War Cry of the Flame Princess: The Witch (spell point class)

My post from earlier this week about using Lamentations of the Flame Princess for a Sword & Sorcery campaign received some interest, so why not expanding it into a series? Probably the biggest change I’ve made to the rules is a complete overhaul of the magic-user class. I am not a fan of the spell slot and preparation system of D&D. Of the three big flaws I see in the game, it’s the one I don’t like the most. (Negative AC is easily fixed and Alignment can simply be ignorred.) Spell slots just don’t mesh with any kind of fantasy fiction except for the Dying Earth novels. It just doesn’t feel right to me. 3rd Editions sorcerer class was a decent first attempt to adress this, but oddly enough the best magic system I’ve ever seen in D&D is the revised 3rd edition psionics system. The edition with the biggest design flaws and the previously most clunky sub-system. The Witch class is the magic-user class from LotFP converted to spell points and with a revised spell list. In my Ancient Lands campaign it’s the only spellcasting class that covers both witches and shamans, as well as sorcerers who have access to a few unique spells.

The Witch

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Everything else is just as the magic-user class. This table assumes that 5th level is the highest level of spells that characters can possibly learn or cast. For campaigns in which higher level spells are available it can easily be expanded. This spell point conversion uses the exact same spells as usual without any modification to them. The only thing that changes is the way in which spells are learned and limited to uses per day.

Level Hit Points Attack Spells Known Spell Points Max. Level
1st 4 +1 3 3 1st
2nd +1d4 +1 +2 7 1st
3rd +1d4 +1 +2 12 2nd
4th +1d4 +1 +2 18 2nd
5th +1d4 +1 +2 25 3rd
6th +1d4 +1 +2 33 3rd
7th +1d4 +1 +2 42 4th
8th +1d4 +1 +2 52 4th
9th +1d4 +1 +2 63 5th
10th+ +1/level +1 +2/level +12/level 5th

Learning Spells

A first level witch begins the game knowing three spells of first level. Which each additional level the character learns two new spells that can be of any level that is available, as per the column “Max. Level”. At third level, a witch can learn two new spells that can either be of first or second level. At fifth level the new spells may be of first, second, or third level, and so on.

Casting Spells

Spells are not prepared. A witch can cast any spell that has been learned at any time, but has to spend spell points when doing so. How many spell points a witch has is indicated by the colum “Spell Points”. The character’s Intelligence modifier is added to this number at first level (but not at each additional level the character gains later.) The number of spell points that are used is equal to the character level at which the spell becomes available.

Spell Level Spell Point Cost
1st 1
2nd 3
3rd 5
4th 7
5th 9

Witches are highly flexible in chosing their spells and could either cast a smaller number of higher level spells or a large number of lower level spells. Learning a wide variety of lower level spells can be advantageous over always learning spells of the highest possible level as they consume a much lower number of spell points. In return for this increased flexibility in casting spells, witches don’t have the ability to switch out the spells they know between adventures. Witches can only learn new spells when gaining a new level and these spells can not be changed later.

The only way to get access to additional spells is through relics.

Relics

Relics are magic items that allow a witch to gain access to additional spells beyond those the character has learned. Relics are body parts of supernatural creatures or legendary witches and sorcerers who retain some of their former owners magical power. Each relic contains usually one spell and a witch holding or wearing the item can cast this spell just as if it were one of the spells the witch has learned. The witch has to spend spell points to cast the spell, just as with all regular spells, but gains a bonus of +1 to +3 to the spellcaster level to determine its effects, depending on the relic. Even if the witch already knowns the spell granted by the relic, the increased spellcaster level still applies.

Spriggan’s Claw

Spell: Plant Growth
Spellcaster Level: +1

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War Cry of the Flame Princess: Ability Scores and Character Levels

1474423181OSR games, particularly in the Weird OSR scene that Joseph Manola lined out so well here, predominantly focus on low power, low magic adventures in whichopponents are either normal guys or extremely deadly eldritch horrors. While it’s a style that I find very appealing, my greatest love is still Sword & Sorcery. Particularly Conan and Kane, but also Hyperborea, The Witcher, and of course Star Wars. The uselessness of Stormtroopers aside, at least when they are deliberately letting the heroes escape or fight against ewoks, they are all works in which the protagonists are at the very top of what humans can be, but not outright superhuman. And while they have to be cautious, they are always on the offense.

Lamentations of the Flame Princess is my favorite RPG system by a good margin, but it does retain the inherent squishiness of the D&D Basic rules. Which is by design, but I think not fitting so well for Sword & Sorcery. Starting at higher levels is an option, but I always find that unsatisfying and it also means that new wizard players start the game with a considerably wider range of spells from the outset. (Which might sound appealing to some, but my spellpoint conversion already increased the number of spells.)

