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Tell me about Advanced Labyrinth Lord

Started by 3rik, June 16, 2018, 06:40:43 PM

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Nerzenjäger

#15
LL was a fine thing in the narrow space of time where you couldn't get the old rules. But since then, it became mostly obsolete for me, because there are better versions of this rules set out there and if you really need B/X RAW, the game is available again.

I always found kinda icky how protective Dan Proctor was of "his" game, Labyrinth Lord.

Thus, it makes me very happy that the abundant OSR rules sets these days keep chipping away at the "brands" of the early OSR (e.g. LL, S&W, OSRIC, etc.)
"You play Conan, I play Gandalf.  We team up to fight Dracula." - jrients

S'mon

LL & Advanced Edition Companion both look very pretty, great art style IMO. I agree with comments above that LL is not as good in terms of rules as BX, the changes made are all for the worse - flipped morale table, altered armour costs (so no plate at 1st), Clerics getting spells at 1st, non-formulaic XP tables, are the ones I can think of.  I think there's a good case though for getting the AEC for use as a supplement to BX (or BX clones) since it does a good job adding in the AD&D material without the PC-side power inflation of actual AD&D as seen in eg OSRIC.

Right now my own preference* for OSR fantasy is Swords & Wizardry Core - I prefer the ascending AC, OdnD style Fighter multi-attacks, no Cleric spells at 1st level, reduced bonuses for high stats, splitting race & class, and most of all the single saving throw. S&W is not as pretty in presentation as LL but I'm finding it makes a great reference text and is clearly designed to be very easy to tweak/house rule & build off, as seen in all the great games based on S&W White Box.

*Just started a S&W Wilderlands game over on Dragonsfoot chat.

Brad

Quote from: Baulderstone;1046048You say saddle-stitched like it's a bad thing.

Two words: rusty staples
It takes considerable knowledge just to realize the extent of your own ignorance.

3rik

Since I'm practically unfamiliar with B/X, and D&D in general, the changes in LL probably won't bug me. I just found myself checking out OSR style games that might be interesting and came across the Kickstarter. I went in for both books, by the way. I generally like what Goblinoid Games is doing - I got some of their Pacesetter materials. Some of the LL support from Sine Nomine Games also looks interesting. I got Ghoul Keep and the Ghoul Lands in pdf.

I'm also looking into Beyond the Wall and Other Adventures which looks pretty neat. Anyone care to comment on how this would mix and match with LL stuff?
It\'s not Its

"It\'s said that governments are chiefed by the double tongues" - Ten Bears (The Outlaw Josey Wales)

@RPGbericht

Brad

Quote from: 3rik;1046102Since I'm practically unfamiliar with B/X, and D&D in general, the changes in LL probably won't bug me. I just found myself checking out OSR style games that might be interesting and came across the Kickstarter. I went in for both books, by the way. I generally like what Goblinoid Games is doing - I got some of their Pacesetter materials. Some of the LL support from Sine Nomine Games also looks interesting. I got Ghoul Keep and the Ghoul Lands in pdf.

I'm also looking into Beyond the Wall and Other Adventures which looks pretty neat. Anyone care to comment on how this would mix and match with LL stuff?

I started using the Beyond the Wall lifepath stuff during character creation for my B/X game. Works without issue.
It takes considerable knowledge just to realize the extent of your own ignorance.

Mike the Mage

Quote from: 3rik;1046102Since I'm practically unfamiliar with B/X, and D&D in general, the changes in LL probably won't bug me. I just found myself checking out OSR style games that might be interesting and came across the Kickstarter. I went in for both books, by the way. I generally like what Goblinoid Games is doing - I got some of their Pacesetter materials. Some of the LL support from Sine Nomine Games also looks interesting. I got Ghoul Keep and the Ghoul Lands in pdf.

I'm also looking into Beyond the Wall and Other Adventures which looks pretty neat. Anyone care to comment on how this would mix and match with LL stuff?

You will not regret it. The way to create characters is brilliant. It assumes novice players but an experienced DM. I have been playing D&D for 35 years now and this is in my top 3.
When change threatens to rule, then the rules are changed

Brad

Quote from: Mike the Mage;1046111You will not regret it. The way to create characters is brilliant. It assumes novice players but an experienced DM. I have been playing D&D for 35 years now and this is in my top 3.

I only use BTW as a resource, but just bought the print copies of Further Afield and Heroes Young and Old, so I was thinking of running a short campaign with the rules. How do you think it works for experienced players, especially old, jaded ones?
It takes considerable knowledge just to realize the extent of your own ignorance.

Mike the Mage

I'm planning my fifth campaign now, and I have never seen such enthusiasm from players, both newcomers and veterans alike.

