Pocketmod character sheet for Lamentations of the Flame Princess

I put together a Lamentations of the Flame Princess pocketmod character sheet based on the Dyson Logos pocketmod for B/X D&D (and with strong influences from the Badmedo character sheet for LotFP).

You can download it here.

I built this out mostly because I wanted pocketmod character sheets to play with my kids and the Dyson Logos sheet (while awesome for LL and B/X) just wasn’t quite cutting it with the LotFP rules.  LotFP has no THACO, and has very unique rules for skills and encumbrance. So, this one has the pages and info needed for LotFP AND it has what most modern character sheets are sorely missing: a space to draw a character picture.

I realize that the encumbrance item page is after the ‘encumbrance level’ page, this may seem out of order to derive encumbrance, but it is more important for the encumbrance rank to be found earlier in the booklet during play.

Original Build

After reviewing online pocket mods that weren’t Dyson Logos B/X one for ideas and finding that the rest were totally function over form (especially the soul-less 5E one), I did the first layout in, gulp, MS WORD.  I don’t have indesign or photoshop handy any more, and just ended up starting in Word to see if I could do it. To give it credit, Word has gotten a lot better in the last few versions to do fairly simple layouts like this and it looks like the original lotfp sheet was built using it.  The shape tool helped a lot, as well as tons of text boxes everywhere.

After layout was done in Word, I saved as a PDF and then used the pocketmod creator to parse the 8-page PDF into a pocket mod.  If you notice, the Dyson Logos B/X sheet was laid out by hand on the pocketmod format that he himself built, doing it his way means margins are more controlled than the ones parsed out by the pocketmod program.  After many tries, I couldn’t fix the fact that the pocketmod parsing program skewed the whole layout unbearably going from a PDF to a the pocketmod format.  If you are making a pocket mod with your notes from school, the pocketmod program is great, if you are actually trying to control exact placement and margins, it’s not worth bothering with.

Second Build

I have some of friends that are pro designers and one of them (Jenica!) generously said the equivalent of —fuck let me do that shit for you– after seeing what I was doing in Word, and so she did.  The result is FAR better than my MS Word original.  I recommend this approach, but the exercise of doing it first in Word helped me really see where everything would be  on each of the new pages and whether I could fit all the things. That prototype helped the designer’s job to do the real deal.

A guy named Whidou Whadou hooked me up with a vector-based dead sign for the spell page.

Anyway, enjoy!  Now who’s going to do one for MYTHRAS?

littlemute

Frostgrave thoughts

I got to play a 3-player Frostgrave game over the holiday and it was pretty good.  It’s a game ALL about your wizard and needs very few dice types (mostly a D20 is all you need).   Each player makes a warband that consists of a wizard, wizard apprentice and ‘soldiers’ which could be anything really.

Wizards have a spell school that is their primary school, and a secondary and teriary that they can draw spells from.  Each spell has a casting value (like WFB or Mordheim) and wizards have to hit that on a D20+level to case the spells.  If you ever play, remember this part and that you are LOW LEVEL wizard.  Take spell you can cast often, and don’t pick ones that have high casting numbers!

The play unfolds in initiative order but with phases for each type of character.  Wizards go first (all player’s wizards), then apprentices, then soldiers and finally monsters.  Once all four groups have gone, the turn is over.

Combat is simple and while similar to the Lord of the Rings Strategy Battle game which is a D6 roll off between fighters, with ties going to the higher fight value, Frostgrave uses a D20!  What’s more the fight bonus differences between different fighters is not very high.  Even in a fight where someone has a +2 over another fighter really is not too good– it’s essentially just a roll off between the fighters.

Once a hit is scored, if the original die roll is over the character’s armor value they take some damage in hit points, like D&D.   It’s a very swingy system and you can lose by lots even if you have superior fighters, which can be frustrating for some.

Overall the game is all about the spells and the magic.  Since it was our first play, we chose spells that were far too high level for our wizards, and suffered for it with not  a ton of spells hitting the table.

So after one play, I would put Frostgrave as better than Mordheim due to Mordheim’s bollocks combat system but it’s not as good as Necromunda.  It’s a tough call with Lord of the Rings but I think Frostgrave wins out because it has the campaign setting.

