Wednesday, August 31, 2011

Last Day for the LotFP Store Sale

Store is here.

Coupon code ENTOMBED gives 10% off an order of 100€ or more.

Coupon code CATHEDRAL gives 15% off an order of 150€ or more.
Coupon code NAPALM gives 20% off an order of 200€ or more.

Each coupon will expire after five uses, or at the end of the month, whichever comes first. A customer can only use a particular coupon code once. Discounts are on pre-tax and pre-shipping totals.

In stock:

Lamentations of the Flame Princess
LotFP Weird Fantasy Role-Playing Grindhouse Edition
Vornheim: The Complete City Kit
Grinding Gear
Hammers of the God
Tower of the Stargazer (just a few left!)
Weird New World (just a few left!)

Die Cast Games
Insidious

Expeditious Retreat Press
Advanced Adventures #1 - #17
Magical Society: Silk Road

Faster Monkey Games
Lesserton & Mor
Realm of the Technomancer
Re-Energizers
Skull Mountain
Wheel of Evil

Frog God Games
Fane of the Fallen
Hollow Mountain
Jungle Ruins of Madaro-Shanti
Splinters of Faith #1 - 5, 7, 8
Strange Bedfellows
Swords & Wizardry Complete Rulebook
Ursined Sealed and Delivered
Valley of the Hawks
Vengeance of the Long Serpent
Winter Wood

Goodman Games
Dungeon Alphabet
Points of Light
Points of Light 2
Random Esoteric Creature Generator

Henchmen Abuse
Anomalous Subsurface Environment

North Wind Adventures
Charnel Crypt of the Sightless Serpent

Pacesetter Games & Simulations
Circle of Fire
Death on Signal Island
Eruptor's Vengeance
Screaming Temple
Thing in the Valley

Planet Thirteen Games
Purple Worm Graveyard

Rogue Games
Under Pashuvanam's Lush

Running Beagle Games
B/X Companion

Tuesday, August 30, 2011

Against the Giants Review: Keep on the Borderlands

"But I need bands out there wanting to make the perfect album, wanting to piss in the face of every Reign in Blood, every Paranoid, every Master of Puppets. Wanting to fuck metal up the ass rather than the other way around. And while I'd like to know there were hundreds of bands like this, I'll settle for hoping there are four or five."

"Much of my appreciation for metal is based around conveniently ignoring lots of things."

(these quotes from two different authors, taken from METAL #2: Reborn Through Hate, published 2001)

The laws that govern metal also govern RPGs, and thinking about metal leads to revelations about RPGs.

Let's stop ignoring things for a few minutes. Let's take an attitude not of respect but of skepticism. Let's take some old things and dissect them a bit, poke around their insides, not to see where they are strong, but to see where they are weak. Let's see what we can learn that doesn't just repeat the methods of success, but will allow us to improve upon failures.

Let's stop chasing the perfection of the Daughter and deal the necessary violence to her brothers.

Keep on the Borderlands is one of the classic D&D modules. Everything that people recognize as D&D is captured in this adventure.

The good stuff, and the bad stuff.

The good stuff is great: You have a home base filled with potential for intrigue and interaction, you have the assumed adventuring area, wilderness in between, and room for customization and expansion. The setting is generic enough (none of the people have names!) that you can set this just about anywhere with a roughly medieval technology (defined by the presence of plate mail, catapults, pole arms) without culture being assumed. It fits just about every campaign's culture!

Awesome!

... except that it hard codes several other assumptions as well. It's unavoidable in a module (and perhaps desirable - the point of a module is packaging someone else's gaming for your table). It's particularly unavoidable in Gygax's work because he obviously loved to pile everything on... the monsters, the treasure, the magic. It's his style, and damned if he should change it, even for publication, to suit anyone.

That isn't the issue and it isn't the problem.

The problem happens when someone looks at a module and decides "This is what D&D is supposed to be!" Like it's the untoppable ultimate example of anything.

Keep on the Borderlands creates that impression both for marketing reasons (it was the first adventure for perhaps millions of people) and its in-many-ways (but not all ways!) superior design.

This is a beginning adventure. Designed to begin characters' adventuring careers and players' role-playing careers. And it's not a one-shot tournament design, it's designed to be both a mini-campaign in its own right as well as the springboard to an honest-to-goodness genuine ongoing long-term campaign.

