Showing posts with label Lamentations of the Flame Princess. Show all posts
Showing posts with label Lamentations of the Flame Princess. Show all posts

Sunday, July 26, 2015

Quick Looks At Whitehack And The Complete Vivimancer

After today, the blog will go radio silent for a couple of days while I deal with the last minute stuff that comes with Gen Con happening on Wednesday. Be sure to follow my Twitter for up to date information and scintillating pictures of airports while I travel from Tampa to Indianapolis on Wednesday. Also, +Ethel B will be posting to the blog during Gen Con as well, so watch for what she will have to say.

So, before the radio silence I wanted to get a couple of short, capsule reviews out of the way while they were still on my mind. Neither of these are really new books, but they are new to me.

I am thinking of giving Labyrinth Lord a try for the next fantasy game. The group has played a lot of Swords & Wizardry, and I have nothing against that game however sometimes you need a palate cleanser. I ordered a couple of books from various sources to use as resource for when such a game  arises. The first book to arrive was Gavin Norman's The Complete Vivimancer. I had heard good things for a while about this book, and I have the PDF of Norman's earlier Theorems & Thaumaturgy, which had a lot of interesting ideas in it.

I love weird fantasy stuff, and I love spell books for fantasy games (they are my favorite types of supplements for fantasy RPGs), so this should have been a big hit for me. Guess what? It was.

This slim A5 books is basically a "splatbook" for the Vivimancer class created by Norman. They are a spell-casting class that focuses on "bio-sorcery," which is, for all intents and purposes, magic that impacts the body. Whether via sorcerous genetic alterations to people, animals and plants or through physical or mental alterations to the Vivimancer or their targets, there is a lot to add to games in this book.

Campaigns with the Vivimancer will probably quickly move to horror, and even body horror, genre explorations, so if you don't want these elements in your campaigns then this might not be the book for you. However, even if you just use this book to plunder for new spells for the Magic-Users in your campaigns, instead of using the Vivimancer wholesale, there is still a lot to get out of this book. The Complete Vivimancer contains a write up of the new class, 130 new spells (and complete "Basic" and "Advanced" spell lists for the class), a sampling of squicky new magical items and some rules for the use of magical laboratories in your games.

Obviously, with the basic similarity of many OSR systems, this book can be used not just with Labyrinth Lord, but with Swords & Wizardry and Lamentations of the Flame Princess as well. In fact the Vivimancer would probably be at home in most Lamentations games. I would let parents be the judge, but this book probably wouldn't be suitable for most games with younger players involved in them. You can even use this book with your Basic and Expert D&D books to bring a weird fantasy edge to your games.

I can't wait to use this in my next fantasy game. The fact that flipping through the pages have given me many ideas, not all of which are player-character friendly, is a good thing. I thoroughly recommend this book and suggest that everyone who runs an old school game grab a copy of it.

Next up is Whitehack. I have to give a shoutout to +Brian Isikoff for this book, because he had a copy of it sent to me a couple of months ago now. Based off of the Swords & Wizardry Whitebox rules, Whitehack does the unthinkable...it streamlines those rules. Whitehack is available in two versions the "Standard" edition (which I have), which contains all of the Whitehack rules, and the "Notebook" edition, which contains all of the rules and 192 pages of "notebook" space that you can use to fill in with notes for your campaign, characters or anything else that you might want to use the notebook space for. The notebook edition is a pretty cool idea.

I think that our regular group would enjoy the Whitehack rules, but since we are an online only group, the lack of a PDF version of the rules makes this a hard sell. $28 might not be a lot, but it is a lot to spend on something that we might end up only playing for a few sessions. Honestly, this lack of a PDF was about the only thing that I didn't like about Whitehack.

One thing that others might not like about Whitehack is the fact that there is no art in the book. Just rules. This would be a deal breaker for many, but wasn't as big of a deal for me. The design and layout of the book reminded me of a textbook almost. Keep in mind before making a snap decision that the book is only 64 6x9 pages. There is a lot packed into those pages, however.

