Gaming

The Blackspire Horror

I recently wrote and ran a very simple one-shot for Lamentations of the Flame Princess and it went well.   Rather than write up the adventure as a module with GM advice, suggestions for play etc, I’m just uploading my actual notes from which any GM worth her salt should be able to improvise around the player’s choices and their characters actions.  

In the adventure I ran the end turned out very differently to the most likely outcome as one of the party realised that her only chance of saving her downed allies from the dreadful undead was to make a deal with the devil…

Anyway, make of it what you will – The Blackspire Horror

Gaming

Apocalypse

I’m working on the background for a new fantasy horror setting and the following idea interrupted me this morning:

Every generation produces zealots who believe that they are living in the End Times.
At midnight of June 1st 1660 the bells of St Peter’s Basilica in the Vatican began to ring by themselves, a long and melancholy peal of bells that lasted for five minutes. As they stopped, every single church bell in Christendom tolled a single note in response.
Some saw this as a miraculous sign of God’s providence. Some saw this as a warning of God’s wrath. The next few years became a time of turmoil and wonder.
Wars began and ended and began again along once stable borders. Civil uprisings occurred and revolutionary sentiments were widespread.
Reports of miracles and healings were heard from far off places and sometimes holy shrines nearer at hand. Tales of the rise of witchcraft and dark sorcery haunted the fears of those who would listen. Ghosts and apparitions were rumoured to appear and prophesy doom and despair. Stories of strange creatures in the margins of civilisation, and the resurgence of superstition to ward off the fair folk who were not so fair as everyone had pretended to themselves. Fierce preachers arose and witchfinders to seek out the heretics who consorted with devils. Wise women in remote villages conjured familiar spirits to divine the future and cure illnesses. Bands of men used to war wandered the land as free companies and swords for hire seeking employment in new conflicts.
When the famine of 1664 struck Europe people made up their minds. God was not provident. God was angry. Many died, many more fled the barren countryside into the cities. Villages and small towns were abandoned by mankind, but not perhaps by everything that walked on two legs. Some espoused a philosophy of nihilism since the wrath of God was already upon the world, why seek to please him? Others doubled down on their faith and became fanatics. Natural philosophers – scientists – toiled away in their laboratories to understand what was happen without recourse to religion or superstition and some unleashed horrors upon themselves in so doing.
The plague of 1665 struck the crowded cities and turned them into charnel houses. The unquiet dead stalked the dark midnight streets and spread the pestilence further. Scholars of old books found to their delight and dismay that the spells contained in those old grimoires had a dreadful efficacy now and there were always consequences to every action. The Pope declared that God had abandoned the world to ruin.
Every generation produces zealots who believe they are living in the End Times.
Sooner or later they will be right.
1666


**
My novel A Step Beyond Context is currently on sale at Amazon (until June 24th) – if a dimension-travelling heroine facing down Regency intrigue and cyberpunk mayhem appeals then there has never been a better time to go along for the ride.

Gaming

(Old) School’s In For Summer

I recently discovered Lamentations of the Flame Princess mainly due to seeing it mentioned all over the Internet as something worthy of note – people talked about its high production values, innovation, boundary pushing etc and I thought I’’d see what all the fuss was about.


The basic rules are available for free online in an art-free version (which is a shame – the art is splendidly evocative of the feel intended by the author) and I will be honest and say that when I first read through the rules I was underwhelmed.   Yes it was an old school D&D clone, laid out very well, clearly explained and with some nice rule tweaks to tidy things up — but it didn’t seem to be anything special.   I was a bit nonplussed as to what all the fuss was about.     Then I saw a few reviews on YouTube – IvanMike and QuestingBeast do a lot of old school gaming posts and reviewed a number of LotFP’s products – and it dawned on me that the strength of the game isn’t from the system but from the adventures and supplementary material.   Articles I’ve read suggest that the author of LotFP really only published the rules as a vehicle for creating the sort of content he wanted to play.

