a sense of progression to the players. Even in a sandbox you need to have some kind of struture.

Now I think about it it would be far more fun to have the Wizard sitting in the middle of the top floor. Talking to the players as they root around in his workshop, maybe laughing when they trigger traps or maybe even trying to mislead them in to setting them off.

Be honest, doesn't that sound more fun to play than the players just breezing past him on the second floor and never looking back?

LotFP does add some things over plain B/X, even if it's very similar. Ascending AC, the skill system, specialist class, etc.

>the wizard, which should be the climax
This is so obviously wrong it kinda hurts my brain. On the contrary, the point is that you meet the Stargazer almost right away and then will almost certainly pass and repass him at least a couple times, with him constantly getting more and more furious as he sees you looking the shit out of his house, screaming and threatening you and so on.

As said, if they release him they're a bunch of mongs, since they came there explicitly to rob him. If that happens just shrug and get on with it.

LotFP is fine. Like D&D Basic and its other derivatives the core mechanics can't really be called balanced or well designed, but it does what it needs to do. It is very much just B/X with a few changes, not a complete horror system with sanity and all that. You can swap it out for ACKS or a better retroclone if you want.

The main draw is that it has some really cool setting independent modules. I am looking forward to pic related later this year.

The mechanics for every version of DnD every made are garbage and can be done without.
Systems like this add a new twist or theme more than anything else.
Weird Fantasy in period accurate Europe is the systems pull, not its rules. The Modules are there to be cruel and unforgiving to make players paranoid on purpose to get the feeling horror that this game advocates.
Its CoC+Early DnD don't think about it as just DnD. Players aren't meant to survive.
Every dungeon should feel Tomb of Horrors otherwise it's part of makes it not just another tolkien/conan adventure.

He's a proverbial wight in a cage; something that you don't fuck with. Except, you can also roleplay with him. And because they'll be passing him by and ignoring him, he can get more deranged as time goes on which is a lot of fun to DM

>Are you one of the devs? Is that why you can't handle people saying mean things about your special snowflake project?
Kek, there's only one dev and he'd just guffaw at your salt (and if he could get away with it, probably like fill you with live slugs and then eat you alive).

As you're discussing the adventure modules for this system anyway, which one would you say is the best one to introduce to new players, not used to these types of games?

Tower of the Stargazer is the main introductory module. It is a free download from the official website as well.

>That pic

Jesus Christ that is some magical realm shit right there

Don't forget strong role protection, and the encumbrance system, which is aces.

"This looks like an encounter, but it’s really a trap. Freeing the wizard
ends the adventure one way or the other. Since the adventure is intended
for beginning characters, a fight with the wizard will be a slaughter. He’s
not intended to be defeated. But it isn’t unfair to include him since there
is no reason that the PCs ever have to fight him. He’s trapped. Helpless.
They should just let him be.
Anyone who frees a bound wizard without taking a minute to consider
the idea deserves what they get, and in this case they get off quite easily.
If they let the wizard go after he proves to be wrathful, they are just dumb!
These sorts of situations are risky to place in an adventure, as they will
end it. While not every bit of uncertainty needs to have consequences
this severe, it is still wonderful for a Referee to have important sections
of an adventure that are not decided by die rolls, blind player decision,
or fiat, but based on placing a full situation in front of players and giving
them the power to decide for themselves.
When playing the role of Calcidius, be animated. Use a goofy old man
voice at first, and when he gets angry, deepen your voice and really shout
it out. If your players don’t flinch in real life, you’re not doing it right!"

The Wizard is a trap. Not a climax or encounter.

B2 Keep on the Borderlands, for proper Basic. It's simple enough to use in LotFP, and isn't filled to the brim with shitty gotcha traps. You spring gotchas on more experienced players, after you've gotten them used to the inherent lethality of OSR.

Zombies are magical realm?

Oh boy you should see the dragon crawling out of a vagina from the core book.