Overall the book is cheap and you can use whatever mini’s you have lying around.  The system is simple enough where you won’t have to totally start from scratch with the rules if there is a long time between plays.  Likely worth buying.

THE LAN THE LAN THE LAN 2017

Last weekend was a LAN weekend. Man it’s been awhile, some suspect a decade or more. We did it up in the basement of scooter’s abode and it was gibbing madness. Some of these games I hadn’t played in a looooong time so here’s a run down of my feels here in 2017.

FPS
We played a mess of FPS games, originally thinking we would run the gauntlet of Doom all the way to new Doom.  We almost did, but there were games we skipped (and one we shoulda skipped!).

L4D2

Always a great time, but not great when you have more than four players as the monsters aren’t fun to play as. Interesting? Yes, but you end up looking at the respawn screen a lot more than if you are one of the survivors.

Vermintide

We gave this a try at the LAN and got pretty confused by the maps and environment.  This is one that is likely better not at a LAN and just in normal internet play.

The Bad Place

Quake

While unbalanced weapon-wise Quake is an amazing death match game STILL in 2017. We used the RUNE mod which has runes lying around that you can pick up that give you X2 damage, damage resistance, rapid fire (not my favorite) and regeneration. I would argue that Quake still has some of the best Death match maps ever made.

DOOM
We tried to get BRUTAL DOOM up and running and it desynched constantly. While we didn’t deathmatch this, it was fun for the hour or so we were able to actually play. Brutal DOOM is something to check out for sure.

Quake 3

The penultimate death-match FPS. While many have tried, nothing has come close to how good this game is for straight up death match. With the weapon balance that Quake lacks and some really awesome DM levels, I think we played this the most out of any of the FPS games over the weekend. It just shows that it’s not the graphics that make a good DM game at all.

Insurgency
I didn’t get on this, but people said it was a good time. We played this because we could not get Battlefield Bad Company 2 working for everyone, which was too bad.

this is the screen you LOVE to see in newDoom because it’s over and you can go on to any other FPS!

New DOOM

Playing Quake, Quake 3, UT3 and OG Doom just before trying newDoom showed how awful the death match for the New Doom really is. Great single player, amazing graphics still makes newDoom a fantastic game, but don’t bother at all with the death match. It feels like you are inside a robot suit slowly moving and turning around. It’s not even worth trying out to see how bad it is.

UT3
I got a single round of Vehicle CTF with maurice!Bastard and it was great. While UT3 is not a very good Death match game compared to nearly all other games (it’s still better than NewDoom), I’ve always found it’s Vehicle CTF to be absolutely superb. Totally insane vehicles, very fast movement speed across large maps and the whole bevy of weapons that UT brings to the table makes me wish I had the chance to play this more.

RTS

We played three RTS games and all three were enjoyed, though one for very different reasons for the other two.

Planetary Annihilation

This is on the cusp of being a good game, and certainly it’s fun for a bit.  However there is just so much going on and you are spread out over so many areas (planets and strategic layers) with your units and buildings that it makes it an unmanageable mess.  We got in a few games of this vs the bots and after winning easily on normal, we tried it on hard and it was comedy.   The bots ended up nuking our commanders on a planet we had total control over.   Overall, fun but the game devolves into ALL orbital combat after awhile.  There’s minutia and counters here, but it is all just a unit-flood steamroll of some sort in the end.

Warcraft 3

The best RTS had to get busted out.  We played coop again vs the bots and I forget that this has a very steep learning curve to it with the heroes and creeping and total disregard for the base-defense that other RTS games rely on.  I also forgot nearly everything I had known about the game and played terribly, but still, really fun game– especially the battles.

Total Annihilation

People begged to bust this out and..was a total joke.  We jumped into the game with 5 players and two of the commanders were D-cannon’ed within the first minute.  RTS games have come a long, long way.  While Starcraft, due to updates, stands the test of time with it’s controls and UI, Total Annihilation does not at all.  As compelling as it was in the 90’s it just is not any more.  Frankly if you want the TA feels, Supreme Commander is the way to go these days.

CRPG

We got in some Torchlight 2 both Hardcore Elite and non-Hardcore Veteran.  While the chance of permadeath is fun, the MASS hitpoints the enemies have in Elite multiplayer makes it slower than I really like in my TL2 madness.

