Anyone familiar with it? The writer just bought ad space here. I'd never heard of it until then. Looks to be OSR. I guess I'll find out in a bit because he's also planning to send me a review copy.
Quote from: RPGPundit;928359Anyone familiar with it? The writer just bought ad space here. I'd never heard of it until then. Looks to be OSR. I guess I'll find out in a bit because he's also planning to send me a review copy.
It's among my top 5 favourite OSR games, and there's quite the competition:).
And it has mechanics quite similar to Mighty Deeds, which you should like.
I'll let you discover the rest for yourself, though;).
I am reluctant to toot my own horn, but just a couple of points for LFG for those who might be unfamiliar:
(1) Free PDF - https://lowfantasygaming.com/freepdf/
(2) $6 USD softcover via Lulu - http://www.lulu.com/shop/http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-gaming/paperback/product-22916505.html
I like to think of it as a rules lite mix of OSR and modern rules design. By way of summary, the main points of difference between LFG and most d20 based games are:
• 5 classes only: Barbarian, Bard, Fighter, Rogue & Magic User.
• 12th Level Maximum eliminates the most powerful magic, and keeps the mightiest monsters scary.
• Roll equal or under attribute (with modifiers) to resolve uncertain actions, making every attribute point matter.
• Willpower and Perception attributes replace the Wisdom attribute.
• Skills provide access to a Level based Reroll Pool.
• Diminishing Luck attribute that replaces saving throws, and powers some martial exploits.
• Minor, Major and Rescue Exploits (on top of damage, not in lieu) provide creative combat options and moments of greatness.
• Dangerous Combat: dropping to zero hit points is serious –
o Cure spells work more slowly (1d3 minutes) on subjects reduced to zero hit points.
o Long term Injuries & Setbacks trigger at zero hit points (assuming the adventurer isn’t dead).
o Players test to see if a downed adventurer is dead only after combat has ended.
• Party Retreat and Chase rules allow the GM to throw whatever makes sense at the party, without worrying about “balanced” encounters.
• 5 minute Short Rests allow all classes to recover hit points and class abilities quickly, encouraging the party to push on rather than camp.
• Dark & Dangerous Magic tests, making all spell casting inherently dangerous. No at-will or resurrection magic. Magic users are less reliant on spells, using one handed weapons and light armour.
• Rare magical items, with obvious and discreet properties, that unlock as their owners level up.
• Online Play Support: a customized character sheet is available for online play at https://roll20.net/
• Rules as Guidelines. The GM is the final authority on all LFG “rules”. Everything herein is a guide only, and should be tailored to fit the preferences of the GM and players.
Cheers
As someone who very rarely uses D&D-like systems, those almost all sound like the sorts of design shifts I'd want. Replace hitpoints with a more literal injury (& avoidance) system, and I might really enjoy it. :)
I downloaded it last night, liked what I saw and threw caution to the wind and ordered a print copy. For anyone interested, there's a 35% off coupon NIGEL35 that I used. Was able to get it for $7.13 shipped.
Quote from: Skarg;928429As someone who very rarely uses D&D-like systems, those almost all sound like the sorts of design shifts I'd want. Replace hitpoints with a more literal injury (& avoidance) system, and I might really enjoy it. :)
Damage save mechanics:p.
Of course, sufficiently abstract HP mechanics are just a form of an extended damage save. This fact is just obscured because the attacker rolls it;).
Quote from: RunningLaser;928430I downloaded it last night, liked what I saw and threw caution to the wind and ordered a print copy. For anyone interested, there's a 35% off coupon NIGEL35 that I used. Was able to get it for $7.13 shipped.
Love Lulu coupions! Glad you liked it, if you get a chance to play it, by all means let us know how it goes :)
I ordered it too with that lulu coupon. $6.88 American that includes shipping. Woo hoo.
Quote from: AsenRG;928437Damage save mechanics:p.
Of course, sufficiently abstract HP mechanics are just a form of an extended damage save. This fact is just obscured because the attacker rolls it;).
Please don't even joke about that. Some people will continue to not get it.
Abstract HP mechanics are only a form of damage save, in a very abstract and statistically very different form.
One obvious difference, is that if someone points a weapon at a very skillful defender, in a HP system, the defender knows they cannot be defeated in one attack, because they have several times more HP than the attack's max damage roll. If instead, they just have a high chance of defending against the attack, three is still a risk of defeat in one attack. Moreover, during longer battles, the point where fighters will be defeated is not a known eventuality and a matter of wearing down HP - it's a constant unpredictable risk.
Rather like any literal universe. It's not like I have a stack of ironclad parries and block, after which I won't be able to block or parry at all.
Quote from: Skarg;928572Please don't even joke about that. Some people will continue to not get it.
But that's the funniest part of it:D!
Personally, I'm planning to use at least some parts of it, mixed with Spellcraft and Swordplay...but the damage system is going to be an unholy mix of traditional HP, (my own treatment of) Ex3's Initiative, and Synergy v2's damage saves:p.
Witness it, people devoid of sense of humour, and despair! Your cries shall be music for my ears:).
QuoteAbstract HP mechanics are only a form of damage save, in a very abstract and statistically very different form.
Just as extended rolls are sttistically different from normal rolls.
QuoteOne obvious difference, is that if someone points a weapon at a very skillful defender, in a HP system, the defender knows they cannot be defeated in one attack, because they have several times more HP than the attack's max damage roll. If instead, they just have a high chance of defending against the attack, three is still a risk of defeat in one attack.
Basically, there isn't any.
QuoteMoreover, during longer battles, the point where fighters will be defeated is not a known eventuality and a matter of wearing down HP - it's a constant unpredictable risk.
Hide the hit points from players, let the GM note just how many points each attack was dealing. Now everything after that first attack or two is the same constant unpredictable risk. Did you lost 11 out of your 13 HP in those first two strikes, or did you lose only 3, putting you at safety? Listen to the GM's description for hints.
There's a reason why this method works so well in Unknown Armies;).
QuoteRather like any literal universe. It's not like I have a stack of ironclad parries and block, after which I won't be able to block or parry at all.
But once your hand tires of it, or rather it's more likely to be your legs, you know you won't be able to parry;).
That said, I still prefer non-HP systems.
Quote from: RPGPundit;928359Anyone familiar with it? The writer just bought ad space here. I'd never heard of it until then. Looks to be OSR. I guess I'll find out in a bit because he's also planning to send me a review copy.
Nope but thanks for mentioning it. I've been looking for something like this for a while. maybe it will be the one.
Quote from: Skarg;928572One obvious difference, is that if someone points a weapon at a very skillful defender, in a HP system, the defender knows they cannot be defeated in one attack, because they have several times more HP than the attack's max damage roll. If instead, they just have a high chance of defending against the attack, three is still a risk of defeat in one attack. Moreover, during longer battles, the point where fighters will be defeated is not a known eventuality and a matter of wearing down HP - it's a constant unpredictable risk.
Critical hits with a chance to kill outright (or just open-ended damage rolls) can address that desire for uncertainty with minimal change to the rules.
Quote from: AsenRG;928586Hide the hit points from players, let the GM note just how many points each attack was dealing. Now everything after that first attack or two is the same constant unpredictable risk. Did you lost 11 out of your 13 HP in those first two strikes, or did you lose only 3, putting you at safety? Listen to the GM's description for hints.
When I first played D&D (0e with Greyhawk and other supplements), the DM always rolled a PC's hit points for each expedition secretly, and gave only vague categories of relative health (more granular for fighters, usually), so even the first attack was an unpredictable risk. I once saw a 3rd level Cleric die from a single claw attack doing d4. One DM didn't like that a Constitution bonus gave a higher known minimum number of HPs and used the bonus to increase the size of the hit dice instead. (And we also had significant critical hits; very tiny chance of an instant kill, among many other effects.)
I don't like the average damage amount given in 5e stat blocks; then there's too much certainty in the calculation of how many hits a character can withstand (slightly skewed by critical hits, but not much). I always roll damage when I DM, although most DMs I've met use the average amount.
BTW, Skarg, I think you should just homebrew a mix of Low Fantasy, DCC and Five Ancient Kingdoms combat systems, maybe with some influence from Spellcraft and Swordplay, Zenobia and True20 thrown in:p.
If I'm seeing oddly specific, it's because that's what I am doing;). I've got lots of time before I'd ever use that one, though.
Well I tend to just use GURPS or similar systems, because they just work and do what I want quite well.
I'm not sure what's to be gained from adapting other systems to be more like what I want. Since I also don't tend to use much content that I don't just make myself, or that I can't easily convert to something for a system I like, I'm not sure there's a point. Also a lot of D&D-ish content just wouldn't work well how I like to play, because of the numbers and power levels and immunities of the typical opponents in those settings, etc.
