LotFP is described as weird fantasy roleplaying. But looking at the Grindhouse Edition (free version without artwork), I don't see anything particularly unusual about the rules. So what is so weird about it? Are there any rules that were omitted in the free version? Is it just the artwork that makes it weird? Just wondering.
I pray for exactly seven things: strength, intelligence, wisdom, constitution, dexterity, charisma, and more hit points.
The weird mainly comes through in the adventures. You're not missing anything other than the art, and the book, as you say, is pretty straightforward other than the art.
Having said that, I like it for that: taken purely as a semi-clone it's one of my favourite - maybe the favourite - interpretation of the D&D style game.
From the amount of white space, you can see how much art there is, but I don't actually like the art that much. I find it de-sensitises because there's so much gore, and it's also a bit inconsistent in style in places. Just stick your favourite old-school pieces in the PDF and go with that (I do like the cover, so I'd keep that!).
On the other hand, the LotFP books I have are all beautifully made and top quality.
Post by dizzysaxophone on Oct 12, 2015 9:03:49 GMT -6
Yeah, Vile pretty much nailed it. LotFP is one of my favorite retro clones, but the weirdness is on in the adventures. If you like beautifully designed books, LotFP has the best production values of any books I own. Carcosa and a Red and Pleasant Land stand out in particular. People tend to be pretty hit or miss on how they feel about the art.
It's my favourite retro clone. The adventures are really what make it "weird". The game itself is a pretty nice version of a B/X style D&D game. The art is pretty awesome, also, and yeah, part of what makes it "weird".
Post by deathanddrek on Oct 13, 2015 21:12:01 GMT -6
Given that old school D&D is inspired by weird tales, it's not a stretch to call LotFP "weird" with just a few tweaks. Another aspect not mentioned is the lack of a bestiary: monsters are supposed to be strange, unique, a mystery and ultimately "weird".
• All ﬁrearm shots deal 1d8 damage and ignore up to ﬁve points of armor • Incendiary shots (“ﬁre bombs”), deal only 1d4 damage but may ignite ﬂammable targets • Scattershot: no attack roll, half range, no armor cancellation, all in 45° take 1d6 damage (save for half) • Damage (melee strike): pistol 1d4, arquebus & musket 1d6 • Firearms are inaccurate, so the attack roll is -4 at medium range and -8 at long range • Riﬂing (double gun cost) halves the range penalties but increases base reload time by 50% • Creatures with morale of 7 or less must check morale when a ﬁrearm is discharged
There is more in the Rules & Magic Hardcover but this should cover you for now.
For anybody interested in running LotFP, Carcosa by our own geoffrey has just been reprinted (with a glossy hardback instead of the previous edition, which is a beautiful leather tome). Ideal for anyone who wants blood sacrifice, dinosaurs, alien technology, psionics, and the Cthulhu mythos in their games.
The weirdness in the game line is found in several places:
1. As noted, the art does a lot to nail down the specifics of the feel Raggi envisioned for his game line. Once you crack open the hardcover, it's all there. 2. The LotFP Referee Book goes into great detail about the feel and tone Raggi envisioned for the game. While this might not feel as if it's part of the rules, Raggi is very specific about not having "races" of monsters (orcs, goblins, what have you) but coming up with strange, unique monsters for the Player Characters to encounter. I think its a terrific piece of work and highly recommend it. The book is currently out of print, but the PDF is available for free. 3. A lot of the weirdness is in the spells and the descriptions of the spells. Summoning, for example, is a first level spell, in which Magic-Users can summon horribly dangerous creatures from beyond. And here the text from the spell Speak with Dead: This spell rips the spirit of a corpse from the
afterlife and returns it to its body. The habitation is imperfect, and as such the spirit is only able to move the body’s lips and tongue, and thus is able to answer questions.
The corpse’s knowledge is limited to what the person knew during life, including the languages it spoke (if any). Answers are often brief, cryptic, or repetitive.
People that were decent, honest, innocent, or at least devout in their religion (not all gods care about morality), will be anxious to answer questions and remain on Earth for as long as possible. They have learned that the afterlife is nothing, simply a void with no effective consciousness and no sensation, but for the numbing awareness of passing time. They know that being alive, even inside a rotting corpse for the briefest sliver of time that leaves them in agony as the decay of their physical form leaves every nerve transmitting unrelenting pain, is better than being dead.
Cads, scoundrels, and heretics, on the other hand, were pleasantly surprised to not find eternal torture waiting for them in death. Only the vicious and undeserving find this peace in death, and they will be furious about this peace being disturbed. This allows them a saving throw versus Magic to resist answering questions.
The spell allows a base of three questions. If the death occurred more than a day ago, one less question can be asked, and of more than a year, again one less question can be asked.
This spell does not affect a corpse that has been turned into an undead creature. The head of the person to be spoken with (or at least the mouth), even if it is merely a skull, must be intact and present for the spell to work.
Speak with Dead only functions on human corpses.
Not all the spells have such twists in them. But many do. So, a lot of the weirdness is buried in the way common elements of D&D are expressed in specific ways.