So yes, we should do it again but bring some candles or votives or something for the rump gasping.  There’s only so much bad air a basement can hold before spontaneous human combustion sets in.

Pit People early access!

This weekend with gaming was all about PIT PEOPLE which went into early access Friday.    The game has all the craziness you will expect from Behemoth and it’s basically a turn based warband fighting game where you go around a strange post-apocalyptic map and fight things and complete quests.  It’s quite simple to play as in you don’t have to tell your guys who or what to attack, you simply move them around the battlefield and they do their thing if they are at the correct distance from an enemy.   We haven’t seen much yet, having just opened up the Pit itself for fighting, but though it seems simple at first, it’s looking like there is a lot to the game.

So far we have seen only three ‘classes’ of characters: cupcakes (healers), beefys (big dudes) and normal guys.  The normal guys can be made into either tanks, ranged or ‘big’ weapon fighters based on the equipment you give them.  You can also put helmets on your guys, which helps vs sharp weapons but not against clubs and stuff, there isn’t armor per-se, just shields (big and small) and helmets.   Characters can only carry so much stuff, hence you can’t give a guy a huge weapon and then a shield as well.

Items are ridiculous where one character will attack with a pool stick or axe and another with “just cheese.”  Shields seem to be crazy as well and I’ve seen license plates, bits of concrete, a canteen?? and I think a sandwich.  Graphically, everything is so dense that it will take awhile to pick up on all the references to the older games in the building and strange Behemoth Universe.

I’m not sure yet why you would do this, but you can capture a bunch of characters/monsters in the game.  Since so far at least we can only use five guys and they never die as long as you don’t get TPK’ed, it’s not like Fire Emblem where you collect guys and it’s a big deal when one of them bites the dust, especially if you don’t have someone to fit that role anymore. It may be just for the aesthetics, or possibly for different configurations of teams to go on certain missions (capture team, anti-flying team, etc.).  Since it says you can get 500 guys, it must be something big in the game.  We’ve just got the stock guys and one beefy so far.

This morning we unlocked the PIT, which is the spot where you can go in and fight in the arena vs various warbands of creatures.  Not sure how it works but you fight on! until all your guys are dead and then get a score of some kind.  It’s a way to unlock a bunch of weapons and aesthetic rather than out on the map, so cool.  I think the characters level up even if they get killed in the PIT as well, so it may be a good place to power level before hitting the quests.  I’m not sure what the leveling DOES though yet!

If you like Disgaea and FFT and Soul Nomad and the World Eaters type games, so far this is pretty great.

 

Broodmother Skyfortress

Haven’t even finished reading it yet so this is just a couple pictures.  Needless to say, if you are a fan of Lamentations of the Flame Princess, Moldvay B/X and/or Dungeon Crawl Classics, 2016 was an amazing year.

oh my.

 

Attila is the Dark Souls of Total War Games

I was home sick a couple weeks ago on a Monday and decided to give Attila Total War another go.  I played it for awhile when it first came out and it was just too hard to get into at the time.  After a fairly static and easy time (for the most part) with Rome 2, Attila and is insanity incarnate for a 4X game, a true successor to Rome: Barbarian Invasion from back in the day, and it’s  fucking awesome.

There are a few very hard Total War games, most are pretty easy to play, even on the hard or very hard difficulty.  Of the ones I’ve played, Attila and Shogun 2 rank up there, with maybe Napoleon in there somewhere.   The main thing about these three games is that your imperial designs are not pre-determined at all in the face of all the shit that will be going on in the game.   In Shogun 2, even if you made a move to attack your neighbor, the other neighbors will instantly pounce and attack your stronghold, so you needed to be patient to start to be able to build up a group of provinces.  And if you do, you will likely attract attention of the larger factions that will swat you like a fly early on.   Attila is similar.  Even if you play as one of the three big empires (eastern and western Rome, Huns) you still have a tough time of  it with both the Roman empires collapsing on all sides, and the Huns in one big horde to begin with.  If you play as one of the minor factions, you will be lucky to even survive a few years with some really pissed off neighbors.  In Rome 2 and other TW games, factions nearby typically have to get ‘triggered’ before they come after you.  You don’t start in a massive war with the Achaemenid  Persian empire and all their allies at the beginning of the game in Rome 2 for instance.  In Attila, you basically start at war with all the big factions and are surrounded by pyssed off little factions.  While some of them get weaker over time, some do not.  If you yourself are a little faction (like the Franks or Jutes) it is essentially a street fight to see who is going to survive long enough to even interact with the larger factions.  This is golden.