There is a seed of an idea back there germinating in the soil of visiting TheRPGSite, though. I think I could make a set of rules that would be able to take OSR-ish content, but apply rules more like I like... though there are several ways to aim that, depending on what's wanted, and who it'd be for.
Quote from: rawma;928918I don't like the average damage amount given in 5e stat blocks; then there's too much certainty in the calculation of how many hits a character can withstand (slightly skewed by critical hits, but not much). I always roll damage when I DM, although most DMs I've met use the average amount.
Yeah I dont like average damage either, I like the randomness of the roll. And if you roll your damage dice at the same time as your hit roll, it doesnt take any longer.
Quote from: Skarg;928935Well I tend to just use GURPS or similar systems, because they just work and do what I want quite well.
I'm not sure what's to be gained from adapting other systems to be more like what I want.
The fun of thinkering:)? And this was a joke either way.
QuoteThere is a seed of an idea back there germinating in the soil of visiting TheRPGSite, though. I think I could make a set of rules that would be able to take OSR-ish content, but apply rules more like I like... though there are several ways to aim that, depending on what's wanted, and who it'd be for.
I'm halfway there, though I was inspired by the games that draw on Chainmail rules more than the site;).
Quote from: Skarg;928935Well I tend to just use GURPS or similar systems, because they just work and do what I want quite well.
You should definitely use systems that you like.
I just wanted to share another perspective, how you can fiddle around the edges of the D&D system if it's close to what you want.
Quote from: rawma;928987You should definitely use systems that you like.
I just wanted to share another perspective, how you can fiddle around the edges of the D&D system if it's close to what you want.
Thanks, ya. I am occasionally tempted and curious how far I could have it work for me. Your critical hits suggestion would work, but I'd also try to figure out what I think the hitpoints actually represent other than avoiding getting hit, and also make that more literal, rather than just keeping hitpoints. Maybe fatigue and possibly equipment damage.
Quote from: Skarg;929050Thanks, ya. I am occasionally tempted and curious how far I could have it work for me. Your critical hits suggestion would work, but I'd also try to figure out what I think the hitpoints actually represent other than avoiding getting hit, and also make that more literal, rather than just keeping hitpoints. Maybe fatigue and possibly equipment damage.
I'd bet on "how much strength you've got in your sword arm, and speed in your feet", for the classical model;).
Friendly shout out from the Frugal GM: http://www.frugalgm.com/2016/11/free-gm-resource-low-fantasy-gaming.html
And also from Lloyd of Gamebooks: https://lloydofgamebooks.wordpress.com/2016/11/09/free-pdf/
:D
Quote from: AsenRG;929067I'd bet on "how much strength you've got in your sword arm, and speed in your feet", for the classical model;).
Yeah, that's what I meant by Fatigue, as in GURPS. Just in GURPS, it doesn't really play out the way Hit Points do in D&D-like combat systems, where it's usual for that to be the main way someone's defeated.
Quote from: Skarg;929991Yeah, that's what I meant by Fatigue, as in GURPS. Just in GURPS, it doesn't really play out the way Hit Points do in D&D-like combat systems, where it's usual for that to be the main way someone's defeated.
Because getting a parry of 16 is damn expensive, points-wise:D! But sometimes they still come into play.
OTOH, numerous battles in TRoS have ended due to fatigue.
Well, it was more like "combined bloodloss from small wounds, and failing the rolls earlier than your opponent". Still, I think you get the idea:p!
And I hope nobody would claim that TRoS is less realistic than GURPS for combat, or that small accidental wounds don't happen even to the best of us;).
A fine review from RPG Crawler :) https://lowfantasygaming.com/2016/11/12/review-from-rpg-crawler/
Got the PDF, now to plunder it for goodies I can mutilate, fold and spindle. Thanks for turning me onto this.
Quote from: Christopher Brady;930138Got the PDF, now to plunder it for goodies I can mutilate, fold and spindle. Thanks for turning me onto this.
Welcome!
At first I was thinking low fantasy including a lot of character swearing, nasty bath habits, and constant lewd gesturing, but then I remember that is my regular Monday group.:-)
Quote from: AsenRG;930020Because getting a parry of 16 is damn expensive, points-wise:D! But sometimes they still come into play.
OTOH, numerous battles in TRoS have ended due to fatigue.
Well, it was more like "combined bloodloss from small wounds, and failing the rolls earlier than your opponent". Still, I think you get the idea:p!
And I hope nobody would claim that TRoS is less realistic than GURPS for combat, or that small accidental wounds don't happen even to the best of us;).
I do get the idea, and don't disagree. Though I'd add that parry 16 only does so much to avoid serious wounds, and heavy armor or fighting barehanded are where the defeats by small wounds tend to come in.
I don't know much about TRoS... maybe it'd be interesting to me - does it use a map for combat?
Quote from: Skarg;930202I do get the idea, and don't disagree. Though I'd add that parry 16 only does so much to avoid serious wounds, and heavy armor or fighting barehanded are where the defeats by small wounds tend to come in.
I don't know much about TRoS... maybe it'd be interesting to me - does it use a map for combat?
Combining some armour with weapons that don't defeat it well also had the same effect unless you rolled really well, I remember:).
You and your maps:D! TRoS mostly cares what distance you are from the opponent, and while maps can be used if the environment presents opportunities or dangers, picking the right manoeuvre is generally more important.
Quote from: AsenRG;930314Combining some armour with weapons that don't defeat it well also had the same effect unless you rolled really well, I remember:).
Yes, absolutely. There are various different optional systems for figuring out how much damage someone takes when weapons can't get through the armor. At that point it gets very much like you've got a pile of hit points... or people tackle the guy in armor, and/or someone goes and gets a big hammer, or something.
QuoteYou and your maps:D! TRoS mostly cares what distance you are from the opponent, and while maps can be used if the environment presents opportunities or dangers, picking the right manoeuvre is generally more important.
Ah, that's too bad, but maybe there are ideas to mine from that aspect.
Group battles make little/no sense to me without a map of where everyone and everything is. I wonder if anyone's ever tried to make a mapless version of Chess or Go... "I take the Try To Get Enemy Into A Knight Fork maneuver on the enemy Queen And King"... uh, ok, roll against your Chess skill...
Quote from: Skarg;930485Yes, absolutely. There are various different optional systems for figuring out how much damage someone takes when weapons can't get through the armor. At that point it gets very much like you've got a pile of hit points... or people tackle the guy in armor, and/or someone goes and gets a big hammer, or something.
Or you keep going until one of you scores a telling hit, or until someone starts to get winded, and then the other one goes all-out:).
QuoteAh, that's too bad, but maybe there are ideas to mine from that aspect.
I suspect you might be able to, indeed;).
QuoteGroup battles make little/no sense to me without a map of where everyone and everything is. I wonder if anyone's ever tried to make a mapless version of Chess or Go... "I take the Try To Get Enemy Into A Knight Fork maneuver on the enemy Queen And King"... uh, ok, roll against your Chess skill...
"Mapless chess" is called "playing blind" and is regularly practiced around here by chess players that at least pretend to be any good. I've played chess that way when I was younger and playing more chess than I do now, too. Against an opponent who was looking at the table, if you're wondering.
Then my regular opponent of the time gave up on playing with me:D!
Quote from: AsenRG;930493..."Mapless chess" is called "playing blind" and is regularly practiced around here by chess players that at least pretend to be any good. I've played chess that way when I was younger and playing more chess than I do now, too. Against an opponent who was looking at the table, if you're wondering.
Then my regular opponent of the time gave up on playing with me:D!
Wow! Ya I don't want to play Chess with you either - that's impressive!
Seems like it would go hand in hand with your "mapless" GM'ing. Maybe you do have a map, but it's just written on your brain.
But to me, playing tactical combat like that is more like playing with a blind PC than playing without a map. In a mapless combat system, there really is no map - it's not just that you're not allowed to look at it. Blind Chess still has what happens based on where the pieces are on a map. To me, if I want a game about combat, I'm interested in experiencing the choices involved in a representation of that situation. What determines who can attack whom? Before a character can attack another, in reality, they need to be close enough and for nothing to be in the way, and that is determined by the details of where walls and obstacles (including the other fighters on both sides) are, which way they're facing, etc. The maneuvering is usually where most of the interesting gameplay is, for me, so having no map is like throwing out most of the game I want to play.
Quote from: Skarg;930697Wow! Ya I don't want to play Chess with you either - that's impressive!
It's not really, impressive, no. You just need to play a whole lot, and to play out transcripts of parties, and it happens naturally:).
QuoteSeems like it would go hand in hand with your "mapless" GM'ing. Maybe you do have a map, but it's just written on your brain.
That's exactly what I said in the last thread, wasn't it? I can tell you what things are, where they are, and how they interconnect. I just can't paint it as a map.
If I could, I'd probably have put an ad saying I'm doing maps for cheap:D!