Everything that you need to play is in the book. Instead of the standard D&D classes, this game goes with more abstract character classes: The Wise, The Stong and the Deft. These classes are much more archetypal than your standard D&D classes, which means that you can build a lot of concepts that might not easily fit into the standard classes with Whitehack classes. Another concept, which I think was inspired by video games, that was interesting was the idea "rare" character classes. The idea of rare classes is that they aren't available as starting characters, but are "unlocked" if a character dies during a campaign, in case a player would be interested in creating a different sort of character.

Spell effects are similarly abstract, and instead of traditional spell lists you instead create your characters spells on the fly, using their class and descriptors as guides to what the character might be capable of doing.

I like the abstraction in this game. Old D&D was already a fairly abstract game, so you don't loss much in translation when you abstract it further. Whitehack would be a good game for people who are looking for some more modern approaches to the workings of games, while keeping the simplicity and abstraction of old school D&D.

If is definitely worth checking out, along with The Complete Vivimancer. These two books are examples of why we are in such a golden age of gaming right now.

Well, there probably won't be any posts until I arrive at Gen Con (you never know if this would change), and if you are a reader of the blog and attending Gen Con please try to track me down and say hello. Check the link to my Twitter feed at the beginning of this post, and my post about Gen Con from the other day, for the most up to date information about where I may be while at the convention.

Tuesday, July 02, 2013

Machinations Of The Space Princess Playtests

One of the things that we have been talking about behind the curtain here at the Dorkland! blog is to augment our usual "capsule" reviews (talking about games by reading them) with Hangout-based playtest reviews. Obviously, this isn't something that we are going to be able to do with everything, but when we can do it we would like to provide as many angles as we can.

Recently we played a couple of sessions of +James Desborough's Machinations of the Space Princess game. A couple of the bloggers back the Indigogo campaign, so that got us some early access to the rules. +David Rollins, one of the new bloggers here, ran a couple of sessions of it. We were all excited about the game, many of us being fans of science fiction, and that's what lead us to back, and then play a couple of sessions of the game.

Machinations of the Space Princess, despite calling itself an "old school" game, really owes a lot more to D&D 3.x and D20 Future than it does the Lamentations of the Flame Princess rules that were used as the game's starting off point. That isn't automatically a bad thing, but it did cause us some problems with expectations of the game. All of us have previous experience with Lamentations of the Flame Princess, which actually caused us trouble during play. Those expecting Machinations of the Space Princess to be the result of the equation of Lamentations of the Flame Princess + European science fiction may be disappointed. The game really diverged quickly from its base and took it into directions that were both heavier (from a rules angle) and more confusing in places.

Like I said, it could be that some of our troubles came up from the fact that we were expecting an "old school" game and instead received something different. Not different bad, but just not the game that we thought that we would be getting.


While we had fun with the game, we felt that much of that came more from the group itself than the game. Obviously what we played was a playtest draft, and hopefully there will be some changes made in the final version that is supposed to be out in July.

The parts we enjoyed: 

Character creation was fun. You can make interesting and varied characters with the system. Some of the rules were a bit confusing as to how many options characters received, but we decided on a ruling based on an extrapolation of a couple of the rules. The game went out of its way to support the weird and sleazy style of science fiction in the Heavy Metal/Metal Hurlant vein. There was plenty of support for creating weird alien races for the game. The game did a pretty good job of spelling out what kind of game that it was, and tried its best to support those things.

The parts we didn't enjoy:

The game was fiddly. The game was very fiddly for a gaming touting itself as an "old school" game. There were a lot of moving parts to character creation and combat, and they didn't always work the way that they should have. You can see us having troubles with the combat rules in our playtesting. Being called an "old school" game, our expectations were different from what we got out of the game, and I think how combat worked was a prime example of that. There was also a disconnect to the rules at time, as things were attempted in order to bring "balance" to the game that ended up not making sense in play.

The things that we didn't get to see:

This was a text-only playtest draft of the rules that we used, so we did not get to see the art from +Satine Phoenix, which was an important selling point to many of us in the initial crowdfunding campaign. This isn't a negative against the game. The cover provided, at the time, was a great and evocative piece of art, stylistically idiosyncratic and different from a lot of what you see in games today. Gaming seems to have forgotten its idiosyncratic past in favor of more homogenized experiences. Seeing that style coming back is a good thing.

Once the book is officially released, we may revisit our review of the game.