Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts
Wednesday, 22 February 2012
Reflections on Labyrinth Lord
I've now used the retro-clone for three sessions, and I'm beginning to question it's usefulness in my games. When I decided to try it out I defended it against repeated assaults from critics and naysayers, not because I had become a born again OSR fanatic, or because I was labouring under some naïve belief in the superiority of all things old. No, Sir, I went to bat for LL because I wished to go at it with an open mind, and because it forced me to approach my GM'ing in a different manner.
What I really like about LL is it's simplicity. However, this is also it's main weakness. I've said earlier that in some ways it plays similar to the Storytelling game system. I still hold to that statement, but with some qualifications. Just as ST, LL does not bind the players to what's on their sheets. Unlike ST however, LL does not provide much in the way of support for any type of play except combat. And herein lies the rub.
I want to run a game where the characters interact with the world they're in in more ways than by applying sword and spell. Skills, I've found, is key here, and LL has none. This is the reason why the system feels unfinished to me. Yes, I am aware of the arguments for role playing challenges instead of relying on rules to solve them, but if the players have to describe every single action they take outside of combat, it'll become quite tedious right fast. Conversely, I know that the lack of skills can be overcome by rolling modified ability-checks, but to me that only feels like masking a problem with a sub-par solution.
So, while I haven't pulled the plug on this experiment yet, the results are starting to come in, and when it is brought before the committee I would not be surprised if the old school is abandoned in favour of 3.X. Hell, I've already started thinking about which iteration of 3.X we should use.
Sunday, 19 February 2012
Random encounter table 2.1
This is a random encounter table I put together as I was playing with ideas.
Dave and Matt, I leave it up to you as to weather or not you wish to read further on this post. These encounters may or may not come into play, but reading them now may affect your experience of the game if it becomes relevant.
Sunday, 12 February 2012
LL s.2: The Ettin of the Arrandmoors
Our party:
Jiminy Trinkets, lvl. 1 Gnome Illusioninst
Kael, lvl. 1 Human Fighter
Josiah, lvl 1 Half-elf Ranger
Kong, Pookie, and Apollo, 2 HD war dogs
Rufus, 1HD guard dog
When Kael and Jiminy returned to Barrelhead, the villagers gave them a hero's welcome. During the feast thrown in their honour, they met Josiah, a half-elven ranger who'd heard about the goblins, but arrived too late to be join the raid. That evening the the three decided to join forces, and that they would follow up on a story they heard from a travelling merchant.
Thursday, 9 February 2012
Legion's Rest
The largest city in the Dominion of Langrim is Legion's Rest. It is also the oldest, and some of it's structures date back to the century before the Isolation. In those days it had a population of about 2,500, but these days more than 4,000 people live within the crumbling walls. The crowded streets are lined with rickety buildings and ruins from the days of the Empire. Farmers, beggars, tradesmen and merchants all mill through the narrow alleys and muddy streets.
I had hoped to have a more detailed post up by the game on Friday, but as I've now just gotten a puppy, I find myself a little preoccupied.
Monday, 6 February 2012
Good, Evil, and shades of grey
As an old AD&D 2nd Ed player, in my mind alignments have always meant a combination of the Good/Evil, and the Law/Chaos axis. When I picked up LL, I automatically referenced the alignment-system I was used to during the character generation process. Now, having had some time to think it through, I'm having second thoughts.
Thursday, 2 February 2012
Langrim Island - Encounter Tables
While travelling through, or exploring
an area, each hex has a 30% chance per day of generating an
encounter.
Table 2.2: Southern Lowlands
| d20 | |
| 1-7 | Small game (30%) |
| 8-9 | Wild dogs (2d4) |
| 10-11 | Boar (d6 = 1-4: one, 5-6: 1d3+1) |
| 12-13 | Goblins (2d4) |
| 14-15 | Merchant w/ 1d4 guards |
| 16-17 | Legion patrol (d6 = 1-2: ten infantry, 3-4: twenty infantry: 5-6: six cavalry) |
| 18 | Bulette (1) |
| 19 | Shadow (1) |
| 20 | Wyvern (1) |
Wednesday, 1 February 2012
Hex: The Ruins of Dwergard
Christian was nice enough to send me some hexmap templates, and last night I had to take this one out for a spin. This is hex 14-t of the Langrim map, and it shows the area surrounding the Ruins of Dwergard. The map is 25 miles across, with each hex measuring 2.5 miles. The biggest problem I ran into was how to list my coordinates, and the way I ended up doing it doesn't strike me as ideal, but it'll work for now.
The following is the background information on the Ruins of Dwergard:
The dwarves of the Järnafíorin clan came to Langrim from their distant homeland, some time before the Isolation. They had charters from the Emperor giving them exclusive rights to mine the mountains on the main island. A cold winter, some one hundred years after the last ship, a goblin surge washed over the land, leaving farms and villages in ruins. The people fled behind the walls of the larger towns, and after a hard winter with many battles fought, the remaining goblins withdrew from the surface.
No one ever saw the dwarves of Järnafíorin again after the Goblinwinter of 107. Their last stand has become a fixture in the island's folklore, and the ruins of their stronghold the target of many an adventure. Some of those who seek it out return with pieces of the fabled Hoard of the Dwarves, but many others never come back. The hills and mountains around Dwergard is infested with goblins and monsters, and the dwarven keep and mines are said to be littered with traps and ancient war machines, and haunted by the ghosts of the dwarves who fell there.
The GM's map, as well as some dungeons and encounter tables, are in the works. These will be posted at a later date, dependant on campaign progression.
Tuesday, 31 January 2012
LL s. 1: Cleaning out Ogre Hill
Wherein two young adventurers return home from their first paying job to find that their hamlet has been raided repeatedly over the last days.
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