Getting hit with a giant stone is no fun.

Yes, Shogun 2 is a hard game, but what happens in Attila that makes Shogun 2 a bit of a cakewalk is the fact that factions pushed out of their homelands will become hordes and start ravaging wherever they are in order to raid for money, or try to find an unprotected city or village to take over and settle down: and that could just as well be yours as anyone else’s!  You can be sure that your conquests will create these hordes, but even worse, the conquests of others will fire these guys up as well, especially as the Huns move West.  Everything will be going OK and then bam!, two hordes show up on your doorstep and either need to be dealt with, or just waited out, accepting the path of destruction that they will cut through everything.  The Hunnic hordes are different as they do not peter out, but get stronger and stronger until Attila himself is killed at which time they become normal hordes.  Since horse archers are the absolute best unit in the game, the Hunnic hordes are very, very difficult to deal with.

The weather is another factor in the game, as in Climate Change.  During the early Dark Ages, the northern hemisphere got colder and places like Greenland, Iceland and Northern Germany became places that could support far fewer people than centuries before.  This happens during campaign game, making anything north of Italy subject to severe winters and reduced crop yields.  Think you have your food shortages handled after 15 or 20 turns?  Nope.   This has the effect of forcing everyone south and west to grab up the arable land.

Lastly, a rather new mechanic for TW games is razing settlements.  Basically if you, or your opponents, win a siege battle against one of your settlements, they can completely destroy it, so that it has to be recolonized entirely.  Much like bombing planets in MOO, this has horrifying potential if you are backstabbed by an ally or have an angry horde come over the horizon.  The Caledonians in my campaign were reduced to a single fleet that I ignored. It ended up in Southern Britain and destroyed two of my provinces before I caught and slaughtered them.  Thankfully, the viking reavers will rarely Raze, hoping only to pillage so that they can come back the next year and do it again.

I started play as the Saxons and I think I had to restart 4-5 times before I was able to even survive past the first few years.   You begin with the Franks and Langobards nearly at war with you from the outset, and all of the northern pre-viking factions aiming directly where you know you need to go:  Britain.

Spear fuchery

Over the campaign, I was able to make some friends with the proto-vikings in the north and solidify my hold on Britain and Fresia (Belgium).  The South of Europe and East were in total chaos with everyone just running away from the huns.  Nearly all of eastern Europe, including Italy, was a complete wasteland.  The Western Roman Empire was stuck in southern Spain and many of the major migratory factions (Ostrogoths, Visigoths, Vandals) were hiding in Northern Africa.  Eventually my expansion met with the Hunnic horde and they declared war and it was on!  Saxons vs Huns, just like it was supposed to be.

What’s unique about Attila is that this scenario may not have happened.  While the Huns always attack, they may have spent most of their time vs the Eastern Romans and never came into Europe, or the Visigoths or Vandals may have created an empire strong enough in central Europe that was able to hold them off.   This not knowing what the fuck will happen is a major draw.

You go girl

Overall, like Rome: Barbarian Invasion of old, after suffering through the early difficulty and realizing the TYPE of game that it is, I like Attila more than Rome 2 and it could be one of the best Total War games. While I really enjoy the classical battles vs the Macedonians, Persians and Gauls, the absolute chaos as well as the remorseless destruction of the Western Roman Empire over the course of the game, just puts Attila as one of those special Total War games that will get years of play.  It doesn’t hold your hand and it lays out it’s challenges early on and says: here they are, see if you can handle it.

This is the body of Attila himself!

Dawn of War 3

There’s been teasers for DOW 2 and the like and now footage is coming out so the game must be hitting in Winter/Spring 2017 or the hype machine wouldn’t be this fired up yet.  I must say I’m pretty excited for this one.  I played a lot of DOW 1 as it’s in the BEST RTS lineage of Warcraft 3 > Company of Heroes > Dawn of War (a lineage that Blizzard has since abandoned for the very boring Starcraft 2 style).  Below is a run down of the factions and main characters in each. It’s the best three of course: Orks, Eldar and Marines.