There are 21 different monster types in the module.

This includes humans and does not count the generic random encounter charts given in the advice sections.

That actually doesn't sound so bad (my last play-through of the Keep took 5 sessions of play to complete, so we can do a bullshit calculation to average out to about 4 monster types per session). It does take the idea of "monster-infested caves" and crank it up to 11 (of course this cavern includes gray ooze, of course there's a random minotaur in the middle of this mini-society of humanoid mini-tribes), but most of it makes sense on the local level.

I mean, there are little stylistic bits I might quibble with (those bandits and lizard men seem awful close together in the wilderness, I'd drop one or the other, that sort of thing). But if you must have the minotaur, the fire beetles make sense otherwise there'd be a lot more predatory interaction between the minotaur and the rest than the adventure assumes, for one example.

But looking at the big picture, there's effectively an apartment complex of different creature types that doesn't make sense as a whole. It's kept together with chicken wire and duct tape. (quick, someone stat up a Duct Ape, right now!)

I would think that the Chaos Shrine wouldn't want to be so close to the humanoid creatures unless it had a master-slave relationship over what would be their troops... but that obviously isn't the case according to the the Tribal Alliances and Warfare section. It's too small of an area to handle all the infighting that obviously didn't begin the day before the PCs come into the picture, and those weaker humanoids who "hope to be forgotten by all" wouldn't live right next door to those who would presumably kill or enslave the weak, would they?

But it has to be a fractured environment or else the Caves aren't suitable for levels 1-3.

So there's a bit of a conflict there between gameability and... well, what? Showing off D&D's possibilities like it's a catalog listing?

I don't buy that people in 1978 were somehow less creative or easier marks for plain illogical concepts. I could buy that they were less jaded than fantasy and RPG fans are now, but with that assumption I would expect the situation to be reversed... "You know, those quaint 70s RPGers may have made do with two factions back then, but people have seen it all so now our 2010s Keep reboot needs 8 factions to keep people's interest!"

Of course, over-explanation is no good so going more in-depth about the relations between the factions is not the answer; it's boring and much of it gets glossed over or outright ignored in actual play, because who wants to read and internalize all that stuff? It's a bit of a conflict, but in this case the conflict can be solved by simplifying the whole thing and not having eight factions squeezed into a small ravine. Either cut some of the tribes (and thus decrease the number of different monster types) or don't make the Caves of Chaos be scrunched all together. Spread them out on that wilderness map. If the module could include maps of the guild and reprint charts from the basic rules, then it could have done this.

If things had been more spread out, it could still satisfy those who want their gonzo D&D while reinforcing the exploration aspects of the game (the module already expects/assumes PCs to poke around the wilderness and find things scattered within it), and at the same time those who want a bit more grounded approach wouldn't be forced to change details to have it all make sense, or hope PCs didn't ask inconvenient questions about it all...

Hindsight is, especially nearly three and a half decades on, 20/20, but Gygax had at least a half-decade of experience playing and running D&D at this point, had read far more fantasy and history by 1978 than the majority of people reading this blog post in 2011, not to mention all that keen game-logistics thinking he honed from being an avid wargamer. The art of module design may not have been mature in 1978 but Gygax himself was a mature and experienced gamer.

Oh, I forgot to mention...

There are 69 magical items found in Keep on the Borderlands.

(probably a few more, I likely missed a couple... bundles of magic arrows count as 1 item, as do scrolls no matter how many spells are on a particular scroll... and not counting all those amulets of turning resistance and protection from good medallions which would add dozens more to the number)

Even for a near half-dozen sessions of play, that's a fucking lot for what is assumed to be the start of a long term campaign, isn't it?

But that number doesn't begin to describe the situation.

The majority of the permanent (non-scroll/potion) magic items are in the Keep itself! Sure, that cuts down significantly on the amount of items the PCs are expected to gain for themselves, but what the hell?

I wonder if I did a treasure count if I'd find that there's more treasure in the Keep than outside it... oh hell, let's do some addition!

The Castellan's Chamber has nine magic items (one of which is so unimportant it is used as decoration) and 6200gp in treasure (not counting coins!).

