Posts Tagged Labyrinth Lord

Fun in the Skull

SkullMtCover

“greyarea” over at the Goblinoid Games forums has been running a Skull Mountain play by post for a while now and the group is well into the thick of things. I’ve been following along and cackling with glee as the various nasty surprises I put in the module have popped up at the characters. There quite a bit posted there if someone would like to see an example of the module in actual play. Check it out, if so inclined.

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Hey! When did THAT happen?

Skull Mountain is now a “Popular Silver Pick” over on RPGNOW. Thanks guys!

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A Blast from the Past

Faster Monkey’s first module, The Wheel of Evil, is now available in print! That’s right, now you can save the cheese in dead tree format! Check it out!

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Ya don’t see nothin! – Noticing things in LL

When I run games, an awful lot goes on outside of combat. On the way to any possible heroism, players at my table suffer all the inconveniences of life, including obstruction from others, failure to grasp the complexities of a situation, missing important information, strained material resources, and the perversity of the universe. Some systems offer built-in support for non-violent challenges; others, like the clones of old-school D&D versions, leave such things open-ended. Still, I’m not a storyteller GM, and the dice must decide many outcomes. Among those are the odds of noticing details of the world around the characters, covered in many games by things like Spot, Listen, or Notice skills. Retro clone rules, however, have no actual rules for noticing things, but I’ve inferred a workable set of options from what is there.

 

WHEN TO ROLL
One key is to link the odds of success with the necessity, and value, of the information.

  • What must happen, happens. If the adventure simply cannot go forward without a PC spotting the shadowy figure darting around a corner, I only pretend to roll. Or else I call for open rolls from everyone, and announce the info to whoever rolls highest or lowest, no matter what the result.
    • Very little is truly crucial, though. Most of the time there’s more than one way to wisdom, and quite often I let them miss a clue if I think they can work around that bit of ignorance, especially if they will later berate themselves for missing it.
    • Pleasant but not vital rewards, like hidden treasures, are sometimes just missed. Let the dice fall where they may. It’s a chancy world.
       

    WHAT TO ROLL
    There are four ways I’ve found to make notice checks within the retro rules. In three of these methods, I call on the players to roll their own dice.

    Surprise Checks work for any situation where the PCs may not realize what’s happening in time to react. I let the player of each PC who might be able to respond roll a d6. Instead of saying, “Roll to see if you are surprised,” I just say, “Roll a d6 and try to roll high.” On a 1 or 2, that character fails to react appropriately for a round while circumstances move forward. Thus Surprise Checks give each character a 2 in 3 chance to notice what’s going down: good odds. Recently I used this mechanism to determine if a PC realized that the dark shape assaulting him in his room was an amorous barmaid who’d been waiting up for him. Since he was surprised, he didn’t know who it was, and might have responded with deadly force. In other words, the roll was not to be “combat ready,” but to clearly grasp the situation in a very quick time and not make a blunder in ignorance.

    Intelligence Checks represent the chance that a character understands the significance of something that’s right before his eyes. Players make their own d20 rolls, attempting to get the character’s INT or less. For example, I’d call for INT checks from everyone to realize that the black marks on a stone wall look like signs of a big fire in the recent past. If no one succeeds, I’ll pass over those marks very quickly in description, allowing only a highly attentive player the chance to go back and ask about them even if his dice failed him. Sometimes only a single character gets an INT check; perhaps his partners are not paying attention, or not close enough, or lack the requisite background knowledge. For example, a spellcaster studying some runes gets a check, but not so the fighter reading over her shoulder. Any PC fiddling with a small object in his hands gets a solo check; others must take their own turns with it. Overall, INT checks give about even odds to notice something, but naturally higher for some characters than others.

    Hear Noise Checks, as written, apply only to active attempts to listen, but I’ve come to use them as a general measure of sharp senses. I use Hear Noise whenever a subtle sensory detail might just pass the party by. Like Surprise Checks, the players roll their own d6s, but in this case I tell them to “Roll low.” Most PCs notice the detail only on a 1 in 6. Demi-humans pick it up on a 1 or 2, as do first-level thieves. Sometimes I allow Hear Noise for only certain characters, depending on who’s in a position to actually hear, see, smell, or otherwise note the detail. Hear Noise Checks, with their low odds of success, should not be used for sensations obvious to everyone, nor to interpret details. For example, if a breeze blows down a dungeon corridor, everyone feels the air move; INT Checks determine who realizes that it might be important. On the other hand, I’d call for Hear Noise Checks from everyone to note the faint smell of rotting flesh arising from a newly found stairway; if no one succeeds, I simply don’t mention that fact. If someone makes the roll, I announce the smell on the generous assumption that the PCs share information; in uncommonly divided parties, I would instead pass a note only to the sharp-nosed one. No Hear Noise result tells a PC whether the stink is likely to be zombies, uncured hides, or spoiled food; that’s a matter for player cleverness to determine unaided by the dice.

    Secret Door Checks work very much like Hear Noise Checks, but only when a character carefully searches an area for hidden things. I run this one mostly by the book, but I apply it to anything hidden, from a lever disguised as a candlestick to a gold ring accidentally lost under a bureau. First I ask who is searching and who, if anyone, keeps watch. Then, assuming the necessary 10 game minutes pass uninterrupted, I roll a d6 behind the screen for each searcher.