QuoteBut to me, playing tactical combat like that is more like playing with a blind PC than playing without a map. In a mapless combat system, there really is no map - it's not just that you're not allowed to look at it.
Then I don't know a single mapless system. Can you name one?
All the systems that claim being "mapless" just mean "there's no need for a physical map with squares, and it's fine to approximate distances in range bands and the like, because the difference between 19 and 21 feet really doesn't matter all that much to a thrown spear".
QuoteWhat determines who can attack whom? Before a character can attack another, in reality, they need to be close enough and for nothing to be in the way, and that is determined by the details of where walls and obstacles (including the other fighters on both sides) are, which way they're facing, etc.
If only it was that simple! You should add at least armament and the way it's used to that, and let's not start about moral...:D
QuoteThe maneuvering is usually where most of the interesting gameplay is, for me, so having no map is like throwing out most of the game I want to play.
I've won a fight by manoeuvring while playing an online Forsaken game with no map in sight.
Well, by manoeuvring and wolfpack tactics, which was rather convenient given that I was in Garou form;).
(For some reason other players that were reading the description of said tactics told me that it read like "a parable in praise of pure unrestrained violence", though I'm not sure whether the phrase can be read as the compliment it was:D. To me, however, it was just "tactics that made sense for a werewolf in rage").
Quote from: AsenRG;930884...
Then I don't know a single mapless system. Can you name one?
All the systems that claim being "mapless" just mean "there's no need for a physical map with squares, and it's fine to approximate distances in range bands and the like, because the difference between 19 and 21 feet really doesn't matter all that much to a thrown spear".
Well, Traveller 1e outdoor encounters tell you to just use range bands but say nothing about a map.
Other games may have some sort of map but has few/insufficient rules to make the map make much difference, and doesn't let you use detailed tactics because the map detail and rules for same are too abstract and primitive.
"there's no need for a physical map with squares" is more or less enough to mean mapless to me. Even GURPS "Basic Combat", and the line editor for GURPS even says he generally doesn't use maps for combat.
See, the RPG game I started out with was TFT Melee, and I had played wargames before that, where the whole point of the game is winning battles by maneuver decisions. It's not about not having an accurate range to use for a thrown spear. It's about having the actual situation to play with. Where the people actually are determines who can see whom, who's in reach, what's in the way between targets, who's facing whom, where the fallen bodies, dropped weapons, fires, smoke, rough ground and other terrain, are. Whether it's really possible for you to run and tackle someone, or get to them with a weapon of a given length, and who can respond to your attempt to do that, or not. And just about everything else, is all mainly determined by where everyone is and what they're doing at the time, which is impossible to just hold in even one person's mind's eye for most people, especially if there are several people on each side. Not to mention getting everyone to get what the whole situation is so they can know what makes sense to try to do or not.
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Without a map, the main level of gameplay I'm interested in is absent, and replaced by "read the GM's idea about what's going on, and convince him my idea about what I do will work" (e.g. your wolfpack example). Having the situation laid out in a map with counters for everything makes a huge difference even if there are no explicit rules for what it all means.
Quote from: Skarg;930970Well, Traveller 1e outdoor encounters tell you to just use range bands but say nothing about a map.
Makes sense to me, but that's not "mapless". In order to have range bands, you have to have a map-like idea of who is where in relation to whom.
QuoteOther games may have some sort of map but has few/insufficient rules to make the map make much difference, and doesn't let you use detailed tactics because the map detail and rules for same are too abstract and primitive.
I take the "OD&D social skills approach" to this. "It's not the rules that make positioning make a difference, it's me".
"Doesn't let me use detailed tactics" is...sorry, I can't even understand what that means.
Quote"there's no need for a physical map with squares" is more or less enough to mean mapless to me. Even GURPS "Basic Combat", and the line editor for GURPS even says he generally doesn't use maps for combat.
But you still have to know who's where in relation to the others.
QuoteSee, the RPG game I started out with was TFT Melee, and I had played wargames before that, where the whole point of the game is winning battles by maneuver decisions.
I started my gaming at the age of 5 with backgammon, learned chess by myself at 6, thanks to a book named "chess for the smallest ones". Later my mom taught me two other variants of backgammon (played on the same board) and Yahtzee before I was 9, much to the distress of the rest of the family. (I only learned poker and other card games at about the age of 12, I think, and I never became much of a fan, strip poker excluded).
The majority of my earliest experiences are thus structured wargames, as I treat them, and they depend very heavily on positioning.
But they also taught me that a game can be fun without a map, too;).
QuoteIt's not about not having an accurate range to use for a thrown spear. It's about having the actual situation to play with. Where the people actually are determines who can see whom, who's in reach, what's in the way between targets, who's facing whom, where the fallen bodies, dropped weapons, fires, smoke, rough ground and other terrain, are.
But the map you posted only works for a kind of battles with legions or massed troops. In a real fight, people move. They move a lot, and change their hexes! How big are the hexes in what you showed?
Because the last time I was playing with mismatched weapons, I managed to retreat over 3 meters against a single continuous attack. I'm pretty sure those hexes are smaller, are they not? If they're up to 1,5 meters, I'd retreated two hexes just because my parry "roll" wasn't good enough by itself, or at least not compared to that attack.
QuoteWhether it's really possible for you to run and tackle someone, or get to them with a weapon of a given length, and who can respond to your attempt to do that, or not.
Simple: if the enemy can get to you with his wepon, you can reach them, too. Seriously, moving is part of any attack (and often continues throughout it when you press the advantage, unless you managed to grapple)!
QuoteAnd just about everything else, is all mainly determined by where everyone is and what they're doing at the time, which is impossible to just hold in even one person's mind's eye for most people, especially if there are several people on each side. Not to mention getting everyone to get what the whole situation is so they can know what makes sense to try to do or not.
Several people on each side aren't a problem, IME.
QuoteWithout a map, the main level of gameplay I'm interested in is absent, and replaced by "read the GM's idea about what's going on, and convince him my idea about what I do will work" (e.g. your wolfpack example).
Wrong, my "wolfpack" (which consisted of two werewolf PCs, one of which ran away), and the rest was
me manoeuvring. I did move so in order to create tactical positions where I could take them on one at a time.
I just had to be faster, which I was:D.
We're hijacking the heck out of this thread about Low Fantasy Gaming RPG - sorry. Starting a new thread.
Just a note the LFG Hardcover is now available via Lulu for $22 USD :D https://lowfantasygaming.com/2016/11/16/low-fantasy-gaming-hardcover/
I didn't pick up the hardcover but I ordered a copy from Lulu in the last hour. :)
Quote from: Krimson;931240I didn't pick up the hardcover but I ordered a copy from Lulu in the last hour. :)
Sweet!
Just a note the latest $1 Adventure Framework is out: #9 Red Hooks Tourney :D https://lowfantasygaming.com/2016/11/19/red-hooks-tourney/
A new and excellent LFG review by Eric Diaz at Methods & Madness: https://lowfantasygaming.com/2016/11/19/review-by-methods-madness/
My review copy has not yet arrived.
Quote from: RPGPundit;931786My review copy has not yet arrived.
Dang, thanks for letting me know. I just checked my emails, I posted it on 3 Nov, and according to the Australia Post website, the estimated delivery time is "10+ days".... so, hmmm.... hopefully it will hit your desk soon... ?
Quote from: Psikerlord;931823Dang, thanks for letting me know. I just checked my emails, I posted it on 3 Nov, and according to the Australia Post website, the estimated delivery time is "10+ days".... so, hmmm.... hopefully it will hit your desk soon... ?
Oh yeah, you totally shouldn't worry about it yet. Uruguayan mail being what it is, sometimes books can take over 3 months to get here!
In any case, the good side of it is that out of hundreds of books sent my way, I think only 2 or 3 have ever failed to arrive.
The Uruguayan mail is the second worst in all of the Americas in terms of incompetence and theft, only HAITI is worse.
But luckily, postal workers don't steal books. Books are like toxic waste to them, bunch of fucking ignorants they all are, if they know a package is a book they'll lose all interest.
According to Lulu mine should arrive tomorrow.
I got my copy a couple of days ago though I have only skimmed through it. First thing, the book itself is nice. The quality is what you expect from Lulu. Decent weight paper, perfect binding, very clear pages. At a cursory glance, this is a well put together product. An old school gamer can do a quick flip through and the content is familiar. I need to give this a proper read through, but everything is streamlined. It looks like an old school game, but it's well organized and the pages are clean. Lots of tables. There's no cleric. Classes consist of Barbarian, Bard, Fighter, Magic User and Rogue. That's pretty fun and dangerous. I'll comment again once I get a chance to actually sit down and read it. As for the quality of the book, great quality and I am not disappointed for something I bought on a whim. :D
Quote from: Krimson;932857I got my copy a couple of days ago though I have only skimmed through it. First thing, the book itself is nice. The quality is what you expect from Lulu. Decent weight paper, perfect binding, very clear pages. At a cursory glance, this is a well put together product. An old school gamer can do a quick flip through and the content is familiar. I need to give this a proper read through, but everything is streamlined. It looks like an old school game, but it's well organized and the pages are clean. Lots of tables. There's no cleric. Classes consist of Barbarian, Bard, Fighter, Magic User and Rogue. That's pretty fun and dangerous. I'll comment again once I get a chance to actually sit down and read it. As for the quality of the book, great quality and I am not disappointed for something I bought on a whim. :D
Cool - look forward to hearing your thoughts!
