Monday, February 21, 2011

Review: Lamentations of the Flame Princess

A short time ago, I contributed to a small tempest in a teapot regarding Ryan Macklin's rant against mediocrity on one of the Jennisodes. I made this post questioning the points he raised. We all had a little conversation on Jenn's forums and Ryan posted his own response on his blog.

In that conversation on the forums, the issue was raised that people are complaining about the lack of criticism, but not putting up good criticism themselves. I mentioned that I was considering a review of LOTFP. I had suggested it on this blog in the past as well. So here we are. I can't very well complain about lack of critique if I am unwilling to do it myself.

Purpose of this Review:
The purpose of this review is to attempt to set a standard of critique. Ryan and I agree that there is a deficit of serious criticism in the RPG community. Ryan is pessimistic about it due to what he feels are inherent flaws with internet communication. I am optimistic they can be overcome. So that is what this review is about, trying to establish a standard for analysis that is objective and unemotional. If we are going to be serious about our art form, we must be honest and open in our analysis of it.

The point of a serious review should be to evaluate the art objectively. I am not going to conclude that LOTFP is good or bad, worth buying or not worth buying. I am going to break apart the game in a rational way and discuss what I think is designed well and what I think is not.

Why LOTFP?
LOTFP was chosen because it was the most recent game that I have acquired, it was an influential game on my thinking since I acquired it, and because I have been engaged in the OSR blog community and a lot of OSR gamers are familiar with the game. Furthermore, many others have talked about LOTFP but I don't feel those posts rose to the proper level of discussion that I think a serious art form deserves.

I choose LOTFP precisely because I have no strong emotions about it. I do not love it. I do not hate it. I have not played the game at the table, so I am purely judging the text on it's own merits. Finally, I received this game as a gift from a friend and not as a promotion.

A Note about Context:
There have been numerous reviews of this product already by several bloggers, in English and in other languages. I have read many of them, but it has been several months since doing so. I intentionally did not re-read those reviews, nor on Raggi's defenses against criticism since release. I am trying to assume nothing and read the text as it exists without the context of community commentary. This also means that I am not assuming to have a monopoly on any of the critiques below. Other people may have already made them.

Also, I want to note that my own games are in beta stage and I am certain the question will rise about whether I would want my game subjected to the scrutiny of this review. The answer is yes. My games are in public Beta precisely because I want public commentary. Perhaps not on Synapse, because I am actively rewriting significant portions of the next couple months and thus the review out be out of date, but after that republication I would. I believe that criticism is essential to improvement of our art form. And it is an art form, so let's be serious about it.

What I will not allow:
As I discussed in my counter-reply to Ryan, I feel that Alexis' system of comment moderation is necessary to prevent the fanboy flamewars that erupt around these kinds of discussions. If anyone makes a comment on this post that contains significant hostility towards myself, other commenters, or the game; I WILL DELETE IT. Such commentary has no place among serious people. Go play with matches instead.

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Review of
Lamentations of the Flame Princess:
Weird Fantasy Roleplaying - Rules Book

This review is based on the PDF version of the Rules Book contained in the LOTFP box set. The majority of my comments should be equally applicable to the printed version, although obviously I am not reviewing the condition of the physical product by using the PDF as my source material.



General Information:
The game uses a standard D20 model of resolution for combat and an innovative D6 model of resolution for adventuring tasks. The modifiers that are applied to these systems are significantly scaled back from contemporary D20 models. The character creation system is simplistic and involves only a handful of choices and some die rolls. These effects combine to create a unique low-powered fantasy game that is evocative of the old school D&D mythos.

Specific Commentary:

Graphic Design and Layout:
The game employs a very simple single column layout format. It is broken into sections, however the design of the headers is the same despite section breaks. There are no actual indicators of section breaks in the text, so I am using the bookmarks as a guideline. For example, the Character Creation section header (which is a primary bookmark) is the same as each of the class headers within that section (nested bookmarked). Simple techniques to denote section breaks such as chapter break pages, color changes, or font differentiations were not employed. The two-line headers are employed throughout the text without a consistent pattern. For example, they are used for each class within the character creation section, but similar concept headers were not employed in the adventuring rules section for elements like Experience Points, Hazards, or Healing despite the fact that these elements contain their own sub-sections and thus deserve demarcation as their own text regions. Full page graphics are employed inconsistently as well, with no apparent pattern or intent to serve as content breaks. Instead, I suspect they are layout adjustments designed to make certain sections start on the right page of the printed book.