But maybe he's just the example of what a successful adventurer can aspire to, and so a bad example of "The good stuff is already where it needs to be!" Fine.

The loan bank's vault has 26,965.5gp worth of treasure in it.

To compare, the entire Shrine of Evil Chaos complex has 18,504.34gp worth of treasure in it (assuming maximum values of coin in the Gelatinous Cube). The minotaur cave has 4,185gp in treasure, the gnoll cave has 1743.02 (again, assuming maximum values of coins), the bugbears 1797.8gp.

If you completely looted the four most difficult caves (which in D&D logic would carry the most treasure), you still wouldn't have as much treasure as the bank vault in the Keep, and the Castellan keeps as much treasure as any two caves not including the assumed final one.

Holy shitballs.

This is genius if you take the position that it creates a very open module where role reversal is possible and evil parties can ally with the humanoids and/or raid the Keep. Or if you assume some sort of corruption at high levels within the Keep. But neither of those are the intent at all. Proof of that is not only the printed background material, but also suggestion alliances with Keep authorities and giving PCs extra experience for destroying evil artifacts in the Shrine of Evil Chaos yet having no equivalent bonus for screwing around in the Keep. And good luck to a low level party assaulting a fortress with a unified garrison, even with 100 humanoids in tow.

So we have a very large fortified garrison (157 soldiers, many in plate mail, plus all the warhorses and catapults, and that's not counting the curate or others in the chapel, or those in the inn, or the merchants and their guards, or the lackeys and pages... just the armed garrison of the Keep) that's better organized, better equipped, is better protected, has more magic, and has more valuables than the evil critters out in the Caves of Chaos.

And fortresses like this aren't for hiding away and locking the door, they are for projecting power. Which Gygax knew well as a student of military history.

So what's the story of this squabbling collection of inhuman tribes so close to the Keep? Seriously, if a small group of adventurers who fell off the turnip truck yesterday are supposed to be able to conquer the Caves of Chaos with a series of clever incursions, how easy would it be for an organized, well-equipped force with high level characters on hand to just wipe all that shit out? The Castellan is "a very clever fellow, but at times he can be too hasty in his decisions," so why is there a single living thing left in the Caves?

It seems utterly ridiculous that a place out on the absolute fringes of civilization, expected to be an adventuring environment menaced by evil, would be so wealthy and this secure. What, then, must the heart of civilization be like? The areas where the evil forces of chaos aren't less than two miles down the road? How must it be when this armpit of a stronghold directly in harm's way is so filthy stinking rich and well-stocked?

So the PCs could clear out the Caves of Chaos, rid the wilderness of all the threats lurking there... and what will they have accomplished? They'll still be returning to the Keep which was never realistically in any danger to begin with, and any appreciation given by those in charge will be for just doing the job they couldn't be bothered with. All that loot they got still won't make them seem hot shit in the Keep because the place is overflowing with riches (yet I bet the rank and file soldier will resent them for taking their share of loot from when the Keep would have gotten around to dealing with the problem) and half the officers seem to be equipped with magic anyway so bully for you and your +1 doodad.

Shit, if that's all "gold and glory" is worth on the borderlands, might as well stay home and milk cows.

I would think the entire setting makes more sense, that the impetus for the PCs to act is much stronger, that it better matches the written background description and develops the atmosphere described in the module, if the Keep is weak and ill-equipped compared to the menace outside its walls.

... and here I should put some sort of summation or closing bit for all this, but frankly, I think I'm rather done with this...

Monday, August 29, 2011

I Saw Underworld and I Went to the Zoo

I went to the zoo on Friday. Looking through the glass/plastic/whateveritwas door of the lion pen, I saw a female lion walking around with its cub. I waved at it. It got pissed, ran at me and jumped against the door. Being about six inches away from an angry lion was, ahhh, interesting. My immediate thought (after the reflex jump back) was "five hit dice is not enough." Oh crap, the weight tables in LotFP would have this at 4HD.

But... normal humans are d6hp, so less potential hit points than a 1HD monster. I am not a class-and-level individual nor a prime physical specimen, so I'm not even 6hp. Hell, the d6 normal human hit point range assumes a rougher, more physical life, so the average "works in an office and watches TV and gets physical exercise at the gym, not from life" is probably d4 hit points. So I'd likely be, what, 2? Maybe even 1 if my reaction to paper cuts are any indication.