My review copy arrived today. Looks good. It's 5th in line for review, so don't expect it for another 4 months or so. Maybe a tiny bit sooner.
Is Barbarian a "Rage-Monkey Berserker" or a Barbarian? :D
Quote from: CRKrueger;932970Is Barbarian a "Rage-Monkey Berserker" or a Barbarian? :D
Mu:).
Quote from: RPGPundit;932940My review copy arrived today. Looks good. It's 5th in line for review, so don't expect it for another 4 months or so. Maybe a tiny bit sooner.
Great! There's no rush on my end :D
40% off Lulu prints until end of 29.11.16 ... code: CYBER40 :D
Quote from: CRKrueger;932970Is Barbarian a "Rage-Monkey Berserker" or a Barbarian? :D
"You are a barbarian, a savage warrior from the
tundra, mountains, deep forests or sandy wastes.
You might be a Viking raider, a Conan like
behemoth or an Amazonian warrior woman.
Unlike the soft city dwellers, your exposure to the
harsh elements has equipped you with a primal
ferocity, acute instincts and formidable
endurance. You are well versed in the use of
weapons, but prefer armours that do not hinder
your natural athleticism. Most barbarians are
superstitious, illiterate, and have an abiding
distrust of magic."
They do get a rage ability. You could refluff the rage as extraordinary grit/tenacity/determination etc if you dislike the "ferocious rage" aspect.
Quote from: Psikerlord;933016"You are a barbarian, a savage warrior from the
tundra, mountains, deep forests or sandy wastes.
You might be a Viking raider, a Conan like
behemoth or an Amazonian warrior woman.
Unlike the soft city dwellers, your exposure to the
harsh elements has equipped you with a primal
ferocity, acute instincts and formidable
endurance. You are well versed in the use of
weapons, but prefer armours that do not hinder
your natural athleticism. Most barbarians are
superstitious, illiterate, and have an abiding
distrust of magic."
They do get a rage ability. You could refluff the rage as extraordinary grit/tenacity/determination etc if you dislike the "ferocious rage" aspect.
I pretty much always refluff it as "unfettered killer instinct" in all games;).
Quote from: Psikerlord;933016"You are a barbarian, a savage warrior from the
tundra, mountains, deep forests or sandy wastes.
You might be a Viking raider, a Conan like
behemoth or an Amazonian warrior woman.
Unlike the soft city dwellers, your exposure to the
harsh elements has equipped you with a primal
ferocity, acute instincts and formidable
endurance. You are well versed in the use of
weapons, but prefer armours that do not hinder
your natural athleticism. Most barbarians are
superstitious, illiterate, and have an abiding
distrust of magic."
They do get a rage ability. You could refluff the rage as extraordinary grit/tenacity/determination etc if you dislike the "ferocious rage" aspect.
A bit of a drift but thanks for the PDF. I downlaoded it and read through. Its pretty solid and I really like the 5 classes limitation though I'd be tempted to add a more dedicated ranger , not that it is needed as it would be simple to reskin the barbarian or use the fighter
My only quibbles are pretty minor, is that like most OSR games there is no way to scale armor class with level (both AC and to hit should go up) and I think the "unique feature" system is going to be a balancing and design challenge
Otherwise its really good with the chase rules and level cap being entirely excellent
Quote from: 5 Stone Games;933099A bit of a drift but thanks for the PDF. I downlaoded it and read through. Its pretty solid and I really like the 5 classes limitation though I'd be tempted to add a more dedicated ranger , not that it is needed as it would be simple to reskin the barbarian or use the fighter
My only quibbles are pretty minor, is that like most OSR games there is no way to scale armor class with level (both AC and to hit should go up) and I think the "unique feature" system is going to be a balancing and design challenge
Otherwise its really good with the chase rules and level cap being entirely excellent
Thanks 5 Stone Games, appreciate it. Yeah the "unique feature" aspect can be tricky depending on the table, particularly less experienced gamers. I didn't think about increasing AC to be honest, but that would be a pretty easy tweak - eg: "increase AC by 1 every 3rd level" or however often suits.
Just starting to get around to reading the print copy- finished the little story example between the GM and Players. I'll say this, it's one of the better play examples I've ever seen written in a game seeing that it's seems closer to what I've witnessed at the table than any other game:)
My copy isn't yet here, and I suspect hasn't printed yet, but it should be here for a Christmas game;).
Well Psikerlord already linked to my review (http://methodsetmadness.blogspot.com.br/2016/11/review-low-fantasy-gaming.html), but in any case I wanted to say I was quite impressed with the product. LFG reminds me of FH&W in a way; it is a labor of love, with old school aesthetics but SOME modern ideas, and while FH&W is weird fiction and kitchen-sinky, LFG is sword & sorcery all the way - for example, all magic is actually dangerous but magicians can become decent fighters without their spells, so you have some balance and some incentive to pick a blade even if you have some spells left. The bestiary is quite S&S, combat is S&S, etc.
It keeps things reasonably compatible with old school modules, which is important for me.
I mean, the thing is free, no reason not to check it out.
Just a note: mini adventure #10 is out via Patreon: Temple of Shennog :D https://lowfantasygaming.com/2016/12/07/temple-of-shennog/
Also - 30% off Lulu today apparently, code: 4THDAY30 (expires 7.12.16)
Short & Sweet review of LFG by C.M Pendleton :D
https://lowfantasygaming.com/2016/12/14/review-by-c-m-pendleton-d/
The latest $1 Adventure Framework is out via Patreon: #11 The Lake Below
https://lowfantasygaming.com/2016/12/20/11-the-lake-below/
Quote from: Psikerlord;936033The latest $1 Adventure Framework is out via Patreon: #11 The Lake Below
https://lowfantasygaming.com/2016/12...he-lake-below/
Quote from: My BrowserOops! That page can’t be found.
What's wrong?
Seems the link was wrong:
This should work (https://lowfantasygaming.com/2016/12/20/11-the-lake-below/).
Argh! Thanks Dirk! (fixed the original link too)
Just a note, the latest mini adventure is out via Patreon: Gift of the Silent God :D
https://lowfantasygaming.com/2017/01/04/gift-of-the-silent-god/
I've now got the book in my review queue. It will will take a while but eventually you'll all know what I think of it.
Quote from: RPGPundit;939749I've now got the book in my review queue. It will will take a while but eventually you'll all know what I think of it.
Excellent, thanks for the update
The Monk for LFG - https://lowfantasygaming.com/2017/01/13/the-monk/
Any feedback/comments gratefully received.
One big ass spooky tree, in a humid bog, in the middle of goddamn nowhere. What could possibly go wrong? $1 Adventure Framework #14 is here. And its been expecting you.
https://lowfantasygaming.com/2017/01/17/izranoraes-tree/
LFG Mag..? ;D
(http://i.imgur.com/M4A5her.png) (http://imgur.com/M4A5her)
I ran a one-shot of LFG. Not sure if I managed to do the game justice, but it was fun, and a welcome diversion when the GM wasn't ready with her notes for our ongoing campaign;).
Fun fact, my players, being used to my Refereeing, used Rescue, Minor and Major Exploits every turn before I'd managed to explain the mechanics:D!
Quote from: AsenRG;941723I ran a one-shot of LFG. Not sure if I managed to do the game justice, but it was fun, and a welcome diversion when the GM wasn't ready with her notes for our ongoing campaign;).
Fun fact, my players, being used to my Refereeing, used Rescue, Minor and Major Exploits every turn before I'd managed to explain the mechanics:D!
Haha, awesome!!
Quote from: Psikerlord;941729Haha, awesome!!
It was to be expected, really. They just approached it the way we always play, and expected me to resolve their actions, including the final Major Stunt that dropped the lycanthrope assassin:).
The nice part was that in LFG, I already had it covered by the rules;).
Quote from: AsenRG;941734It was to be expected, really. They just approached it the way we always play, and expected me to resolve their actions, including the final Major Stunt that dropped the lycanthrope assassin:).
The nice part was that in LFG, I already had it covered by the rules;).
That is excellent and I'm really glad to hear it :D
Interesting, I'll have to download the free PDF and give it a read. Then, I'll seriously consider the soft cover, for $6.00 really can't go wrong.