Distribution of graphics is equally disorganized and usage appears to be dictated by necessity to adapt to poor typography. Several pages contain small snippits of text that overflow from the previous page. Professional design dictates that this text should have been simplified to fit or the entire element should have been moved to the next page. For example, the text on Traps is divided between two pages, with one full paragraph on either side of the page break and a paragraph in the middle that is cut in half by the page break itself. This entire section should have it's own page, with a small graphic to round out the hole left in the page it currently begins on and a smaller graphic beneath it's new lower boundary on the page it currently ends on. Another example is the description of the Wisdom attribute, which is a single line on one page and the remainder of the paragraph is on the following page.

Charts are poorly designed and unnecessarily difficult to read. For example, on the very first chart (Ability Scores), rather than resize the columns to provide adequate space, the word Modifier is split onto two lines in a manner that looks very amateurish. Those columns should be resized outwards so that the text headers of each column can fit onto a single line. The charts do not employ shaded backgrounds, differential shading between lines, or any other simple techniques to make them easier to read. The columns are too tightly drawn, with no column differentiations, so that the header texts run together. For example, the names of each saving throw are far too close together in the class charts. It makes it harder for the eye to sense the break between each column.

Additionally, some charts employ inconsistent text alignment. For example, the armor table in the equipment lists section has the first column in left alignment (which is proper), while the 2nd and 3rd columns are in right alignment and the 4th column is center aligned. Given the nature of the data in the chart, center alignment for columns 2, 3, and 4 would be appropriate. There may be a case to do all three of those columns in right alignment, if you are concerned about lining up the price unit notation (gp) and thus having numerals flow out leftward from that standard line. However, that would require manual centering of the column to avoid a disjointed look in comparison to the centered column header.

The layout of examples describing how to use the text are clumsily constructed and have a poor appearance. For example, the sequence of character creation is outlined using an actual numeral/letter outline format. A professional design element here would lead off the text with a crisp and easily understood structural model, instead the text begins with amateurism.

Many of the pages contain significant white space due to poor formatting. For example, looking at the first page of character creation, the chart at the bottom of the page should be right-aligned and the Ability Scores rolling instructions could be compressed slightly and aligned on the same horizontal axis. Then more text or additional artwork (or an expanded graphical representation of the character creation process as described above) could be added to enhance aesthetics.

Overall, the font choices leave the text looking plain and uninspiring. This can only be appealing for nostalgic reasons and cuts against modern design principles. Bullet lists are employed using fairly simple stars. If the designer is going to employ non-standard bullets, they should be inspiring and relate to the game content in some way. These stars look like simple glyphs. Free photoshop shapes are available that would be much more appropriate and require very little work to employ (shields, medieval weapons, helms, etc), thus this choice comes across as very amateurish.

Artwork as a whole is evocative of a consistent feel that is aligned with the mood of the text. I would like to single out the Renaissance Indiana Jones on page 12 as being a particularly excellent art choice. If employed properly in combination with professional design standards, this could be a really stunning piece. I feel like it is a wasted opportunity instead.

It is my understanding that the printed material employs a slightly different format involving two-columns. To verify that my critiques held valid, I did a quick google search to find images where people have posted pictures of the book. These images have convinced me that most of the same issues that I cite above are present in the printed book, albeit in slightly different form. For example, in the images in the review on the Spanish blog Aventuras en La Marca del Este, you can see the text from the Dexterity description is split between the two columns. See below.



Character Creation Section:
The book begins with this section. There is no introduction, that is handled through another text in the box set called the Tutorial book. Unfortunately, there is no reference to this fact and this means that someone who is approaching the book as a new player may have a difficult time understanding what should be occurring and would have to reference two texts simultaneously to get a full picture. For example, the meta-description of what an Ability Score represents, why they are used, and what is average or extreme is in the tutorial book (although even there, this meta content is very simplistic and conversational in tone). Thus the book reads very matter-of-factly and with little descriptive context to integrate the player into the game.

Ability scores are the same as classic D&D attributes and created using a single method (3d6, assign in order rolled). These attributes are used to generate modifiers that are subsequently applied to rolls made during the game. The ranges are slightly larger than those in the D20 design, with 4 scores at +0 and each concentric range shifted 1 point outward. Thus an 18 is only a +3 modifier instead of a +4 with D20. Ability score descriptions are listed alphabetically instead of the classic sequence, which I actually found refreshingly novel. Several of the abilities are defined substantially differently from classic D&D. Charisma is an example of this, with a clear notation that it does not represent physical beauty but instead a force of personality. Overall the descriptions are short and much of that length is content oriented towards the game. This does not provide a strong foundation of the system against the real world, thus reinforcing the abstracted nature of the system vs the actual gameplay of being in the setting. Connecting the dots between what scores your character has and how they actually behave/look/feel in the game is left to the character.

As one may be able to ascertain from the above commentary, the net result of these changes is that normalization of the characters to a great degree. A character with a high ability score will be rare and more highly valued as a result. However, even then the grounding of the system in the innate ability of the character is lowered. Attributes have less impact on the game than in the D20 design and a character is more likely to have several low scores. This should result in a low-powered game compared to contemporary editions of D&D on the market.