1. First, I would heartily suggest the free expansions,

Expanded Bestiary especially the section that treats Undead, like the Core Rles treat Dragons: i.e. allows you to create unique creatures
https://www.flatlandgames.com/btw/downloads/what_lies_beyond_chapman_bestiary.pdf

Expansion on Goblins, Bugbears, Orcs et al. Think Del Toro's Hellboy meets the movie Labyrinth with the first of the Jackson's Hobbit films.:cool:
http://www.drivethrurpg.com/product/116643/Beyond-the-Wall--The-Wicked-Dark

More great stuff about undead and ghosts plus a Necromancer Playbook: think Nehwon's Shadowlands
http://www.drivethrurpg.com/product/151279/Beyond-the-Wall--Across-the-Veil

Great stiff for the village and there is a Trader/Merchant playbook. Very very low fantasy
http://www.drivethrurpg.com/product/205853/Beyond-the-Wall--Hearths-and-Homes

2. I would get a sketch/isometric map  of a villlage and ask the players to label it as they create their characters: i.e. the tavern, the widow, the miller etc. The sort of thing I'm talking about is in the link below
https://www.pinterest.com/pin/322218548319366820/

3. Experienced players will have a very fun time with how different the magic is. By the time the Mage levels up (last, as usual) he or she should have found a couple of new spells and a couple of new rituals. If you have a small group the mage might also be the healer, so make sure he or she has either Goodberry Ritual or the healing spell.

4. The Rogue is a strong fighter and his skills work at first level off the bat: no 20% bullshit. His fortune points should be used extensively.

5. Traits are essential for the feel of the game to work IMHO. They really make the characters that extra bit special without being zoopa kewk powazz. Keep an eye on them while you play: stuff like immunity to fear or naturally unnoticeable can turn a "weak" halfling into the hobbit heroes of the Nine Walkers.

6. Let the players know that they are playing apprentices and youngsters and accomplished journeymen. They are innocent and ignorant to a great degree. Also let them know that levelling up as about twice as slow as 3rd and 5th edition. The "head of the Order" of mages is listed as 7th level. That basically means 14th level in AD&D and 21st level in Pathfinder in terms of rarity.

7. Rituals are an essential part of Magic in the game and make the rather weak spell system the most fun I have seen since Ars Magica. A tenth level Mage can resurrect the dead or make a god immortal.

8. The shared sandbox is the best thing I have done in years: basically, once you have done your first adventure, you get the players to sit round a blank hex map and roll a dice to determine what locations they have heard of: e.g. a ruin, a lair, a settlement, etc. Then they describe something bout it and roll inder their Int, Cha or Wis to see if they are well-informed or full of shit. Once they have all done it a couple of times you have about 8 locations on the map. With small groups I give them three rolls. THen you get out your pencils and between sessions make a pretty hex map. Their are loads of adventures as PWYW as well as free maps that you can asign to these locations. Then the PLAYERS choose their next adventure. They usually leave the adventures which are further away til later so you can get slightly higher level modules for that. Plus once you know what adventures are out their you can leave clues and foreshadow them.

9. The Threats Packs are great. We ran the Blighted Land after the group had had the freedom to go and investigate what they wished for a few levels. This meant that with every week an area in which slowly drained the life and then zombified the population, fauna and flora (yes undead trees and plants!) was expanding ever outwards until the players put a stop to it. The campaign has a will of its own and carries on without them. However, I recommend you introduce  this if and when they get tired of pursuing their own course.

10. The village they come from should remain a focus of the campaign. Unless they make allies abroad they will not get their Fortune Points unless they go back their. Therefore you should extablish havens where they can recove them without returning home. (e.g. Rivendale) where they can do that at later levels. Nevertheless, for the first few levels the home is where you recover and level up. Levelling up, is something that in my campaigns means at least a month, if not a season, to do. The upshot of all this is no more murder-hobos taipsing like vagabonds across a continent like the fucking A-team. Moreover, players really appreciate allies' strongholds where they may rest and get Fortune Points. One group of mine, ALWAYS pay a visit to the Dwarven Halls of Stonehaven, because it "lifts their spirits" - er...get FP back to full.

11. You only get xp from treaure if you donate it or waste it on wine an, fine clothes etc. So either you play hard like Farhrd and Mouser (Neutral and Chaotic alignments) or you become a hero that lifts his village out of poverty or brings glory to her noble house. No gold pieces banks baby!

I could go on all day but I hope that is enough to pique your interest. A lot of Beyond the Wall is only revealed in play, so I suggest running as written (with the optional rules of your choice- combat stances is awesome btw).

Have fun.

I am currently working on a City version, as well as expanded encounter rolls, an extended bestiary and example of magic weapons using the great creation rules. So you are welcome to them when I am done.

As you can see, I LOVE this game.
When change threatens to rule, then the rules are changed