Quote from: Bluddworth;941832Interesting, I'll have to download the free PDF and give it a read. Then, I'll seriously consider the soft cover, for $6.00 really can't go wrong.
That's the spirit ;D
Great LFG review by Stargazer's World :D
https://lowfantasygaming.com/2017/02/03/review-by-stargazers-world/
Just a note $1 mini adventure #15 is out: The Iron God Cometh
https://lowfantasygaming.com/2017/02/07/the-iron-god-cometh/
Character sheet bonanza (one for each of the original classes, plus generic) https://lowfantasygaming.com/2017/02/16/character-sheet-bonanza/
Quote from: Psikerlord;941632LFG Mag..? ;D
(http://i.imgur.com/M4A5her.png) (http://imgur.com/M4A5her)
Is this commercefag?
Just bought the hardcover version on lulu, after having read the free pdf. I want to run it... but... could the author provide us with guidelines to convert AD&D monsters & creatures? I see a lot of little technical differences when I compare LFG bestiary and AD&D 1979 monster manual (hd, ac, etc.).
thx
Quote from: Amleth;946418Just bought the hardcover version on lulu, after having read the free pdf. I want to run it... but... could the author provide us with guidelines to convert AD&D monsters & creatures? I see a lot of little technical differences when I compare LFG bestiary and AD&D 1979 monster manual (hd, ac, etc.).
thx ��
Hi Amleth, so... there's no straight formula, but hopefully the below will assist:
Generally ACs in LFG range from 10-20, so you can convert descending AC by subtracting from 20 (basically 10-13 is low, 14-16 moderate, 17-20 high, 21+ extremely high).
HD should be fine to keep as is, given the to hit bonus tops out at +15. The monster will just have lots of HP if you use over 20HD (especially LFG Boss Monsters, who get extra HP).
Hmm having a look through AD&D damage, that looks a bit trickier, it's a bit up and down. PCs in LFG are hardy, given how their HP is rolled, shields, rescues, martial exploits & party retreats - there are lots of way to avoid a TPK. I suggest comparing damage to a similar HD monster in LFG, and winging it, using something in that ballpark. If you use the AD&D damage it would probably be fine.
The LFG Luck stat is based on HD. So just compare to a similar LFG HD monster, and use that Luck number (or thereabouts).
Standard humanoid movement in LFG is 30 ft, which I think is equal to about 12" in AD&D. So if you triple AD&D movement, you'll be in the right ballpark. Generally speaking though, very little in LFG has less than 30 ft move (zombies, some moulds?), everything else is 30 ft or quicker (esp larger monsters, flying monsters).
This post reminds me, I should put something on the site about making monsters/Luck calculations.
Currently working on the review. I don't want to give anything away, but let's say it really wasn't how I was imagining it would be.
Thank you very much Psikerlord for having taken your time to answer me. This really helps a lot. I think I'll end up making a chart comparing LFG & AD&D creatures stats.
(still have not received my hardcover copy...)
Quote from: RPGPundit;947836Currently working on the review. I don't want to give anything away, but let's say it really wasn't how I was imagining it would be.
Cool, well I have my fingers crossed
Quote from: Amleth;947857Thank you very much Psikerlord for having taken your time to answer me. This really helps a lot. I think I'll end up making a chart comparing LFG & AD&D creatures stats.
(still have not received my hardcover copy...)
Most welcome :D
LFG Review by Die Heart :) http://dieheart.net/lfg/
Quote from: Psikerlord;947860Cool, well I have my fingers crossed
It's going to be kind of critical, I'm sorry to say.
Quote from: RPGPundit;948433It's going to be kind of critical, I'm sorry to say.
Well you must do what you must
And then we'll have a good conversation here.
Quote from: Amleth;948588And then we'll have a good conversation here.
Aye, it's like a bandaid - just rip it off!
On an unrelated note - Lulu free shipping until 5 Mar - code SHIPMAR50
The review is out now, on my blog and here in the reviews subforum.
Quote from: RPGPundit;948996The review is out now, on my blog and here in the reviews subforum.
Thanks RPGPundit - aw it wasnt too bad at all! I like to think of LFG as a mix between OSR and 5e (edit: with a few new things, too) and it's aimed at folks who are interested in that kind of game.
Quote from: Psikerlord;949006Thanks RPGPundit - aw it wasnt too bad at all! I like to think of LFG as a mix between OSR and 5e (edit: with a few new things, too) and it's aimed at folks who are interested in that kind of game.
Glad you were OK with it!
Latest $1 mini adventure is out via Patreon: Into the Furnace
https://lowfantasygaming.com/2017/03/08/into-the-furnace/
Quote from: Psikerlord;948517Well you must do what you must
May have to buy a nice copy just to support someone with a good attitude toward constructive criticism. Rare to see. Refreshing.
Quote from: Skarg;930970Without a map, the main level of gameplay I'm interested in is absent, and replaced by "read the GM's idea about what's going on, and convince him my idea about what I do will work" (e.g. your wolfpack example). Having the situation laid out in a map with counters for everything makes a huge difference even if there are no explicit rules for what it all means.
Or you could ASK the referee. Granted, that required a referee who has some fucking idea of what you're talking about, and that can be its own frustration; yes, there are referees who consider trying to get behind an enemy "cheating," but the rules can't fix stupid.
Okay, one old grognard's personal opinion, not worth the electrons it's printed on:
I lost interest at the page count.
OD&D, if you translate it to 8 1/2 x 11 pages, was 56 or 58 pages. That included an aerial combat game, a naval combat game, and castle building. Even fixing the gaps in presentation, it would still be 64 pages or less.
I'm just not interested in "Big Blocks o' Rules" any more. YM, as always, MV.
Quote from: Gronan of Simmerya;950081Okay, one old grognard's personal opinion, not worth the electrons it's printed on:
I lost interest at the page count.
OD&D, if you translate it to 8 1/2 x 11 pages, was 56 or 58 pages. That included an aerial combat game, a naval combat game, and castle building. Even fixing the gaps in presentation, it would still be 64 pages or less.
I'm just not interested in "Big Blocks o' Rules" any more. YM, as always, MV.
Fair call - if you're after a minimalist rule set, LFG is not that.
It's really it's own beast. It's not a retroclone or a slight OSR variant. I made LFG because I liked aspects of 5e and more modern games like 13th Age and DCC, but I also liked many concepts from OSR (which I only discovered in recent years, to be honest, I started with 2e). I tried to adapt 5e to a low magic game to play Primeval Thule (you can see my development unfold at dndhackersguild), but decided in the end that there was so much that had to be changed, that I may as well make the system exactly how I wanted it! So I did :)
What I ended up with is a mix of old school and more modern game design, based on the d20 OGL. There's also quite a few new mechanics, which I think improve gameplay and/or fix certain problems I've experienced over the years. All with a fairly flexible low magic base (albeit, there is a "dark and dangerous" twist to magic, which wont suit everyone - but again you could swap that out for standard "wild magic" or some other mechanic). Overall I consider it rules light compared to most RPGs (it's a lot smaller than 5e for example, and much less complex than pathfinder, shadowrun, inquisitor, etc), but if you're coming at it from a 50 page rulebook - it isnt!
Fair enough. Good luck, just because it's not for me doesn't mean it's not going to be popular.
Quote from: Gronan of Simmerya;950081I lost interest at the page count.
LFG's free PDF is 180 pages...which is low-ish these days.
Its weird. There's 1-page RPGs, 10-ish page rules light RPGs and then mostly giant textbooks.
Gronan, what do you consider an okay page count range? I doubt the modern market will support 64 page core books (even though I agree).
Quote from: Spinachcat;950138LFG's free PDF is 180 pages...which is low-ish these days.
Its weird. There's 1-page RPGs, 10-ish page rules light RPGs and then mostly giant textbooks.
Gronan, what do you consider an okay page count range? I doubt the modern market will support 64 page core books (even though I agree).
Well, I really don't count; the likelihood of me buying much of anything is slim. I bought Kobolds Ate My Baby to support a funny game. I've played it a couple times and it's not bad. I've never tried to separate out the "fluff" from the "crunch" or whateverthehell because the whole thing was so fun to read.
I loved the original, first edition, West End Games STAR WARS RPG. Again, though, every page of that was a delight to read.
The d20 Star Wars, on the other hand, was sheer torture. Badly done rules, poorly described. They used 2 1/2 pages to describe "Attack of Opportunity" and it still doesn't make much sense. Your typical wargame uses a paragraph or two to describe the same thing.
But then again, Star Wars d20 is my poster child for shitty rules sets; many of the books don't even have an index, which for anything published by The Big Company, and in the 21st Century, is inexcusable.
I picked up a copy of Burning Wheel, riffled briefly through it, shuddered, and put it back down. 500 (or however many) pages of what read like stereo instructions.
So, I don't know. Make it a pleasure to read and I won't care, I suspect. But these days I'm much more likely to say "fuck it" after two or three pages.