After having assigned ability scores, the character must be given a class. Since ability scores are simply rolled and assigned in order and the impact of alignment & equipment are minimal, this is perhaps the only significant character creation choice. The game employs the race-as-class concept from the original D&D. The obvious drawbacks to this is that it rigidly limits the cultural options of a demi-human player. For example, there are no Dwarven magic users of any kind, nor thieves of any great skill, and so on. These limitations enforce a quasi-setting upon the player and limit the portability of the game into established fantasy RPG settings like Dragonlance or Forgotten Realms.

Each class comes with a short description that provides context regarding the role of that class in the game world and some general descriptions of physicality in the case of the demi-human races. Each class description also contains progression charts for a variety of things; experience points, hit point, saving throws, etc. These are highly variable by class and do not have the standardization of progression that we see in contemporary versions of D&D. Spell progression for clerics is slower than contemporary D&D and all magic using classes have access to fewer spells as well. Hit points are significantly reduced, with fixed gains instead of die rolling at 10th level, and initial hit die can change for 2nd level (ex. Dwarves start with 1d8 hit points but begin rolling 1d10 as their hit die from 2nd through 9th level). Experience points required for level-ups vary significantly by class, in the classic D&D mode. This makes class-balance difficult or perhaps impossible to achieve. As I have not played the game at the table, I have to assume it is either roughly balanced or gameplay occurs in a way that makes balance less relevant to enjoyable play.

There are two innovations in the class designs that warrant notation. First, Fighters are the only class to progress in combat skill through leveling. Thus instead of having statistical inflation across the board with more rapid progression in the Fighter class, statistics are held constant and the Fighter is the only one to move forward. I found this solution to stat-inflation to be refreshingly elegant and admirable. Second, Dwarves having enhanced carrying capacities was very innovative. In a game where the focus is on exploration and treasure recovery (which I will discuss in greater detail later) this was a very neat change from the classic design.

After the class descriptions, there is a short section on hit points. I found this section poorly written compared to other parts of the text. There is a discussion of "average" results, without a chart showing average results by die type for handy reference. There is extra text where it is unnecessary, for example a full sentence regarding how certain adjustments are not made after first level, when that could be a short "At first level only," clause added to a previous sentence. Considering the simplicity of the subject matter, I found the section strangely wordy and unnecessarily difficult to understand.

The next section it titled "recording attack bonus and saving throws", yet it contains description not just of how these statistics are derived but how they are used. This information should either be in two sections or given a better section title. The attack bonus chart contains an unnecessary middle column (which could be solved with a single sentence in the text portion) and is placed at the end of the section when attack bonus is discussed first. There are confusing wording elements, such as "many characters, including all Player Characters" (when we are only discussing player characters here) and "these saving throws cover all possible save situations". Saving throw descriptions are thrown into the ordinary text when merely bolding the terms would bolster understanding. There is a statement that the referee will call for saving throws, not the player, yet this is followed by a description of how to determine which saving throw to use. These both cannot be true. If the referee is making the decision about which saving throw applies, explaining such matters to the player only adds a potential for conflict with the referee when opinions differ about context.

Alignment is defined differently from contemporary D&D with only three choices and a notation that it does not control a players "allegiances, personality, morality, or actions". Thus the choice is almost a non-choice, where the player has no way of predicting what will result for taking any of the three options. As such, it strikes me that such a design element would be best determined randomly, especially considering the textual notation in the chaotic description that "many mortals who are so aligned desperately wish they were not". Random determination seems the natural course here.

This is followed by determination of starting possessions. There is also a description of coinage exchange rates which would really be best covered in the equipment section. The description of cost variation between rural and city locations would be best covered in the equipment section as well. There is no variation in starting money by class.

The final element of this section is the character name. In a very telling quote, the text says "a character's name is, after character class, perhaps the most important identifying feature of a character". As I eluded to earlier, the degree of character customization is extremely low. Whether a highly simplified and almost automatic character creation process is appealing, I leave to the reader. However, I do want to note that it is very regimented and leaves almost no room for customization in mechanical terms. The game encourages the player to take this simple structure and build their own (mechanically irrelevant) character content.



Equipment Lists:
This section is very straightforward and simple. My only critique is that there is an awful lot of discussion about game rules mixed in here (shields give these kinds of bonus, definition of "unadjusted" Armor Class, etc) when these elements are unrelated to variation in the equipment itself (i.e. the shield bonus is for all shields and does not vary based on shield size). This could make looking up this information at the table cumbersome. This could have been combined with the combat portion of the Encounters section of the book. As an aside though, I really did like the dual listing of urban and rural pricing. This is a very nice touch that emphasizes the economic impact of feudal distribution of power in terms of pricing.