In LotFP a 4HD monster hits an active unarmored man on an 8, and will take a 6hp man to 0hp or less half the time on a single hit. A maximum hp lion can take over five times the damage of a maximum hp normal man, and a maximum hit point lion can take over nine times the punishment of the average normal man.

gaahhh...

Underworld was on TV last night. What a shitbag of a movie. There was not one single thing about that movie that allowed me to believe in it, not one single thing that I thought was cool or exciting, and I fear my IQ dropped a few notches after watching it (my wife liked whatsherface's boots, which is why it was on) and I don't have any more to spare. I want to punch the people who made this movie, but whoever wrote that dialogue deserve strangling.

Trying and failing for cool is much worse than keeping your head down and going about your business in a workmanlike manner (if you fail there, you're just bad, not fucking awful), which I much appreciated the previous day when I finally saw the first episode of The Walking Dead. It was absolutely nothing new. But it was good.

I've seen a billion zombie movies, and most of them suck. All sorts of gimmicks and trickery, both with the zombies ("These zombies jump like acrobats!") and "exciting" filmmaking techniques make most of them rather pointless and just fuckin' dumb.

But The Walking Dead keeps everything basic and simple. It's the same old Romero zombie (I hope the rest of the season doesn't fuck it up...), there were no "cool action shots" or jump scares or anything of the sort. In fact, the episode didn't seem to care about trying to scare the audience at all. Everything made sense and started from square one and slowly built the feeling of dread and menace, so when the shit does hit the fan it doesn't come off as cheap or as an artificial adrenaline rush, but rather something that was just as natural and logical in the setting as the guys talking about photo albums in the house.

The existence of zombies is enough on its own if you're not an idiot, you know?

While trying to mentally retreat from the awfulness that was Underworld, I couldn't help think about how it applies to D&D.

A million monsters. Standardized!

A million magic items. Standardized!

I don't understand how the world of Underworld is supposed to work outside the immediate situation of this vampire vs werewolf feud and every extra absurdity added just breaks the world even more.

I don't understand how the world of D&D is supposed to work outside the immediate situation on a bunch of adventurers exploring a megadungeon.

Much of what I've done with LotFP is an equal mix of "The basics of the system are sound, why mess with it?" and "The world can't make any sense if all this crap exists." This is not new information, but I'm becoming increasingly unwilling to tolerate standard D&D setting assumptions at all.

All the magic items and monsters and races seem more and more to me like acrobatic zombies and ultraviolet bullets - not in a "I prefer something different" sense, but in an absolute "This is crap" way. (or, "I prefer this and can't see why you prefer that at all.")

Perhaps I'm thinking about this way too much, but to me thinking about these things is the glue that holds a campaign together.

... and I think I now have an idea for a series of posts that don't have anything to do with flogging my stuff. (and there was much rejoicing)

Saturday, August 27, 2011

Save or Die Podcast Interview

Ackkkk, missed the posting of Save or Die's interview with me.

Listen to it... HERE!

Friday, August 26, 2011

My First New Campaign in 20 Years? House Rule Ideas!

So I'm starting up my new campaign at the end of September.

(If you're in Helsinki and you're free on Sundays, I'M LOOKING FOR PLAYERS!)

It's going to be the first time since the very early 90s that I'm not using my own setting for the adventures (I even tied in my HERO supers game from 2007 into the setting), so I guess you can say it's the first totally new campaign since then.

(to me, a campaign goes beyond the characters or even players that participate in it...)

This calls for NEW HOUSE RULES!

I've been thinking of a few different things... let me know how stupid and game-destroying these would be...

Instead of an Attack Bonus, a character has a generic Combat Bonus every round. This bonus can be applied to the attack roll, AC, and/or the initiative roll for the round (must be declared before initiative is rolled, of course).

No spell levels. All spells will be re-jiggled as level one spells that scale up as the character gains levels. Magic-Users can cast as many spells as he has levels. (research and scrolls and writing in spellbooks would need rejiggled info as well) (I guess I'd have to do this with clerics as well?)

