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Labyrinth Lord Mini Review

Started by grubman, September 26, 2007, 09:19:48 AM

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grubman

Quote from: Goblinoid Games"What if" you could be a mutant zucchini PC? But...I don't want to reveal too much about the project I'm currently working on....

You've already said too much!  1st edition or 2nd?  I'm guessing 2nd, but I'm almost hoping for a hybrid of both.

If you go past 2nd...I'll find you, and kill you! ;)

Hezrou

Quote from: grubmanYou've already said too much!  1st edition or 2nd?  I'm guessing 2nd, but I'm almost hoping for a hybrid of both.

If you go past 2nd...I'll find you, and kill you! ;)

In this case I'm taking a different approach, so it will be both and neither. Not straight 1e or 2e. It is most heavily inspired by 1e, with a few elements of 2e, but powered by the rules from Labyrinth Lord. Essentially what I'm shooting for is,  "What if 1e Science Fantasy had been based on classic?"

So, this isn't exactly a "traditional" retro-clone (my god, what a weird sentence). It would be roughly compatible with 1e Science Fantasy, but most directly compatible with Labyrinth Lord. I know this might make the project of less interest to some folks, but I am having a lot of fun with it. Besides, it will be all OGC of course, so if someone wanted to come along and tweak it it would be pretty easy.

grubman

Quote from: Goblinoid GamesIn this case I'm taking a different approach, so it will be both and neither. Not straight 1e or 2e. It is most heavily inspired by 1e, with a few elements of 2e, but powered by the rules from Labyrinth Lord. Essentially what I'm shooting for is,  "What if 1e Science Fantasy had been based on classic?"

So, this isn't exactly a "traditional" retro-clone (my god, what a weird sentence). It would be roughly compatible with 1e Science Fantasy, but most directly compatible with Labyrinth Lord. I know this might make the project of less interest to some folks, but I am having a lot of fun with it. Besides, it will be all OGC of course, so if someone wanted to come along and tweak it it would be pretty easy.

How bizzare, since that is exactly the way I first played it (can we start calling it by name since anyone who hasn't figured it out isn't going to care anyway :)).  I started with 1E and the rules for advancement, HPs, ect. were so wonky I simply started using the BD&D Fighter, Thief, and MU class.  I still used the to hit table, but allotted a bonus (much like D&D 3.5) for to hit rolls.

The game was always great, but IMHO they never hit spot on with the system, so you're more likely to attract people with your idea than alienate them.

Funny that you are working on such a project as I had one in the works too (with a totally different system, of course, based on my Erth 3000 setting that I developed a bit for Savage Worlds (although I've taken those adventures bown)).  But mine has recently been put on the backburner as I have too many other projects and games going on.

Hezrou

Quote from: grubmanHow bizzare, since that is exactly the way I first played it (can we start calling it by name since anyone who hasn't figured it out isn't going to care anyway :)).

The working title right now is Mutant Future. I've teamed up with a good friend of mine, and we will likely be ready for play test in a month or so.

Keep in mind that just like LL, this is not going to be innovative! We're borrowing OGC from a few sources to flesh it out, for one thing.

As for rules, there are a few issues where I'm uncertain whether to go with more 1e style (hp, levels, essentially only 1 'class') or do it more LL style. Right now it is kind of a hybrid, with a different way of handling poison and radiation. I'll need play testers to offer some constructive feedback. grubman, if you and your group feel up to it, I can send you the text when it's ready.

Anyway, I know this is a bit off topic here, but we can continue chatting about this over on my forums, where the freshest info will pop up over time.

jrients

Only one class?  I'd really dig something like what you described but with 4 pure strain human classes (Scavenger, Techno, Barbarian & one other, off the top of my head.) and three mutant classes: Animal, Plant, and Mutated Human.
Jeff Rients
My gameblog

grubman

Quote from: jrientsOnly one class?  I'd really dig something like what you described but with 4 pure strain human classes (Scavenger, Techno, Barbarian & one other, off the top of my head.) and three mutant classes: Animal, Plant, and Mutated Human.

Scout would round it off nicely, sort of a survivalist/thief.  In my game I call them Wastelanders...feal free to use it Daniel. ;)

EDIT:  Oh, I guess that's what you menat by Scavanger...well, then we need the traditional Fighter/warrior type.  Soldier of fortune or something.

grubman

Quote from: jrientsBarbarian

I sort of like the title "Savages" used in Deadlands Hell on Earth.  Seems to fit the genre a bit better, not so much fantasy as PA earth, sort of "reverting" back to the ways of Native Americans, but using the slang that would most likely be used to describe such individuals.

Hezrou

I'll have to give it some thought. Introducing classes opens a whole can of worms that I'm not sure I want to deal with. I'm functioning with the assumptions that we're dealing with a higher powered game, so starting with more hp. Also, mutations would be what separates characters more than "class" abilities.