Adventuring: the Rules of the Game
This seems an odd title in a book called "Rules". Isn't the whole book rules? This is just a quirky point, but I have noticed there is a certain degree of laziness about terminology through the book and this serves as a useful example.

In general, the descriptions of each concept are overly short and lacks enough detail to cover obvious issues that will arise. For example, the description of climbing provides no indicator of how far you can climb on a single check, what to do when you are climbing a surface that has obvious hand-holds, or what kind of roll is necessary to climb a rope or ladder with 1 hand, nor what to do if encumbered while climbing a rope or ladder. The description of doors provides no indication of how to handle higher quality locks. These kind of things occur throughout this portion of the book.

I do think it is good and important that there is clarification that it is not a combat game, which enshrines a lot of the OSR community discussion about the implied focus of the original D&D game in the actual text. Definitions of what gives and does not give XP appear fairly straightforward and clear, except there is no definition of what exactly constitutes a safe location to bring treasure to. There should be a paragraph after the statement about monsters counting only once for XP in a given session which explains what is meant by a hit die and thus transitions to the next paragraph more smoothly. This could be alleviated if the Hit Die term was clarified already in the Character Creation section under Determine Hit Points.

Under gaining a level, "Three caveats to this:" is improper English. This should instead say "There are three exceptions to this". The sentence is composed poorly and the word caveat is incorrectly used (there is no warning presented). All three items are exceptions to the principle of gaining all benefits immediately.

Regarding Foraging and Hunting, the jungle should enjoy the same winter exception as a desert. That the number of days of meals that can be generated through hunting is always 1-in-4, regardless of training or skill, seems unrealistic.That there is a flat 1-in-6 chance of going off course in the wilderness, regardless of training or skill, also seems unrealistic. There is no indication what might actually cause ability score loss in the section on ability score loss, you must learn such things from other sections like disease. There should be a note indicating what kind of events cause this kind of damage.

Under healing, I think the distinction about the abilities of someone at half HP and below are very good breaks from the classic D&D binary model of unconscious vs totally able to do anything because you have more than 1 HP left. The decisions to have all characters begin play as literate, considering the darkness and downtrodden nature of the world being described, seems out of sync with the mood of the game. I do think the idea of rolling to see if you know a language at the point of contact with the language, not before play begins, is a great innovation. I don't understand why specific radius values are provided for light sources if the ultimately the game is going to give control over light and vision to the referee. It seems like it would be both more efficient and allow greater control of the environment for the referee to simply gain fiat control over all light and vision issues.

The rules requiring someone to be literally mapping the area in order for the players to be able to map their environment was a nice touch. I also like the use of exploration speed to illustrate how it would be reduced if you were actually doing this. The game employs a simplified encumbrance system that does not attempt to track actual weight but uses a point system to determine how encumbered you are. I found this subsystem to be designed very well. The game handles searches, sleight of hand, sneaking, swimming, and timekeeping in industry standard ways. The game handles traps in a simple and interesting way that I think works very well.

Overall, a significant portion of the adventuring rules depart from what you may be used to in classic and contemporary D&D. A large portion of exploratory behavior is shifted onto a 1-in-6 chance model and I found this change to be refreshing and easy to explain to a new player. The integration of these systems into the Specialist class was also very good. In general, my biggest critique of this section is numerous instances of poor wording that leave open possible differences of opinion between player and referee. The problems I cited in the climbing section are excellent examples of what I am talking about here.

Maritime Adventures:
This section is simple and straightforward. It provides excellent support for integrating naval activity into your game, something which is sorely lacking in most other RPGs.

Retainers:
This is another section that is simple and straightforward, while being an excellent supplemental piece of the book. The text provides rule support for managing people on a fairly large scale. The sheer volume of information related to this is staggering and it makes clear that you are intended to use retainers in play. The loyalty system seems straightforward and functional. The return to an emphasis on retainers compared to contemporary D&D editions that have largely abandoned the concept is refreshing.

Property and Finance:
This section seems like it was bolted on without enough thought. It is almost as if the author realized the importance of writing something for this topic, but did not feel like doing so. As a result, iimportant issues are hand-waved as being in the referee's purview. For example, there is a discussion of purchasing property but issues of rulership are left to the GM. Considering this is a feudal period, these things are intricately intertwined. The game has great rules in the retainer section for hiring accountants and handymen/craftsmen, yet these things are merely 1% modifications to upkeep. A great opportunity for really connecting the character with their retainers is overlooked. Imagine a chart of potential outcomes for failing to have an accountant or handyman on staff, similar to a dismemberment table. What a great opportunity squandered. The rules for investment are intriguing, but sparse and with simple outcomes. Again, a lost opportunity.