LotFP is literally Edgy: The Fun, its entirely intentionally over the top gruesome and weird.

yay 50 posts in someone appears that actually read the shit OP whines about.

Or B3 Palace of the Silver Princess, if you want more of a dungeon crawl.

Magical realm...? Wow does that phrase get overused to the point of meaninglessness here. Did you never watch Willy Wonka and the Chocolate Factory or something? That's way more obvious as a first thought than "inflation/vore fetish."

DCO and Blue Medusa are absolutely fantastic, imho

Has anyone run Dunnsmouth or DeathFrostDoom?

Any recommendations or suggestions?
Dunnsmouth seems like a great setting generator overall, so much so I might use it in Call of Cthulhu.

I totally forgot the encumbrance system, but definitely. It's seriously arguably the best part of the system. I love it.

It and Delta's Encumbrance By Stone are some of the best systems for it.

I personally run S&W, which is really easy to throw in mechanics from other games that you like.

I've seen Willy Wonka, I just combine the subpar art work with the content and it looks like most all of the Inflation fetish images I have seen online with the added L0LEdgyness of making a children's classic all grimdark.

Blue Medusa is a generic B/X styled dungeon though.

Dunnsmouth is really good, especially if you can give the players a good hook and/or tie it in to a current plot point. It assumes that one of the families is hiding their past with an ancient evil. It gives you a couple of options for that, including a chariot that will bring the sun closer to Earth or a level 17 fairy who will be freed after 1337 sacrifices. The bulk if it will probably be uncovering and battling the spider cultists after the party's attempts at tax collection go sour.

You should just sit down with some dice, cards, and a piece of paper, and see what kind of Dunnsmouth you generate. It really is a rad module. I would recommend Better Than Any Man as well (It's free) which is another somewhat open ended adventure featuring a cult that fixates itself on many limbed creatures.

I don't see the problem with the art. He does a lot of walkthroughs and other nice RPG artwork. It fits the thing being a parody of a children's book very well.

Vornheim and A Red And Pleasant Land are probably the best adventures for this. Quelong and Weird New World are pretty neat, too.

Unrelated, but is it just for me or does Veeky Forums do bait ads now? Like, "this skin trick will change your life forever" and shit?

Yeah, despite already downgrading the servers Hiro claims that the site isn't making enough money.

You can basically tell how good a LotFP product would be based on its distance from Raggi. The further related the better.

But Better Than Any Man is one of the very best LotFP books.

except after they meet him for the first time the players have no reason to come back to that room. You can get everything you want and leave him behind. Sure the players could try and come back and pump him for information but they would only try that once since he would either refuse to talk or lie.

Looking at the layout it just makes more sense to me to have him in a place the players are going to spend a fair amount of time in, that being the workshop. Since it contains the telescope and takes up a whole floors worth of space.
Maybe calling it a climax is using the wrong term but to me it just seems better to have the Wizard have pride of place at the top fo the tower. Even if he is just sitting in a cage for the whole time he is still the wizard who is in charge of the tower. Shit even from a thematic stand point it would make more sense that he would do his work in the workshop and not his quarters.

On a side note I do quite like the little tables for making the labels on the boxes. Those are a nice touch

Remind me what that one's about? I remember not being able to find it.
Also, is there any way I can get stats on the titular Princess? I need them for a project.

that piece is quite nice but the other one just doesn't work for me.

Taste is subjective, what can I say.

Somewhat sandbox adventure during the Thirty Years war, featuring a group of pacifist magic users and a cult that is trying to resurrect an ancient god. What really makes it are some of the dungeons, NPCs, and things like the random encounters which are all very flavorful and interesting. It really isn't any edgier than the possibility of being eaten alive by giant bugs and zombies existing. Something like Fuck For Satan or No Mercy For Witches would probably be on the opposite side of the spectrum.

>Fuck For Satan

That would actually be good for a starter since its a hilarious and relatively light hearted adventure with possibly the least YOU FUCKED UP FOREVER traps in any adventure book.

Worst care you'll get mauled by bear or get a bad case of homo.

