A different take on OSR healing spells

Lamentations of the Flame Princess and some other OSR games suggest to use (slightly) alternate versions of our own world as backdrop for adventure games. This approach has a lot of advantages, as everybody is able to read up on a given area via wikipedia.org or other websites like this one (for the Tudor Area). And the real world was (and is) a grim-dark place for sure: there was the 30-years-war in Germany, the reign of the black plague in Europe, life in Paris during the time of musketeers was filthy and cruel, the “northmen” still were vikings as the first christian missionaries arrived, the Conquistadors were terrible savages in their own right, etc. Using the real world leaves a GM with a problem in regard to one class, so: clerics, due to their healing spells.

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A different take on OSR healing spells

Using Fleshscape in other RPG

The world of the micro-RPG Fleshscape (which I wrote about in my last post)is a rather special one, and it thereby does not look ripe for adaption at first. But I think that the idea and (most of all) the basic economy of this weird world may be useful for an odd session or two in other RPG as well.

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Using Fleshscape in other RPG

6 Items from the Realm of the Elves

In most backgrounds of fantasy RPG, the regions that are the domains of the elves are special. They are mythical, magical places and sometimes not even part of the same world as that of mankind. These are places of wonder, harmony and both beauty and hidden power. I was lately thinking about how to insert elves into an alternate earth history for Lamentations of the Flame Princess (to allow them as player characters without to much changes to the historical accurate part of my alternate Europe) and while I did, I brewed up some items from the realms of the Elves I want to share with you here.

The rules are meant to be compatible with most OSR games.

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6 Items from the Realm of the Elves

Three men went to Dunnsmouth (S01/P04)

Fourth part of the first session, the start of it all you can find here.

There the three stood, outside in the mist and debated their next move (after they had walked a few steps). From what they had learned so far, there was the ruin of an old sawmill at a river; a potential hideout. Johan van Kaus had mentioned a woman near the flooded, former center of Dunnsmouth he had never seen before, and one of the fugitives they were after was a woman (Shelly-Ann, the Witchdaughter). Other than that, they had gained an overview of who else was still living in Dunnsmouth, a total of ten households.

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Three men went to Dunnsmouth (S01/P04)