Demi-humans will be reconfigured to be new human classes. This thread on the LotFP board has a lot of ideas from different people. Not sure what I'll do with the Halfling and Dwarf, but the Elf can become some sort of fae-touched person... one possibility is that they don't have to memorize/prepare specific spells at the beginning of the day (if they have it in their book they can cast it), but to counteract that I'll have "metal doesn't exactly agree with them" limitations.

Oh, I'll also remove every single direct damage-causing spell.

Kill the Intelligence stat. The idea that it's player skill and I don't give any real consideration to INT as a stat during play. Make Charisma the "adjusts saving throws versus magic" stat with the idea that force of personality is what affects magic, and Wisdom stays as the "world awareness" stat that adjusts non-magic saves.

Just ideas, don't know which will be implemented or which will stick around if I decide to try them.

Thursday, August 25, 2011

Garble Garble You Don't Care About

Got back from vacation early (bugs were too much and we almost set the place on fire...), but had the new computer ready and waiting to be picked up, and setting that up has taken awhile. And with my great handiness with technology, I haven't yet figured how to get my email archives from the old computer to the new one yet... so if you're waiting on something from me, you'll get it, just not yet. (I look up store orders directly online so no delays there)

I should do an adventure called Mosquito Bytes, yeah?

Anyway.

Got lots done on Dancing Queen in Yellow and Monolith while I was away, but all that needs to be transcribed since I wrote it down in notebooks.

Since the game I've been playing in has petered out, I'm going to be starting up my own campaign again. Actually, I guess you could call this a brand new campaign...

6+ months away from running my own games has given me a backlog of things I want to try out.

First adventure will be The God that Crawls, from there it'll move to a more open format I think where it isn't broken up into "adventures," (if they're unlucky they'll wander into the Monolith or Queen in Yellow areas) I'll start that up the weekend after I return from Stockholm, and my goal is to have at least half the group be people I've never gamed with before.

And then the killing will begin.

Wednesday, August 24, 2011

Art Preview Post Through Time!

I made this post five days ago... yet here it is, just now! How odd.

You know what would be odder? If I got in a car crash on the way to the cottage or if I was eaten by a mink once I was there or if I got hit by a meteor or something, and then I'd be dead, and then this would be A BLOG POST FROM BEYOND THE GRAVE!

Here's a Carcosa piece by Rich Longmore. Did I hear someone say they wanted Kirby-inspired robots? Why yes, I think I did.

Screw you, FLAILSNAILS! We've got... what the hell is that?

Maybe I should show you something a little more normal... oh bloody hell.

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

(Isle of the Unknown monster pics by Amos Orion Sterns)

Isle of the Unknown mage by Jason Rainville:

Friday, August 19, 2011

Carcosa + Isle of the Unknown Art Preview!

Since I'm already gone for the week by the time you read this, I should put some pretty pictures here. 'cause that's how I roll, and other embarrassing catchphrases.

A Carcosa piece by Rich Longmore:
An Isle of the Unknown monster by Amos Orion Sterns:

An Isle of the Unknown mage by Jason Rainville:


Thursday, August 18, 2011

Wait, I Haven't Shown You Any Carcosa Artwork Yet?

My bad.

Thought I'd show you something maybe a little different than you were expecting.

Art by Rich Longmore.

LotFP World Tour Adds Stockholm Dates in September!

I'll be off to Stockholms Spelkonvent on September 16-18. LotFP's been doing well in Sweden, thanks in no small part to favorable reviews in Fenix magazine.

I'll also be off to Tampere Sept. 3-4 for Tracon.

I'll be bringing a selection of goods from the webstore (not bringing everything, so if you have requests, speak up!) and also running games...

The Dancing Queen in Yellow for sure at both conventions, Monolith from beyond Space and Time in Stockholm.

I'll also be doing some online playtests for Monolith next month... I need to run it for 0 level, 4th level, 7th level, and 50th level groups... "For Levels 0 - ∞" will be no joke, and the plan is to not change a single stat or result or description to keep PC levels in mind.

I'm going out of town tomorrow afternoon and will be gone an entire week and will be offline. Any store orders made while I'm gone will not be processed until I return (so get your order in by 1pm Friday Helsinki time if you don't want to wait a week for it to be sent), any email sent will not be seen until my return.