Something equivalent to a fighter, thief, and that sort of thing wouldn't be too tough but I'm reluctant to introduce something analogous to a magic-user but someone who uses tech. I don't want that level of complexity to the tech aspect. I'm planning to make it essentially like 1e Science fantasy in this respect, but basically there would be a base % with modifiers for figuring out how to use tech.

Hmmm, well you've given me some food for thought. I might come up with two ways of doing it. The single class route and the multiple class route, to playtest both and see what happens.

Cab

Goblinoid Games, have you considered the possibility of a 'companion' style supplement for Labyrinth Lord?

And do you have any adventure modules in the pipeline?
 

jrients

Not telling you how to write your game at all.  I just personally don't dig class-and-level systems where there's only one class.  That's always been one of the few things I didn't like about Gamma World.
Jeff Rients
My gameblog

Silverlion

Quote from: jrientsNot telling you how to write your game at all.  I just personally don't dig class-and-level systems where there's only one class.  That's always been one of the few things I didn't like about Gamma World.

4th Edition had what 4 classes?

I'm trying to remember.

I'd probably go with Warrior (easy, common all time periods), Explorer (or Scout), Scrounger, Seer (if you have psychic mutations), and Lorekeeper (Maybe a Shaman)

I see generally the core roles covered that way--Warriors: fight, defend, know how to build defenses/fortifications, and use/make or maintain weapons.

Explorers are sneaks and wilderness survival  masters--they know how to deal with the dangerous things in the world some (fighting), how to avoid the worst (sneaking), and some knowledge of artifacts (lore.) Plus may be able to train and utilize pets. Often know how to make and read maps, get water and food (identify foods)

Scrounger are thieves in many ways, good at sneaking, good with traps, alright with artifacts, but good at figuring things out and gaining resources.

Seer master their senses and mutations to gain knowledge. Closer to the Wizard role, but less flexible. (Of course if you go Science-Fantasy, they could actually be Wizards)

Lorekeeper/Shaman, passes on knowledge, knows how to use technology (albeit may have religious or cultural ideas assumed into that use..like having to hit the TV three times to get it to turn on and play static, as a cultural/religious ritual.)


I might go with splitting things up a bit myself.

For example: Role (what you do), Method (how you do it), and Level/Skill  (How good you are at it)


Combining these could be: Warrior, Savage, Level 1 A standard member of a common tribe surviving the world of Pure Strain Human

While Warrior, Mutant, Level 4 Is a  physical mutant with lots of training in using those physical abilities to overpower foes.

While Scrounger, Technology, level 5 is skilled at gaining technology bits and getting them to work--in piecemeal fashion


Interesting varients might include Seer, Technology, Level 4 Master of several pieces of electronic gear that give "senses" say a spy sattelite network still in operation.

Anyway I'm babbling...but I hope you get the idea.

Of course levels could be used to explain their knowledge of the word and its technology before the fall, so a high level character may know more of both mutants, men, and machines...
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Hezrou

Quote from: CabGoblinoid Games, have you considered the possibility of a 'companion' style supplement for Labyrinth Lord?

And do you have any adventure modules in the pipeline?

I have no plans to do this. I'd love to see any other publisher do it, though.

I have a short Halloween scenario I'm trying to finish that will go in the new periodical I'd like to get going, but I'm not sure if I'll get it done before the end of October...we'll see. Sales being what they are, we would be talking a bare bones adventure with maps, but virtually no art.

However, I have heard from several other publishers who plan to release material, but we'll just have to wait and see when.

Hezrou

Quote from: Silverlion(Of course if you go Science-Fantasy, they could actually be Wizards)
When I refer to science fantasy, I specifically mean a world where science is dealt with in a fantasy way. So evolution, mutations, radiation, all of that sort of thing does not happen the way it would in realistic sci-fi. But there is no magic in my vision of science fantasy.

grubman

Quote from: Goblinoid GamesI have a short Halloween scenario I'm trying to finish that will go in the new periodical I'd like to get going, but I'm not sure if I'll get it done before the end of October...we'll see. Sales being what they are, we would be talking a bare bones adventure with maps, but virtually no art.

Dan, I'm just going to chime in on the art issue here, since I noticed you mentioned some things about the cover art of LL.

You would be surprised how many talented people are willing to do quality artwork for free (for love of the RPG hobby, or because art is simply their hobby and they enjoy sharing) or for very reasonable rates.  

Look at the various online galleries and find an artist you like and send him an eMail with what you want and are able to afford...you might be surprised.  There are very talented people in high school or college who are more than willing to give you a full color quality original piece for $20 or free just to see their work in published material.

As long as you are upfront with the artist and don't try to hose him you can get some really cool stuff on a budget.  Just as a lot of people write and share RPG stuff without planning on striking it rich but just want to have fun with their talents, there are many artists with the same mentality.

Mcrow

:mad:
Dang, someone goes and makes a cool classic game more available to those who want it and some jackasses have to show up and shit in their cornflakes.

not real surprising I guess.

Anyway, thanks to all involved getting this game done.