I don't think Veeky Forums has ever made money. Pretty certain that is one of the things that Moot was on record about multiple times.

Which ain't that much of a surprise when you consider that no major advertiser is going to want to run ads on a site like this when they don't want to run Ads on videos about WW1 on Youtube because they think the content is "Objectionable"

>Fuck For Satan or No Mercy For Witches
those sound like White Zombie albums

>Isn't that just because it's a houseruled B/X, though?
Yes. Which is why it is fun. It removed most of the clunky stuff, and left just the basics and also the best encumbrance system I've ever seen in an RPG.
Also the weird summon spell that motivates wizards to commit atrocities so they can get permanent servitors.

That is entirely intentional.

You nerds get really sensitive about LotFP.

Some people are easy to trigger, there's little that needs to be said.

Not him, but Raggi'd probably title his magnum opus after the offender and comission art depicting various horrible disfigurements of him.

>5. The character peering into the mirror must make a magic save. If successful, there is no benefit, and the mirror appears to work as a normal mirror. If the save is failed, the character and all equipment carried are sucked into the mirror. Future observers will not be subject to the mirror’s effects, but rather see the trapped character as a two dimensional mirror image. There is no “mirror dimension” so the trapped character has nothing much to do but stare back outside the mirror. He cannot be heard by those still in the real world. In three
days’ time, the character’s soul will be consumed by the mirror and it will again function as before. Breaking the mirror will destroy its magic but also kill any trapped character.

Mirrors of Life Trapping are a proper D&D item, user.

>Mirrors of Life
except that isn't a Mirror of Life, it is just a "Fuck You" to the player in Mirror form. There is no way for a player to get out of it as there is no command word for it. So basically you have to expect your players to stare at the floor so as so avoid looking at the mirror, also it is not the only one in that room, it is just the one that is the most dickish.

After reading some comments think I might give it a shot, anyone have pdf?

That's just the start of it. There is another heavy metal inspired RPG which has even worse threads.

Really it's just the not being able to talk and never escaping that's a problem. If you could carry the trapped player with you so they can talk and participate and then check out some crazy wizard afterwards it's a solid story.

The rules and a few adventures are free on the official website

Otherwise the OSR threads have all the books in the trove

I would say the fact it kills the person trapped inside after three days is the biggest problem and considering the only wizard anywhere nearby is the fuck crazy one the player passed by on the way to the mirror they are fucked.

I should add that is from the "Introductory" adventure for LotFP

Warhammer?

Would be good RP to bargain a way out for the character in-exchange for some service for the wizard, but of course not releasing him despite any demands or temptations.

You just need to roll with the consequences of actions instead of chimping out if something bad happens to your character.

I think that he is referring to MyFAROG, which was written by Varg Vikernes, a heavy metal musician.

>Would be good RP to bargain a way out for the character in-exchange for some service for the wizard, but of course not releasing him despite any demands or temptations

The adventure is very clear that if the players do not let the Wizard out right away he turns to threats. Also his magic cannot penetrate outside the circle so he couldn't help even if he did want to, which he most certainly does not.

>You just need to roll with the consequences of actions instead of chimping out if something bad happens to your character.

There is rolling with the consequences and then there is "You looked in the wrong direction and rolled badly once and your character is now dead"

>There is rolling with the consequences and then there is "You looked in the wrong direction and rolled badly once and your character is now dead"
>Medusa

Comparing it to a Medusa only if you had a Medusa that looked like a potted plant and the only way a player could find out it was a Medusa was by looking right at it.

I can't imagine any player on earth who would not be pissed if they walked up to a potted plant and just died.

>Also his magic cannot penetrate outside the circle so he couldn't help even if he did want to, which he most certainly does not.

Wow its like you have to convince him or something. Also nothing says he cant KNOW a way to free the mirror bound.

You're being very closed minded about stuff, especially considering this is a roleplaying game.

>I can't imagine any player on earth who would not be pissed if they walked up to a potted plant and just died.
>Mandragora