     

    ROLL YOUR OWN VS. SECRET DICE
    I let players roll their own Hear Noise, Surprise, and INT and other characteristic checks, because it makes me laugh. There’s nothing the players can do if they fail, and it keeps them nervous, thinking they might have just missed a life-saving bit of info. On the other hand, for Secret Door Checks, as for skills like Hide in Shadows and Move Silently, players feel more nervous not knowing whether they have succeeded. That makes me laugh too, so I make those rolls out of sight. Besides, canny players might look at a set of failed Secret Door rolls and mentally mark the area for further investigation. A general failure to notice, on the other hand, suggests no out-of-character follow up. Players have no idea whether the mystery was a sign of imminent attack, an important answer to one of their nagging questions, or a mere odd resemblance between a statue and the current mayor, especially when the GM calls for such rolls frequently. Which I do.

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    Coming down the pipeline.

    What? ALREADY!?

    Yes, already.

    We’ve got a new module on its way (at printers) for you all. This one is a little bit different. You can run it with Labyrinth Lord OR Mutant Future! That’s right, people. It’s cross-genre mayhem as sorcery and technology collide in Realm of the Technomancer!

    Here’s a little teaser art from our buddy Steve Z. This time IN COLOR!

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    Mor goes GOLD!

    It’s finally here!

    We’ve gone gold and launched a web store here at FMG! PDFs and hard copies are available and ON SALE now! Check out the Lesserton and Mor page here or our products page for more juicy info!

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    New review of Hidden Serpent

    Beedo at Dreams in the Lich House posted this review. Thanks to the Underdark Gazette for linking it!

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    More Mor news

    Big news for us Monkeys. The final changes to Lesserton & Mor’s proof have been sent back to the printers. We expect it to go to press within the next day or so and be finished before the end of next week. As soon as the copies arrive at Black Blade, we’ll let everyone know that it is available. Here’s the basic description:

    Lesserton and Mor: A Place to Risk Your Life… and a Place to live it up
    Once, the vast city of Great Mor stood as mankind’s proudest achievement, civilization’s farthest outpost, impregnable to any invasion… or so the Dukes of Morland believed. But when the mighty Half-Orc Lord unified all the barbaric humans and humanoids of Eastern Valnwall into a single giant army, and the Wood Elf King abandoned the humans to their doom, Great Mor fell. Something more than warfare tore through the city, destroying invader and defender alike, laying waste for miles around. The survivors clung to a bit of rock in the swamp and slowly built up the town of Lesserton: home base for any who dare enter the Ruins of Mor and hope to return with treasure and their lives.

    And some more about what to expect:

    BIG
    As previously mentioned, Lesserton and Mor is over 110 pages in three separate volumes, all fitted into a full-color wraparound referee screen with a fantastic cover painting by Pete Mullen. The screen has Mark Allen’s exquisite map-illustration of the town of Lesserton on the back and a double-sized color map of the Ruins of Mor inside. The whole packages comes shrink-wrapped together, so buy two: one to play and one to maintain in pristine, collectible freshness! ;)

    DETAILED
    All three books are packed with info, giving you tons of resources, adventure seeds, random tables, new magic and monsters, and more, all without bogging down in excess description.

    Player’s Guide to Lesserton: A separate booklet suitable for handing to the players, with popular shops, inns and prices, rules for making your own local PC, and how to earn experience points through good living!

    Referee’s Guide to Lesserton: With a quick, readable style, this tome covers everything a sinful town of 7,600 can offer: Neighborhoods and racial intolerance, haggling, begging, muggers and pickpockets, bribes and the law, cost of living (poorly or well), rumors and hirelings, massive celebrations and their aftermath, entertainers, services on the street, gambling and drinking, finding adventure, searching for love, and 65 shops and establishments peopled with over 140 quirky NPCs. Plus a bonus adventure by Jeff “Bighara” Sparks, DEADLY CHANCES!

    Referee’s Guide to Mor: From getting past the giant walls in the first place, to the many deadly beings who lurk in the Ruins, to the peculiar habits of the Vermin Tribes, this guide holds everything the referee needs to run adventures in the Ruins of Mor. The double-sized map covers two square miles, framed and seeded with set locations and foes, and offering plenty of room for random Weirdness, wandering monsters, and the referee’s own ideas. Tables cover day and night encounters, Hazards, Hauntings, Excavations, Lairs, Pits, orkin clans, the Curse of Mor, and much else besides. Includes BELOW THE JADE TEMPLE, a bonus adventure by Jeff “Bighara” Sparks!

    CHEAP AT THE PRICE!

    Now to the nitty gritty. Pricing:
    Hard copy: $34.95
    Complete PDF only: $15
    Hard Copy + Complete PDF bundle: $39.95

    You can also purchase the pdf of just the Player’s Guide to Lesserton for only $4.95, so every player can have his own.

    Watch this space to find out when LESSERTON & MOR goes on sale!

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    JEWELS Review

    At Reviews from R’lyeh

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    Sneak Preview!

    Check out an excerpt from the Referee’s Guide to Lesserton over at the EVTS. With a cool pic by Stevie Z!

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