Quote from: Matt;949897May have to buy a nice copy just to support someone with a good attitude toward constructive criticism. Rare to see. Refreshing.
You know, most people I've reviewed for, who I've done reviews that weren't entirely positive, have had a fairly good attitude. Only a few didn't (Geoffrey McKinney, who did Isle of the Unknown and Carcosa, was a notable example).
Responding to a poor review is pointless. Besides which the review wasn't that negative.
Quote from: Voros;950588Responding to a poor review is pointless. Besides which the review wasn't that negative.
And besides, Pundit has enough detractors that even a poor review from him might be a boost:).
Right now, I'm using the system for a setting loosely inspired by Fred Saberhagen's Book of Swords series, the French RPG Bloodlust, and "The Path of the Sword" novel by G.L. Oldie. We're having fun, although these are merely my "substitute sessions" that we play when our main Wandering Heroes of Ogre Gate campaign isn't running;)!
Quote from: AsenRG;950872And besides, Pundit has enough detractors that even a poor review from him might be a boost:).
That's not just speculation. It's been demonstrated repeatedly to be true.
Quote from: RPGPundit;951228That's not just speculation. It's been demonstrated repeatedly to be true.
And I wasn't speculating about it, but stating the fact.
Expanded tavern patron table (original table posted late last year)
https://lowfantasygaming.com/2017/03/17/expanded-tavern-patrons-table/
Free shipping code FREEMAIL17 expires March 21 (the softcover is about $7 USD without shipping).
Note I'm in Sydney so this code might not activate for a few hours yet in northern countries.
http://storiescharactersandsystemsinrpgs.blogspot.bg/2017/03/farseer-lord-of-glorious-battle-and.html
Here are some NPCs from my LF campaign;).
Quote from: AsenRG;953013http://storiescharactersandsystemsinrpgs.blogspot.bg/2017/03/farseer-lord-of-glorious-battle-and.html
Here are some NPCs from my LF campaign;).
These are awesome, potent weapons indeed! :D
Mini adventure #18 is out: Halls of the Dwarf Lord :D
https://lowfantasygaming.com/2017/03/22/halls-of-the-dwarf-lord/
Quote from: Psikerlord;953186These are awesome, potent weapons indeed! :D
These are not weapons, but NPCs:p.
They're also almost all the magic the players would ever see. How much they'd see from it depends on whether they follow the weapons' goals;).
Last night, we played a battle where all actions were Minor or Major exploits, even the backstabs:). The only exceptions were a PC using her Finisher and Counterattack (Unique Feature) ability.
The players definitely like this approach better;).
Quote from: AsenRG;953940Last night, we played a battle where all actions were Minor or Major exploits, even the backstabs:). The only exceptions were a PC using her Finisher and Counterattack (Unique Feature) ability.
The players definitely like this approach better;).
That sounds totally cool! What sort of major exploits went on?
The difference between Minor and Major exploits is probably the hardest thing for me to decide. But given that I'm not the only HEMA practitioner in my group, most of those were fencing-based anyway. A Major one was "jump so fast and aggressively that you get to stab in the back an enemy who's heard you talking and is several meters away". (Technically you can cover the several meters and stab, using a draw-and-stab routine, but it's really hard).
Some of those that weren't were most often used by NPCs, but most of them failed. One tried to disarm an enemy sword with a nunchuck (I count this as Minor if the one disarmed is using a normal weapon, and Major if using a Weapon). Fail, BTW.
Another was "break the hand of the axeman as he swings".
Potentially the most important ones were the Major Exploits that our flying PC needed in order to prevent a flying Spirit Weapon (a major magic item powered by several other Spirit Weapons was drawing it back and giving it the power to fly) from returning. She swooped from above, battering it down to a roof, entangled it in her guard, and stabbed her own Weapon into the roof to hold it in place while she was trying to communicate with it.
And then communicating with it was a Major Exploit itself, because it was frigging hard because Setting Reasons.
Haha sounds like a hectic, awesome combat ! Glad to hear it!
Lulu Free Shipping code FREEMAIL17 expires 29 March.
The Ranger for LFG :D https://lowfantasygaming.com/2017/03/31/the-ranger/
Lulu 10% Off and Free Shipping on Print and Photo Books. Use Code SHIPSAVE17 - expires April 7. Note I'm in Sydney so the code might not work for a few hours in the northern hemisphere :)
Mini adventure #19 is out: It Came from the Sewers :D
https://lowfantasygaming.com/2017/04/06/it-came-from-the-sewers/
Mini adventure #20 is out: Spire of the Void Caller
https://lowfantasygaming.com/2017/04/22/spire-of-the-void-caller/
Did we ever resolve the part where players make up their special abilities. Is there a supplement of our defined ones on the horizon
That would defeat the point of defining them ourselves, wouldn't it?
Quote from: PencilBoy99;958677Did we ever resolve the part where players make up their special abilities. Is there a supplement of our defined ones on the horizon
I am reluctant to do this because I dont want to taint a table's view about what power level their unique abilities should be. But on the other hand, there's been quite a few requests for guidance/examples in this area. So what I might do, once the setting is finished (soon), I'll put up a free doc on the site with some examples of what I would consider "low", "moderate" and "high" power abilities. Of course tables will be free to ignore this but for those who would like more guidance, it might assist.
Thanks! I have to agree with Pundit's review, thought, that the clear emphasis which the author puts on "table" consensus removes this game from being an OSR game. Anyone can use any word to mean anything they want, but when you stretch a word/concept too much it's not useful anymore. One of the key OSR concepts is GM authority. Having game-breaking powers up to table voting is certainly something you can do in your game, but it's not an OSR game. If I wanted to play games where as a GM I was constrained and the table voted on stuff, I wouldn't look for an OSR game, I'd play something else.
Quote from: PencilBoy99;958963Thanks! I have to agree with Pundit's review, thought, that the clear emphasis which the author puts on "table" consensus removes this game from being an OSR game. Anyone can use any word to mean anything they want, but when you stretch a word/concept too much it's not useful anymore. One of the key OSR concepts is GM authority. Having game-breaking powers up to table voting is certainly something you can do in your game, but it's not an OSR game. If I wanted to play games where as a GM I was constrained and the table voted on stuff, I wouldn't look for an OSR game, I'd play something else.
Naturally the GM has the final word, but yes the Unique Abilities are supposed to be developed by the players and GM together. Re OSR etc - I took what I thought worked best from the old, and the new, mashed it together, then sprinkled in a few new ideas of my own, and cooked it all on a low magic base.... The LFG pizza was the result. Is it OSR? Is it modern? I dont know. But does that even matter, as long as it's fun?
Mini adventure #21 is out: Eventide Isle
https://lowfantasygaming.com/2017/05/08/eventide-isle/
Mini adventure #22 is out: Varn Karagoss
https://lowfantasygaming.com/2017/05/23/varn-karagoss/
With LULU 10% off and Free Shipping, you can get the LFG softcover for about USD $6 - code BOOKSHIP17. Expires 12 June.
Quote from: Psikerlord;958986Naturally the GM has the final word, but yes the Unique Abilities are supposed to be developed by the players and GM together. Re OSR etc - I took what I thought worked best from the old, and the new, mashed it together, then sprinkled in a few new ideas of my own, and cooked it all on a low magic base.... The LFG pizza was the result. Is it OSR? Is it modern? I dont know. But does that even matter, as long as it's fun?
Agreed. Wholeheartedly.
Adventure Framework #23 is out: Red Moon Harvest. Just a sprinkle of sci-fi atop your fantasy pizza :) https://lowfantasygaming.com/2017/06/10/red-moon-harvest/
Quote from: Psikerlord;958986Is it OSR? Is it modern? I dont know. But does that even matter, as long as it's fun?
We always seem to come back to food metaphors for this, for some reason. If what you define as "fun" (tasty on a pizza) would be anchovies, and I don't like anchovies, then yeah...kinda does matter if you tell me whether your pizza has anchovies, doesn't it?
If you have players who prefer to Explore and Discover their setting and don't want any part of Authoring any of it, then yeah, kinda of a little important, especially if you're trying to get the Brand noticeability of a definitional tag, without actually being covered under that definition.
But, from what I've seen so far, you make it pretty clear you pull from new school and old school liberally and aren't planting a flag as OSR, or Forge, or whatever. You're also pretty clear that that as you see it, the GM
is the final authority on all rules decisions and interpretations.
So, I'd listen to people's comments without dismissing them as irrelevant, especially when they're not, but I also would defend the actual record with regard to the game.
Finally took a look - looks great, terrible title though - even "Low Fantasy, High Adventure" would have been better. Bit on the fat side, I tend to think 128 pp should be able to cover the core rules in any OSR game. Will keep reading...