Going back to the rules and giving them a fairer and more indepth reading with this in mind makes me appreciate them all the more.    The simple clarity of the game and the experience it will create is something that has piqued my interest.   Going back to a mindset of “Rulings not Rules” and rewarding clever play and exploration rather than focussing every adventure round combat scenes brings me joy.  I’ve never been a fan of combat for combat’s sake but many games have such detailed rules for combat that such scenes dominate gameplay, and often bring mechanical reward for fighting and overcoming foes rather than doing the rational thing and avoiding deadly encounters wherever possible.
I plan to run a home-made adventure for LotFP as soon as one of my groups gets a free space but I think I will need to impress on them a few changes of mindset before we do, in particular…

Player Characters don’t start off as heroes
They start as adventurers – people in a risky job out for gain and advancement.   If they think they can drop into the middle of an orc-nest and slay a dozen enemies using roundhouse kicks and pointy sticks then it will be a very short game.

It’s not the DM’s job to create a “Balanced Encounter”
I’ve seen this expressed as “Combat for Sport” versus “Combat as War” in articles online.    Modern D&D variants have elaborate and (to me anyway) impenetrable rules allowing DMs to set up encounters that are balanced finely against the abilities of the player characters, in short encounters that the PCs should be able to win if they roll well and play cleverly.   It’s almost seen as unfair if an encounter is “OP”.   However this is only unfair if the DM also forces the PCs into that combat with no alternatives.    Old school play suggests that when the PCs discover a big firebreathing lizard ten times the size of a man and with skin that drips venom that IT WOULD NOT BE A GOOD THING TO FIGHT IT.   Look for a way round.  Make deals with the Orc Tribe nearby to gang up on it.   Flood the cave by breaching the dam.   Go home.     In a more modern mindset the assumption would be “The DM will have built in a solution.”   Why?   Why would the Venom-Dragon’s cave automatically have a self destruct button.

When there’s a problem – Don’t look at the character sheet
“I search the room.. my Perception roll is…… 18, plus 2, 20!”
“You find a concealed panel in the flagstone floor – underneath it is a key”
Balls.
Tell the DM what you’re doing.   If you look for uneven spots in the floor or tap around listening for hollow sounding noises you’ll find the  panel.   If you want to convince the sceptical city guard tell the DM what you’re saying.   Charisma may help but the words count more.    If you think the wily merchant is trying to trick you then listen to what he’s saying, watch what he’s doing and decide that for yourself.
All these principles and many more are discussed more clearly and thoroughly in the Primer for Old School Gaming which is free to read and full of interesting ideas and which got me fired up to give things a go.
I’m looking forward to the challenge of running this way again –it’s been a long time – but I think it will bring a refreshing change of pace to things at least for a one-off.   The higher risk is something I’ll have to deal with in a way that won’t turn my players off but I’m sure I can come up with something.    And the default assumption and tone of LotFP that adventuring is a dark, dangerous and potentially horrific way of life suits my style of DMing anyway- most of my games bring at least a touch of horror here and there.
I’ll keep you all posted.

Gaming

Silent Movie Pacing

I’ve been watching a lot of silent movies lately – specifically as much of Lon Chaney’s output as I can find (the man could act with every cell of his body and is a pleasure to watch – seriously go find his stuff and savour it) and one of the things that struck me is the pacing of the movies.

Without dialogue every scene has to convey all the emotional oomph and exposition in as condensed and pure a form as possible. If there is necessary dialogue then one or two captions take care of it and the rest is acted out and the movies gets on with the next scene. Once you watch a few in sequence and then go back to a more modern movie (or talkie, to be precise) it becomes obvious just how much filler there is.  Some people can write good dialogue (Mamet for instance), some is perfectly functional, but some is just filler.

I was wondering how this would apply to RPGs.

Obviously character interaction is a vital part of the experience in role-playing and I’m not suggesting it is eschewed in the sake of bullet pointed actions and a few handwritten captions, but in terms of scene pacing I think there is something to be said for following the same rules in RPGs as are recommended for fiction – start as close to the action as possible and get out quick once the scene is resolved. By action I don’t mean just a fight or other dynamic moment like that, but rather the point of interest and choice in a scene.