Encounters:
This section is really out of place at the end of the book. It really deserves to be after the adventuring rules. That said, there are some really interesting bits in here. I really like the simplification of surprise to a d6 roll compared to contemporary D&D. It runs against the grain of a huge theme in RPGs to use the primary mechanic for initiative issues and I found it a welcome change. I also think the encounter reaction table with a significant chance for non-hostile reactions maintains the same original focus, that not every encounter is a combat and that the game is not a tactical combat simulation. Morale rules are also good in serving this purpose.

The rules for combat adjudication are very similar to OD&D and easy to understand. Since the game has removed a lot of the complexity of contemporary games, there is not a lot of ancillary rules like flanking or what happens if you are standing on a table while ducking and holding two weapons but kicking someone. This brevity is appreciated. The rules are written in a way that does not require miniatures, also an appreciated facet.

A lot of the writing in this section is very good in the way it highlights trope-like play decisions that are unrealistic. For example, in the description of pursuit the text makes it clear that chasing someone down dark corridors and leaving your party behind in the dungeon might not be the best idea. This contributes to the overall tone that combat is a last resort, not a first opportunity.

Grappling rules are decent, albeit perhaps a bit too complex in comparison with the rest of the game. I think it would be more in-line with the rest of the rules if they were simplified down to an opposed Strength check with the Referee making the call on any unusual activity like grabbing items from people's hands or wrestling monsters.



Conclusions:
Lamentations of the Flame Princess suffers from consistent shortfalls in graphic and structural design. This is reflective of the inexperience of the designer, therefore it is very hard to hold it against him. In general, the product is very admirable as a "first design" and I think it is important to judge it from that standpoint. However, it definitely lacks the refinement and polish one would expect in a modern roleplaying game. A significant portion of the book is charts and improvement in that aspect alone would go a long way to making the game more aesthetically appealing.

Character creation is extremely simplistic. There are several board games with more developed character customization. In many ways, this is an advantage because it allows players to replace lost characters quickly, it requires minimal learning on the part of a new player, and it allows the character to develop purely as desired by the player. However, there is the counter-balance that creating this character is the player's responsibility. The laziness of a player may lead them to always have a character with their own personality, thus avoiding one of the great aspects of roleplaying in that you are becoming someone else for a short while. There is no architecture to build upon in the game structure, so unimaginative players may feel like they are having to invent too much of the character on the fly. Some players need that structure to latch onto. So this is really a mixed bag of results.

It seems to me that, especially in light of the contents of the Referee book (not reviewed in this article), that the game is intended to be run by a very strong GM. As with light character creation, this has advantages and disadvantages. The GM can build a world as they see fit, but they MUST build the world. And they must run the game strongly, as the rules call for significant GM providence. There is a burden in that.

Compared to all editions of D&D, LOTFP focuses significant attention on the exploratory and investigative side of the game. There have been a lot of arguments with the so-called Old School Revolution about how the original D&D is about exploration because the rules are tilted towards avoiding combat if you can (greater rewards for getting the treasure than killing the monsters, combat is very dangerous, etc). This game takes that argument and provides rule support for it.

Overall, the game is dominated by a feeling of harsh realism. The world is dark and scary. Resources are limited. People are unreliable and perhaps dangerous. You must survive by your wits alone. I share a love for a game with that feeling. The critiques I have made in this review are where I feel the book fails to deliver such an experience.

So here we are.....  finally....  the end of this mammoth article. I hope that this review has provided you with a complex picture of what Lamentations of the Flame Princess is all about, both in the shiny bits and the moldy corners. Your comments are appreciated, just remember my earlier warning about keeping things civil.

26 comments:

  1. Using a time machine, here's a review of the comments you will get before those comments are written:

    People who read your blog but not James' will give you the thumbs up. Old school gamers will say all the bugs you found (in the rules, not the graphic design) are, for them, features.

    Also, somewhere along the line someone will make the obvious comment that a lot of the rules bits you pointed out are common to all Old School games and so, in effect, by proxy, you are reviewing old school games and old D&D itself.

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  2. I would be fine with all of that, Zak. I don't have any sacred cow complex with the originals. To be fair, would anyone who picks up the box set in the store necessarily care about what is in OD&D? Isnt James trying to get it out to new players, right? I'm just judging the text for it's own value. Know what I mean?

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  3. Greg, welcome back ;)

    I'll leave an actual comment later, i need to eat dinner ;P

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  4. In your "Purpose" section you said you would be talking about what works and what doesn't, but I'm not sure how you can project the consequences of these design choices on actual play if you haven't played the game. What method are you using to determine what would work and what wouldn't, if not actual play? What's your method for determining how intuitive it would be to explain to new players, if not by explaining it to new players? In your "Conclusion", you write "this is really a mixed bag of results", but what results are you talking about, if you haven't played the game?