Quote from: S'mon;967692Finally took a look - looks great, terrible title though - even "Low Fantasy, High Adventure" would have been better. Bit on the fat side, I tend to think 128 pp should be able to cover the core rules in any OSR game. Will keep reading...
Yeah not the most inspiring title I know. I primarily wanted to convey the system has a low magic base.
Mini adventure #24 is out: Battle for Rivertop https://www.patreon.com/posts/24-battle-for-11972273
Artificer class for LFG: https://lowfantasygaming.com/2017/07/26/the-artificer/
Also mini adventures #25 Revelry in Northgate and #26 Cloudcrag are out: https://www.patreon.com/user?u=645444
Sweet 5 min video review of LFG by Skinner Games :D
https://www.youtube.com/watch?v=eFjLKINBSEo
Gear packs and NPC adventurers :)
https://www.dropbox.com/s/lp63fgloque1rlh/Gear%20packs%20%26%20NPC%20Adventurers.pdf?dl=0
A great review from the Halfling's Luck site: http://halflingsluck.blogspot.com.au/2017/09/low-fantasy-high-quality.html
Some custom illustrated character sheets
https://lowfantasygaming.com/2017/09/17/illustrated-sheets-pregens/
Quote from: Psikerlord;993161https://lowfantasygaming.com/2017/09...heets-pregens/
Malformed URL.
Quote from: Naburimannu;993365Malformed URL.
Argh! thanks fixed it
8 x Pregens (1st level, one for each class): https://lowfantasygaming.com/2017/10/09/8-x-pregen-characters/
Mini adventure #31: Vengeance at Trollbridge: https://lowfantasygaming.com/2017/10/16/vengeance-at-trollbridge/
Six city maps for the Midlands (including blank versions for folks to edit themselves): https://lowfantasygaming.com/2017/11/06 ... -midlands/
Midlands region map (2 colour, 2 B&W, with and without labels) for free download: https://lowfantasygaming.com/2017/11/20/midlands-map-download/
Just a quick note to say the Midlands Low Magic Sandbox Setting PDF is now available via DTRPG, and mini adventure #32 (Cultists in Crow's Keep) is out via patreon.
https://lowfantasygaming.com/2017/12/01/midlands-low-magic-sandbox-setting-pdf/
Adventure Framework #33 is out: Folds Between Worlds :)
https://www.patreon.com/posts/33-folds-between-15959080
Mini adventure #34 is out: Carnifexum
https://lowfantasygaming.com/2018/01/01/carnifexum/
Adventure Framework #35 is out: Hive of the Mudmen :D
https://lowfantasygaming.com/2018/01/18/hive-of-the-mudmen/
Any updates when this will be available for POD on RPGNow or Lulu? I'm looking forward to picking this up and just waiting to get a hard copy and pdf together.
Quote from: Gunslinger;1020237Any updates when this will be available for POD on RPGNow or Lulu? I'm looking forward to picking this up and just waiting to get a hard copy and pdf together.
I've purchased it already from Lulu, one of my few hardcopies:).
http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-gaming/paperback/product-22954943.html
The PDF is free on the author's site, with the pledge it will always remain free;).
Quote from: AsenRG;1020283I've purchased it already from Lulu, one of my few hardcopies:).
http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-gaming/paperback/product-22954943.html
The PDF is free on the author's site, with the pledge it will always remain free;).
Sorry, I should've clarified. I meant the Midlands Low Magic Sandbox Setting.
Quote from: Gunslinger;1020295Sorry, I should've clarified. I meant the Midlands Low Magic Sandbox Setting.
OK, sorry I misunderstood you.
And while I'm sure that the author would do his best to make it available ASAP, I don't really have info beyond that.
Quote from: Gunslinger;1020295Sorry, I should've clarified. I meant the Midlands Low Magic Sandbox Setting.
I'm hoping it will be on Lulu next week Gunslinger. I've had a bit of trouble with some images printing properly, but believe it is now all sorted, just waiting on the latest proof to arrive and I can make it publicly available.
Quote from: Psikerlord;1020423I'm hoping it will be on Lulu next week Gunslinger. I've had a bit of trouble with some images printing properly, but believe it is now all sorted, just waiting on the latest proof to arrive and I can make it publicly available.
Any news on that one?
Quote from: Dirk Remmecke;1022336Any news on that one?[/SUOTE]
Softcover & hardcover now available via Lulu http://www.lulu.com/shop/stephen-j-grodzicki/midlands-low-magic-sandbox-setting/hardcover/product-23527062.html
Also, adventure framework #37 just out: Shadows & Dust
https://lowfantasygaming.com/2018/02/18/shadows-dust/
Quote from: Psikerlord;1025897Softcover & hardcover now available via Lulu http://www.lulu.com/shop/stephen-j-grodzicki/midlands-low-magic-sandbox-setting/hardcover/product-23527062.html
And ordered. I wish Lulu would allow for PDF and print copy purchase options though.
Yes I apologise it's annoying to have the PDF on one site and book on the other. Sadly I cant get proofs shipped to me in Australia from DTRPG without paying an astronomical amount.
Just an update with what's come out in recent months for LFG:
Adventure Frameworks:
(38) Curse of the Salt Queen
(39) A Debt Unpaid
(40) Call of the Colossus (a "Zero Level Ordeal")
(41) Vault of Goblin Dreams
(42) Whitestone Tower
(43) Dungeon Flip: More Skulls for Ulgoth
(44) A Perilous Voyage
(45) Hanging City of Nenchagi
(46) Fane of the Frog God
(47) Blight Over Brynderwold (1st Colour adventure, plus B&W and Parchment)
GM Aids:
Mass Battle Toolkit
Blackpowder Toolkit
Traps Toolkit
Any chance we could get black and white versions of the books without the parchment background?
Quote from: Ninneveh;1055779Any chance we could get black and white versions of the books without the parchment background?
Yes - all the PDFs come with white and parchment files, including the adventures, toolkits and two main books (LFG and Midlands).
Oddly, I've not really looked at the rules, but as a Patreon supporter I can say that the adventures are very good value. I'm going to be running one over a couple of slots at a Con next month.
Quote from: Derabar;1055877Oddly, I've not really looked at the rules, but as a Patreon supporter I can say that the adventures are very good value. I'm going to be running one over a couple of slots at a Con next month.
Great to hear that - love to hear how it goes at the Con!
Some Diseases & Parasites for your game ... https://lowfantasygaming.com/2018/10/07/disease-parasites/
I am glad there are people interested in the lower end of the power scale.
I don't want to role play the king of the universe, myself.
Divine magic tables: Divine Rebuke & Rites of Atonement :)
https://lowfantasygaming.com/2018/10/20/divine-magic/
The latest iteration of the Cultist class for LFG :)
9 page PDF, 2 versions - colour and B&W (different art).
https://lowfantasygaming.com/2018/11/06/low-fantasy-gaming-the-cultist/
LFG Deluxe Edition is coming!
Just a quick heads up that LFG Deluxe Edition is in the pipeline, and we have a small Kickstarter planned for December to raise funds for some custom art pieces by Daniel Comerci, Dean Spencer and Matt Forsyth (don't know them? Google them! Be amazed). 95 percent of the book is already written and laid out; link below to the draft contents for an inkling as to what's inside.
We're planning two versions: one full colour, one black and white with line art (similar to the recent Cultist doc – same page numbers/layout etc, just different art). PDF and Print on Demand. 100% compatible with original LFG (well, page number references will change).
More info soon!
edit: link - https://lowfantasygaming.com/2018/11/09/low-fantasy-gaming-deluxe-edition/
I'm getting a 404 on that link.
But very interested in Deluxe so look forward to seeing more.
Keep us posted about this.
I am most definitely interested.
I like your stuff and use a lot of it (Hardmode, various Toolkits, the Outer Gods stuff, bits/pieces from your blog, and stuff from the LFG pdf) for my heavily house-ruled 5E Primeval Thule game.
Thanks for the heads up - fixed the link :P
Quote from: moonsweeper;1064156Keep us posted about this.
I am most definitely interested.
I like your stuff and use a lot of it (Hardmode, various Toolkits, the Outer Gods stuff, bits/pieces from your blog, and stuff from the LFG pdf) for my heavily house-ruled 5E Primeval Thule game.
I will and great to get that feedback, thank you!
Adventure Framework #50 is out: Night at the Green Goblin :D
https://lowfantasygaming.com/2018/11/26/night-at-the-green-goblin/
Low Fantasy Gaming Deluxe Ed Kickstarter is on track to start in one week! More details here: https://lowfantasygaming.com/2018/12/03/low-fantasy-gaming-kickstarter-update/
I may just have to break my 'no Kickstarter' rule for this...
36 feat examples! Great
Quote from: Skarg;928429As someone who very rarely uses D&D-like systems, those almost all sound like the sorts of design shifts I'd want. Replace hitpoints with a more literal injury (& avoidance) system, and I might really enjoy it. :)
yeah my feelings too.