It’s a fine line – I suppose what I’m pitching for is efficiency without reducing atmosphere, focus without removing flavour. One thing I already tend to do is gloss over travel unless there’s a damn good reason to include it – and even then focus on the key events during the journey. Mostly it would be a case of “okay after six days of travel the city comes into view…” or something similar.

Extending that to other features of the game may well sharpen things up too. If the characters decide “we should go speak to Lefty the Mob Boss” then instead of the next scene being the tentative approach to the shady nightclub, waffling around with the bouncers etc, it would start at the moment that Lefty looks at them over his desk, narrows his eyes and says “What are you punks fouling up my air for?”. This sort of thing needs trust on both sides – the players need to know you’re not unfairly putting them in danger (“Aha there are thirty other mobsters standing around you with guns pointing at you and you handed all your weapons in earlier”) and you need to know the players aren’t going to abuse their position (“I pull out my M60 and obliterate Lefty!”). That sort of trust should be in any RPG anyway in my opinion.

The flashback mechanic in Blades in the Dark supports this really well – throwing the characters into the important situations while still allowing them retro-active agency to change the details, and I think I may roll out some variant of that to my other campaigns to see how much silent movie pacing I can inject into them.

Gaming

Beasts of the Bone Coast

BEasts of the bone coast
After the wreck of the ship carrying them into slavery, a small band of survivors face the dangers of the hostile land where they have washed up. Gigantic insects, abandoned temples to alien gods, impenetrable jungles – and worst of all a city of hate-filled ape-men marching against an isolated human township that is our heroes’ only hope of escape from this hellish new world

My latest adventure BEASTS OF THE BONE COAST is now available for free download HERE.

This is a short survival based adventure in the sword & sorcery genre with game suggestions and statistics for both Barbarians of Lemuria and Index Card RPG.   Starting from nothing can your heroes survive a hostile land and save a helpless town from a horde of crazed beast-men?

Comes complete with rules for a Mammoth-back chase and hero-focussed mass combat.

Gaming

Bride of the Rat King–an adventure for Barbarians of Lemuria

Bride of the rat kingMy new adventure for Barbarians of Lemuria – Mythic Edition is now available free.

Your bold heroes are engaged to investigate the disappearance of a young noblewoman in the shadowy underworld of the city of the Lich King.   Dangers, death, intrigue and some foul magic will surely await – as you would expect.

The folder includes the pdf of the adventure itself plus some .png files ready made and scaled for use as Roll20 battlemaps (the file name gives the size of Roll20 screen to create for an exact fit)

I’ve included some conversion notes for Index Card Role Playing Game the philosophy and mechanics of which have been inspiring me for a while now.

I hope you enjoy the adventure – please let me know what you think and how things go if you bring it to your table.

Edited to remove outdated link:  Now available free (or pay what you want HERE)

Gaming

Aru-Kamis–Return to the City of the Lich King

I’m currently working on a new Barbarians of Lemuria adventure Bride of the Rat King which is tentatively located in my existing setting of the dreadful haunted city of Aru-Kamis (though it can be dropped into any setting that has cities with disreputable areas, which is pretty much all of them).   Because it’s been a while since I posted my Aru-Kamis setting online, and because when I originally created it I inadvertently and spontaneously created a gang of criminals that had the same name as a gang of criminals from another and rather wonderful game, I thought I’d tidy up the setting material, correct the coincidental plagiarism and reupload it.

So if your Barbarian heroes are likely to enjoy visiting a haunted city of shadows ruled over by an immortal lich, then you can find out all you need to know about Aru-Kamis (and hints about its sister cities) HERE

Gaming

The Star Flung Hammer

A new Sword & Sorcery adventure for Index Card RPG involving a daring expedition into hostile territory and the confrontation of an unexpected cosmic horror.

Something strange fell from the sky into the land of the Jötnarand those brave souls who went in search of it never came back.  Now doom is prophesied and new heroes must arise to follow the path to danger and glory – but worse things than Jötnar dwell in the mountains, and the secret of the Star-Flung Hammer is nothing that those heroes could have imagined.

Download here