    I'm not asking as a defender of LotFP. I've never played the game either. I'm asking as someone who has heard a lot about the game and who is interested in an honest, objective, and practical review. Graphic design-wise, Errant is exceptional, but it's not the standard to which I hold DIY role-playing materials. I'm interested in what the creative and compelling ideas are in this game and how they play out at the table. Without a foundation in actual play, I don't know what to make of the review. Can game design choices be fruitfully judged without the context of actual play?

    I have a free version of the rules which I've only given a cursory look-over. I didn't get the "weird fantasy" vibe I was looking for at first glance, and I've been too busy to delve into it. I'd really like to know what others see in it along those lines, and how it impacts actual play.

    Now is probably a good time for me to give it another look.

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  5. @troth

    1. The text is the only true measure of a game, in my opinion. If I play it at the table, my GMing style and the play of my characters come into account. What if I am able to cope with a shortfall just due to years of experience running a game. The only alternative is massive play testing, which I cannot do.

    2. My commentary is based on years of playing RPGs and applying it to what I see. For example, I have struggled with the bookkeeping of many weight based systems for long enough to appreciate the value of Raggi's point system. I can appreciate the simplicity of basically rolling some dice and choosing a class in terms of teaching someone new.

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  6. Also, thanks for the compliment on Errant. I was able to secure my art by virtue of being free, something Raggi doesn't benefit from. I wasn't judging him on that aspect.

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  7. > 1. The text is the only true measure of a game, in my opinion. If I play it at the table, my GMing style and the play of my characters come into account. What if I am able to cope with a shortfall just due to years of experience running a game. The only alternative is massive play testing, which I cannot do.

    I guess it’s a matter of what you meant when you said “The point of a serious review should be to evaluate the art objectively.” Is it “objective” to evaluate a game you’ve played, after having to make judgments on the fly about what the rules are supposed to mean? You’re right to say that such an experience can’t be evaluated without reference to the human variables, like the skills and creative interests of the play group.

    But without that, what can you evaluate? Can it be “objective” to base your judgments on how you think the rules would play out at the table? That doesn’t seem right either. It seems less objective, almost like reviewing a restaurant based on the menu. Sure, actual play is subject to interpretation of the rules in the pressure of the moment, but that’s how games are played, and actual play also provides a context for eliciting the evaluations of others. Likewise, when you dine at a restaurant, you have to eat the food to give an adequate review. Your review of the menu is relevant, especially if it’s so confusing or problematic that you can’t even order! But if that’s not the case, it’s only a footnote to the ambiance, the service, and the meal.

    I take back what I said earlier: I’m interested in an honest, practical, and impartial review, but I don’t put a lot of stock in objectivism. I don’t think a purely objective treatment of a role-playing game would provide anything of much value: “The print version consists of ink on paper. The screen version consists of dark pixels on a white background.” I’m interested several things that are phenomenological: What are the aesthetic goals of “weird fantasy” role-playing, and how does that influence the text, and moreover, the game itself? Are those goals well-expressed or instantiated by the game? What does “weird fantasy” mean and how is it distinct from “contemporary D&D”, in all its various forms, old-school and otherwise? How do the game rules support or undermine the “weird fantasy” experience?

    Contrary to a completely objective view, I think it’s useful and valuable to consider both the observations and the responses they elicit, both within ourselves, and among other players, with equal attention. Especially aesthetic responses, since we’re looking at role-playing as an art.

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  8. We may be playing a semantically game with the word objective. I meant it as impartial and detached. In contrast to fanboy analysis, analysis of free copies because that can cause bias, marketing disguised as analysis, etc.

    As far as answering you question about what does weird fantasy really mean, from the perspective of the player rule book, not much. There are aspects that support it, like the net confluence of the adventuring rules which give the impression of a dark and dangerous world. But unless we broaden weird fantasy to simply be low-powered, most of the weird fantasy in this book is in tone and style. The referee book, however, is a different story.

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  9. Cool-- I'll look forward to a review of the referee book. I'm also looking for any actual play threads I can find.

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  10. An additional feature of this review is what it tells us about the reviewer. After reading Errant RPG, I am not surprised that you focus on "graphic and structural design". Those are obviously elements about which you care deeply.

    If I were putting together a review of this type, I would probably replace "graphic" with "writing". I am currently reading the LotFP adventure DeathFrostDoom and may write a review of the adventure. While the adventure does succeed in creating a good horror atmosphere, the writing sometimes makes me cringe. Good writing sometimes seems to be a forgotten element of roleplaying products. On the other hand, I suppose one man can only have so many skills.