This is on my "to check out" list!
Quote from: Derabar;1067330I may just have to break my 'no Kickstarter' rule for this...
I feel you should!
Quote from: PencilBoy99;106733536 feat examples! Great
Yeah I would say example Unique Abilities were probably the top most requested thing over the last two years - ahhh maybe equal with requests for a cleric class. Soooo in they go!
Quote from: tenbones;1067391yeah my feelings too.
This is on my "to check out" list!
Please do. I'd love to hear your thoughts on it.
I'm not sure the game itself is necessarily my bag, but I just wanna chip in and applaud @Psikerlord for his management of this thread, it's been exemplary these many years. :)
Quote from: Motorskills;1067447I'm not sure the game itself is necessarily my bag, but I just wanna chip in and applaud @Psikerlord for his management of this thread, it's been exemplary these many years. :)
Cheers Motor :)
Coinciding with Andrew Murphys excellent Zero Level PC Generator https://docs.google.com/spreadsheets/d/1fxpzmrDW3EB3OTCLx0HaPcIx0cBB_cTDvtz-9L58UBU/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1fxpzmrDW3EB3OTCLx0HaPcIx0cBB_cTDvtz-9L58UBU/edit?usp=sharing) and our impending Kickstarter for LFG Deluxe Edition, three of our starter adventures are now (permanently) free on DTRPG:
No.13 Gift of the Silent God (uncovering a cultist plot whilst hunting for an owlbear in the woods),
No.25 Revelry in Northgate (tavern crawl to rescue a drunken lord from his own antics, before he causes his family too much embarrassment), and
No.40 Call of the Colossus (a Zero Level Ordeal PC creation adventure, with a caravan massacre, suspicious outpost and lost temple).
https://lowfantasygaming.com/2018/12/06/free-starter-adventures/
Hope you can get some good gaming out of them :)
Deluxe Ed Kickstarter is now LIVE !
https://www.kickstarter.com/projects/lowfantasygaming/low-fantasy-gaming-deluxe-edition?ref=created_projects
...and here's some money for you. I am in.
ps. I don't have any children avaliable, but I can send you some cats if you guys are low on food... :D
Hahaha cheers Moonsweeper, very glad to have you on board! :D
I'm in as well.
Brilliant cheers 3rik!
Wodon be praised! I'll be talking all things LFG in a Q and A session with Hardboiled GMshoe Dan Davenport at #randomworlds RPG chatroom on Wed 19 December 7:30 to 9:30pm Central.
Past guests include Kenneth Hite, Robin D. Laws, Greg Stafford, CJCarella, Jonathan Tweet, Margaret Weis, and Mark Rein.Hagen. I'd love for you to stop by, say hello, and hit me up with any questions you might have. Fruit rinds, broken bottles and old cabbages optional. Hope to see you then!
#randomworlds RPG chatroom: https://tinyurl.com/randomworlds-chat
Hardboiled GMshoe site: http://gmshoe.wordpress.com/
Free Foe Generator for LFG by Maker's Forge Games!
https://lowfantasygaming.com/2018/12/16/foe-generator-by-makers-forge-games/
Midlands Hex Map Incoming!
https://lowfantasygaming.com/2018/12/22/midlands-hex-map-incoming/
New LFG Logo!
https://lowfantasygaming.com/2018/12/24/new-low-fantasy-gaming-logo/
Kickstarter Last 48 Hours!
Now's a great time to jump in with a bonus Midlands Hex Map file, GM Screen files & Character Sheet files!
https://www.kickstarter.com/projects/lowfantasygaming/low-fantasy-gaming-deluxe-edition?ref=ebtsax
Hey all,
For those who might be interested, a quick update on Low Fantasy Gaming Deluxe subsequent to the Jan 2019 Kickstarter.
(1) PDFs (colour and b&w version) are available via DTRPG (everything below is DTRPG - https://www.drivethrurpg.com/product/265388/Low-Fantasy-Gaming-Deluxe-Edition )
(2) Hardcovers are available. Softcovers in the works, expected in August.
(3) GM Screen PDF available (free).
(4) Character Sheet (colour, b&w and form fillable PDF) available (free).
(5) 3 x free starter adventures (free; #13 Gift of the Silent God, #25 Revelry in Northgate and #40 Call of the Colossus).
(6) Midlands Hex Map available (keyed and unkeyed, hex and no hex).
Presently we're at work on Adventure Frameworks Compilation #1 (basically all the post Midlands B&W adventures, about 22 or so, put into a book, waiting on final softcover proof), and an LFG Expansion book (approx 100 new monsters, 40 unique magical items, greatly expanded Downtime rules, and a "mysterious magic" table (a less "dark" but just as dangerous version of the Dark & Dangerous Magic table, for settings which might prefer such). Not sure what else might make it in as yet.
Quote from: Psikerlord;1095847Hey all,
For those who might be interested, a quick update on Low Fantasy Gaming Deluxe subsequent to the Jan 2019 Kickstarter.
(1) PDFs (colour and b&w version) are available via DTRPG (everything below is DTRPG - https://www.drivethrurpg.com/product/265388/Low-Fantasy-Gaming-Deluxe-Edition )
(2) Hardcovers are available. Softcovers in the works, expected in August.
(3) GM Screen PDF available (free).
(4) Character Sheet (colour, b&w and form fillable PDF) available (free).
(5) 3 x free starter adventures (free; #13 Gift of the Silent God, #25 Revelry in Northgate and #40 Call of the Colossus).
(6) Midlands Hex Map available (keyed and unkeyed, hex and no hex).
Presently we're at work on Adventure Frameworks Compilation #1 (basically all the post Midlands B&W adventures, about 22 or so, put into a book, waiting on final softcover proof), and an LFG Expansion book (approx 100 new monsters, 40 unique magical items, greatly expanded Downtime rules, and a "mysterious magic" table (a less "dark" but just as dangerous version of the Dark & Dangerous Magic table, for settings which might prefer such). Not sure what else might make it in as yet.
Id love to get the Expansion and Adventure Compilation. I was a backer and just ordered print copies.
Quote from: Blood Axe;1096412Id love to get the Expansion and Adventure Compilation. I was a backer and just ordered print copies.
Cheers BA, hope you like the print books! The adventure compilation should be out next month :) LFG Expansion on the other hand is quite a ways off :|
Quote from: Psikerlord;1096443The adventure compilation should be out next month :)
Yaaahh!
Quote from: Psikerlord;1096443LFG Expansion on the other hand is quite a ways off :|
Awww... Dammit.
How have I never heard of this before? I seems right up my alley. I guess I know what I'm saving for next.
Woot!
Just picked up new goody from Down Under at the Post Office!
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Thanks Stephen!! :)
@Moonsweeper No thank you!! Hope you get some good gaming out of it!
Quick shout out that Low Fantasy Gaming Companion is now live on Kickstarter :)
https://www.kickstarter.com/projects/lowfantasygaming/low-fantasy-gaming-companion?ref=dwc7wg
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Last 24 hours of LFG Companion Kickstarter - including discounted bundles with LFG Deluxe, Midlands Sandbox Setting, and Adventures!
So you dropped the Cleric from the Core 4 Classes, and replaced it with the Barbarian and Bard? That's interesting.
Lion & Dragon has the Scotsmen and Cymri, which are pretty much Barbarians and Bards.
Quote from: Razor 007;1108291So you dropped the Cleric from the Core 4 Classes, and replaced it with the Barbarian and Bard? That's interesting.
Lion & Dragon has the Scotsmen and Cymri, which are pretty much Barbarians and Bards.
No, There is the Cultist. Pretty much a Cleric.
Artificer (quirky gadgets, Steampunk-Engineer- Inventor)
Barbarian
Bard
Cultist (Cleric)
Fighter
Magic-user
Monk
Ranger
Rogue (Thief)
That description sounds fantastic.
Quote from: Razor 007;1108291So you dropped the Cleric from the Core 4 Classes, and replaced it with the Barbarian and Bard? That's interesting.
Lion & Dragon has the Scotsmen and Cymri, which are pretty much Barbarians and Bards.
Yes in 2016 Original LFG the cleric was removed. The 5 classes were Fighter, Barbarian, Bard, Rogue and Magic User. Some healing spells still remained in the spell list (which was the exclsuvie province of the Magic User).
Later, over the next two years, by the time LFG Deluxe came along, we had added the Ranger, Monk, Artificer and Cultist (as Blood Axe notes). Cultist is pretty close to a cleric, but less spell casting than your average DnD cleric. More like a half caster who must follow their god's tenets or risk Divine Rebuke when invoking their blessings.
So at that point 2 of the 9 classes had access to magic, the other 7 do not.
Now with LFG Companion we have added the Psion (working name!) as class number 10. So there will be 3 magic classes and 7 martial.
Hope that makes sense!