LotFP |
LotFP is published by, Lamentations of the Flame Princess. This review concerns the PDF versions of these products, which were supplied free of cost for the purpose of this review. I purchased the slim, sleek physical copy of LotFP and Zak S. A Red & Pleasant Land (link to that review) shortly after I wrote this review for Knights of the Dinner Table (KoDT #230).
Disclosure: This review includes affiliate links. I receive a token % if you purchase something from the landing page. Thank you for the support.
When I first contacted James Raggi about reviewing LotFP, he requested, that I review the recently revised DFD adventure supplement as well. The hope being that I would be able to better understand the “feel” of LotFP, as an RPG. Or that which is beyond its own subtitle, “Weird Fantasy Role-Playing.” Besides the fact that had no reason to refuse such a generous offer, I agreed and for the most part Mr. Raggi was right.
In regards to system, LotFP doesn’t necessitate a game play
dynamic or seem much different from any other Old School Renaissance (OSR)
retro clone that uses an Open Game License (OGL). The Tolkien inspired setting
has many of the familiar elements with its hand in the proverbial Dungeons
& Dragons cookie jar. Yet-there are defiantly features which
distinguish it as a system and LotFP accomplishes something I’ve found rare
among retro clones, it really does stand out. How it stands out is one focus of
this review.
Review Featured in KoDT #230 |
Some of the features that I appreciate about LotFP are in my
view, subtle improvements to D&D, but it also has to do with how
“Lamentations,” applies the old school game in concept. As I’ve noted in other
reviews I’m not a sage of D&D, so forgive me if I miss something vital.
And while you’re doing that, also forgive my chosen format for this review-as
it is more of a highlight piece of what I found most interesting-and what I
found unique, rather than my typical format.
The first thing that struck my eye with LotFP is how alignment is presented and so following how magic is viewed within game context. LotFP; Alignment, PG 8:
“Alignment is a
character’s orientation on a cosmic scale. It has nothing to do with a
character’s allegiances, personality, morality, or actions. Alignments will
mostly be used to determine how a character is affected by certain magical
elements in the game. The three alignments are Lawful, Neutral, and Chaotic.”The first thing that struck my eye with LotFP is how alignment is presented and so following how magic is viewed within game context. LotFP; Alignment, PG 8:
Alignment for LotFP breaks the typical handcuff of character
morality. To paraphrase a later passage, morality is something that a player
has to role-play in regards to character. If I had a gold piece for every time
I heard a Referee (Ref), question a player: “Yeah, but does that action follow
your character alignment?” I’d have a dragon’s hoard. I’ll bet most of us would.
I’ve never been in favor of how alignment
has come to work in most games, or I should say, how it is applied. You may not be in favor of
it, but at the very least, LotFP presents something different.
Character classes for the most part follow with the
tradition of D&D, but LotFP does a bit of hammering and a little beveling.
The classic demi-human races such as the dwarf, elf, and halfling are presented
as a class; with human classes being the cleric, fighter, magic-user and
specialist.
The traditional thief class has been replaced with the specialist
class. Specialists have a few more options available to them than the
traditional thief and receive points upon character creation and at each new
level, which they can spend towards nine (thief like) skills. LotFP does away with a percentage as a base and in turn skill progression determined by character
level. A specialist gets to choose how they allocate these points and all skill
checks utilize a D6, with a point increasing a skill by one point out of a
maximum of six. Optional: Black Powder |
Magic-user and cleric spells offer both the familiar and the
not so familiar. If anything captures the essence of LotFP it is this section.
One interesting choice is to make Turn Dead a spell rather than an automatic
divine privilege for clerics. Magic-user and cleric spells are weighted more as
tools rather than offensive firepower (which more is typical in old school
games). Magic descriptions are quite good, feeling a bit fast, while anything
but loose. Again some of these will be familiar, but most if not all have been
tweaked (some to the weird) to a few degrees.
Let’s talk, Death Frost Doom.
Death Frost Doom 2014 |
While I’m perfectly comfortable comparing LotFP to its
origins, I hesitate to compare Death Frost Doom to any other adventure module
or supplement. Certainly, it has the classic elements of a dungeon crawl, but
it also offers such a dark and foreboding environment, it is more akin to a
Call of Cthulhu scenario. I’ll leave it there and let’s take a brief and muddy crawl
down the rabbit hole:
“There is a mountain that no-one climbs. It
dominates the landscape like fear and the memories of what once lived there.
But memory recedes and rumor breeds-and the rumor is a rumor of gold.”
“Someone will be the
first to scale the white mountain: it will be someone who is greedy, stupid or
fanatical— but also, perhaps, lucky…” (DFD: Pg. 8)
Through to a graveyard, which rests at the top of a snow and
ice covered mountain, there is a cabin. Below the cabin, within the bowels of
the mountain is a cursed tomb, one with unique enchantments and evil. However,
it’s actually much-much worse than that.
If the player character’s survive, they will likely turn out
to be the catalyst of this adventure, releasing the evil of the tomb upon the
world. Death Frost Doom is not only an adventure supplement, but offers the
potential of a campaign. Assuming the player characters will want put right the
evils they have unwittingly release upon the world. If they survive...
Traps in DFD are of the magic variety though they are very
unique in their application. They might not even qualify as traps in the
classical sense. They are not the typical, step here and enact a poison arrow trap. The traps require more interaction such as moving the hands on the
clock creates a time warp (forward or backward in time) while playing notes on
the organ creates a random effect none of which are particularly
beneficial-outside of the fact of making the player characters aware that
indeed this place is magically cursed.
Encounters don’t begin until near the end of the tomb delve.
DFD doesn’t provide a table to roll for random encounters. And this makes sense
because nothing random would inhabit such a place. The tomb itself is what is
at play here, each room being an encounter unto itself; the discovery of how
deep and dark the rabbit hole goes. The tomb is one hell of a creepy place. The
writing is really excellent with ideas and options for the Ref to play with and
consider.
Disclosure: This review is property of Kenzer and Company, published here with permission. The writing may have been slightly tweaked from the original.
Added Post: I've read some recent commentary that DFD is known as a negadungeon. Or that the best thing the characters could do would be to ignore the place entirely. While I certainly see the point, what makes this product a true gem in my mind is the content of ideas being presented. I myself rarely run straight from the script, so when I get a product like this, what I'm really buying it for, is ideas. And which, this product has plenty of.
Lamentations of the Flame Princess encapsulates old school,
yet it doesn’t do it idly or rest on the laurels of D&D. The art is
spectacular, though I would recommend it towards mature viewership; featuring
old school black and white goodness as well as an inlay of color art.
Did I mention the art is spectacular? The book offers a concise layout of game
rules and tables. The writing is succinct and to the point.
No RPG clone I’ve read yet, does it
better.
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