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  11. @ Troth

    I don't know if I have the CON to write another review for a little bit. Don't hold your breath. :)

    @ Viz

    I don't know that I put as much emphasis on graphics as it might appear. The discussion is first in terms of placement, so maybe it leaves a strong impression, but as a percentage of the review I did not spend a huge amount of time on it. Now I did approach it in a manner that you seldom see in reviews, because I am a layout designer by trade, so that might also make it stand out as unusual. I actually find the comments about my own design work to be strange because I consider my work terrible. I am only maybe 2000 hours into my 10000 hours of mastery with layout, so I find that my taste in layout far exceeds my ability and thus I am constantly criticizing my own work and seeing it as inferior because I cannot keep pace with my own opinion on what constitutes good. I may write a post about this today actually, the subject strikes me.

    I found your comment about writing to be ironic, considering most people laud Raggi as some kind of writing genius. I will keep my own opinion of DfD to myself for now, I have only skimmed the piece since recieving it as a gift. Not yet given a serious reading like I did for this review.

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  12. @ Troth

    I edited the wording "what works and what doesn't" because you are right it does imply a utility at the table and I don't want to confuse people on that issue. Thanks for pointing that out to me.

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  13. You can be a great "idea man" and not be a great writer. Excel in both... whoa! Danger Will Robinson! ;)

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  14. Greg wrote: "most people laud Raggi as some kind of writing genius."

    Well, the writing in DeathFrostDoom is serviceable and doesn't prevent it from being an interesting adventure. I would probably enjoy running the adventure. But, in an adventure that depends strongly on atmosphere, good writing would greatly enhance that atmosphere.

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  15. @ Tenkar

    This isn't your fabled "actual comment" is it? Took you this long to come up with that? Just kidding!

    WHERE IS MY ACTUAL COMMENT? :)


    @ Viz

    Trying to confuse people with your multiple identities, eh? :)

    I don't disagree with what you say, but if you want my opinion on DFD, you will have to e-mail me. I actually have a lot of thoughts on it, just this post's comment thread is not the venue.

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  16. clear, understandable layout and design is important to a product. I love the LBBs just as much as the next old school gamer, but what could pass in the 1970s doesn't fly today in 2011.

    Sure some old school products can adopt that old school style if they choose, but they are still going to be judged by today's standards. Why? Because that is who they are in competition with, whether they accept that or not.

    Frankly I don't care for LotFP. I can't see what the big deal is since there is really nothing here that we have not seen before and I have yet to hear why it is "Weird Role-playing"?

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  17. @ Tim

    I believe that Weird Roleplaying is a style of GMing more than a gaming system concept. I am basing that opinion on comparing the thematic/stylistic elements of the Rules book with the guidance provided in the Referee book and further with the content of Raggi's modules. Unfortunately, the industry lacks a good vehicle for transmitting GMing styles.

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  18. This comment has been removed by the author.

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  19. > Alignment is defined differently from contemporary D&D with only three choices and a notation that it does not control a players "allegiances, personality, morality, or actions". Thus the choice is almost a non-choice, where the player has no way of predicting what will result for taking any of the three options. As such, it strikes me that such a design element would be best determined randomly, especially considering the textual notation in the chaotic description that "many mortals who are so aligned desperately wish they were not". Random determination seems the natural course here.

    After reading over this section in the rules, I actually found the choice quite evocative. You deemed it as a non-choice because it doesn't affect the character's behavior, but the text suggests that it can have a huge impact on the character's relationship to the setting and its color. To that effect, this choice strikes me as one that gives the player a chance to invoke Author Stance†, which is plays a huge role in my enjoyment of role-playing games. It may be the only authorship-oriented choice involved in building a character for this game, but I haven't read the entire thing thoroughly.

    This kind of choice is one way a player can provide flags— explicit or implicit suggestions of what the player thinks is cool. In a way, Raggi's alignment system gives the player a way to give her short-lived character a hint of destiny.

    It's also explicitly tied to the games magic system, via the prerequisite that mages are bound to Chaos. It seems like a cool way to reinforce and concretize the "weird fantasy" aesthetic.

    † Best definition of Author Stance I can find is from the Forge glossary: "The person playing a character determines the character's decisions and actions based on the person's priorities, independently of the character's knowledge and perceptions."

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  20. I disagree strongly.

    The mechanical basis of the choice is incredibly shallow. Only a handful of spells have any effect based on alignment and they are probably only going to be of rare utility to the player. It would have been more effective to create classes of monsters; like devils, aberrations, humanoids, etc; then grant protection/smiting vs them.

    This creates a situation where the character is making a choice with no knowledge whatsoever about the usefulness of the choice in relation to the game mechanics. What will be the consequences of one choice over the other? No way to really tell. This kind of problem is annoying but tolerable in cases such as taking feats to improve your turning undead ability in 3e without really knowing if the GM will use a lot of undead. In this case, there isn't even a mechanical basis to grasp.

    It would have almost no impact on the game to rename the Alignment section "Destiny" and talk about how your character "could be" like this or "could be" like that and just leave the story to the player. At least that way they would have narrative control of their destiny in some way.

    As it stands right now, you can choose between three options with no real way of telling them apart. You might as well call them widgets, wongos, and wimpoteps. The connection of the choice to the game is that weak.

    As far as reinforcing the wierd fantasy aesthetic, he could have written a paragraph for Elves and/or magic users about how they have a strange connection to the universe and weird things happen. It would have the same effect without creating a meaningless thing to keep track of.

    Sorry if I seem combative, I am a bit fiesty tonight for some reason. Feeling strangly.... chaotic? ;)

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  21. No offense taken.

    I'd say that if the players are that thoroughly in the dark about the effect of such a narratively evocative choice, then the group has failed to talk about what kind of stories they want to create together and how game mechanics like alignment affect that. That conversation needs to happen before character creation in my view. Unless you're playing a strictly challenge-oriented game, "session zero" should include conversation about the setting, inspirations, color, and potential conflicts that the players and their characters will care about. If that doesn't happen, I guess you could blame the rules insofar as they don't tell you to do that. But I'd say it's a failure of the GM and players.

    Expectations need to be on the table in order to get past "Go".

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  22. I agree with the sentiment, I just feel like people who play D&D don't generally have such concern for those issues. Maybe that is my experience and D&D players are more like us than I realize, but my impression is that people who play D&D as their primary game do not have deep concerns for inspirations, color, and interpersonal conflicts in the way that you are talking about.

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  23. The above comment is a generalization, not a definitive statement about all D&D players. I didn't mean to come across as iron-clad as I did.

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  24. Maybe you're right that most D&D gamers don't discuss literary or cinematic inspirations for their campaign— even pop culture conveys a vague sense of what kind of fantasy the game will be about, and everyone has been exposed to the vapid stereotypes about D&D races and classes and stuff. I get that. You don't have to be interested in the development of a narrative to get into the game, and I think that's a good thing. Anyway, there are other games that do that.

    But players who don't talk about their expectations at all, or at least feel each other out before the game begins are asking for trouble and dysfunctional play. I don't know if that's the common experience or not, but it's definitely not worthy of emulation.

    Once you know the kinds of things you like and want out of role-playing, feeling people out to find out what they like and want isn't that hard. Selecting a specific game to play with a certain group is part of that, and when that choice is before a group, it's all about understanding and managing expectations.

    If I were pitching LotFP to the group I've played 4th edition D&D with, it would be pretty important to mention that the game is merciless in terms of character mortality, and they'll want to keep those 3d6 close at hand. If we barreled ahead without that conversation, people with expectations derived from 4e would be rightfully upset, especially when they hit the first "save or die" trap.

    As far as I can tell, that goes for just about every major distinction between LotFP and other forms of D&D. There are a lot of simulacra and variations of D&D available, and picking one requires honest conversation among the group about what they want. Now that I've read a little more of LotFP, I'm convinced that the allure of this game is a conscious and aesthetic one. Anyone choosing this game from those available is making a conscious aesthetic choice. I think that choice and the conversations and expectations around it necessarily come before character creation.

    So, if players are baffled about the meaning of alignment in a setting where all magic is Chaotic (for instance), that seems unforgivably ignorant to me. Maybe there isn't enough mechanical oomph to alignment— I could agree with that in just about any version of D&D —but it still strikes me as a choice far too meaningful in the context of the setting to be assigned randomly.

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  25. (This is partially cross posted from my blog.)

    I understand that there are multiple target audiences for a review. You can review a product for the people that want to use it at the table, and you can review a product for other publishers so that they can hone their craft.

    My preferences place me in the target audience of “people that want to use the product at the gaming table”. But I’m also interested in better layout, better organization, better indexes, better orthography, clearer language, better art – better products. That is why I’d love to find a way for authors to get the feedback they need in order to improve their work.

    I’m not sure that public reviews of the kind you published about Lamentations of the Flame Princess are the way to go. It seems to me that the author should have used an editor to provide the kind of feedback you wrote. Or maybe he should have had a friend to tell him all that.

    As far as I am concerned, the question of improving small press and do-it-yourself products remains unanswered. I acted as editor for Stonehell Dungeon and I’m still wondering whether I did a good job. Your Lamentations of the Flame Princess review certainly provided food for thought in this regard. Thanks for writing it!

    (Where do editors go that want to do a better job?)

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  26. Thanks for your post.

    Canon Powershot A495 Review
    Canon Powershot A495

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