An in my opinion neater solution is to roll 2d6+6 for ability scores and also let the players assign the six numbers as they see fit for their chosen character class. 2d6+6 considerably shifts the average up and makes 8 the lowest score possible. But since modifiers in B/X are relatively small and don’t increase linearly, the result is that characters will on average have a combined total of +4. A +2 here and two +1s there isn’t hugely imbalancing, but with the ability to assign the scores to abilities freely (and getting maximum hit points at first level) this allows players to make considerably sturdier characters than rolling 3d6 in order. A fist level fighter with 10 hp or a +4 to hit is entirely doable.

The other method I am using is to firmly stick to the paradigm that any NPC who isn’t an outstanding combatant is a level 0 character, and to use a bestiary of entirely custom made creatures. The high end for regular monsters tapers off around 10 HD and I am using relatively smal numbers of special abilities each. In the fiction of the world this makes even 4th level characters already members of the top tier of people who roam the world and who are able to confront gods, demons, giants, and dragons. Maybe not one of those 13 HD behemoths, but certainly one of the smaller 7 HD ones.

Dungeon Crawls and Antagonists

During my planning for a new campaign based around loosely connected dungeoncrawls instead of a longrunning epic quest or an open world sandbox I realized what always had been missing for me from dungeon modules. (Aside from plots, since I used to be young and stupid.) It’s great villains. Great antagonists are one of the big draws of Sword & Sorcery and pulp adventures and even though some boss monsters from early D&D have become famous, the early modules consistently had a lack of actually great villains.

The main problem with a generic dungeon crawl is that it has enemies in fixed places and some enemies who are randomly encountered wandering around. And any supposed villain was almost always in his throne room or something to that effect, waiting there at the far end of the dungeon to be the big final fight for the dungeon. Saying a few arrogant lines before a fight to the death does not make a great antagonist. A great and memorable enemy for the players is a villain who does things and they have meaningful interactions with. In movies villains often have most of their scenes in which they show how cool and badass they are far away from the heroes and they only run into each other very late in the story. In an RPG that does not work. You only get the moments where the villain interacts with the heroes to make him cool.

There are several ways to do that before the final fight in which the villain is killed. A really neat idea that I’ve seen in many wuxia stories is that the world of martial arts masters is actually pretty small and everyone knows absolutely everyone else. Even if they’ve never met before, people have heard enough about each other to get a good idea who they are dealing with. In a campaign in which every NPC without a name has no character levels and the majority of named characters are only first or second level this can easily be made to be plausible as well, regardless of the specific setting. When a major antagonist spots the party he might be able to recognize them simply by their appearance and weapons and react to them accordingly. This is not so easily done when the players encounter a new NPC, but any NPC friendly to the party might be able to tell them about some of the people who have been seen near the dungeon or in the company of the dungeon’s current master. Though that friendly NPC might only have heard some vague rumors that could be of greatly varying accuracy and might be misleading the players to expect someone who turns out quite different in person.

Another good method is to drop plenty of clues about the presence and status of a powerful NPC in the area before and after they meet him in person. Captured enemies might talk about their masters and superiors or the party might overhear them talking about them. Or the villain placed a lot of recently made traps ib an area that seems otherwise uninhabited. Corpses of monster killed by antagonist who are nearby are another alternative. Lots of corpses full with arrows, cleaved into pieces, or burned to cinders will give the players certain expectations who they might be facing in the near future.

Something that is easily forgotten and never appears in published modules and adventures because it requires a lot of flexibility from the GM is that every NPC who isn’t killed can show up again in later adventures. Sometimes even if they have been killed (but don’t do that too often, it gets lame very quickly.) Often it’s presented as the default or even only option that any encountered enemy will automatically attack and be killed. But that’s really not necessary and also quite lame. Except for mindless undead all enemies want to live and rather escape than die. If you make use of that option you will end up with a lot of enemies who escaped alive pretty quickly. For the main villain of a dungeon I would even plan ahead to let him fall back a few times before the players might corner him. But only if it’s tactically possible. If the players manage to cut of escape routes or get a few lucky hits that kills the enemy leader in the first or second encounter than that’s what should be happening. It’s not necessary that he will still be able to fight in the last fallback position. The minions might fight on for a while by themselves before they flee from the party or a lieutenant might take over command for the big bad. That lieutenant might turn out to be the actual big antagonist the players are going to remember from the adventure.

If a prominent antagonist survives an adventure, I would not usually use him agaib right in the next adventure and go after the party. That would only encourage the players to never let anyone survive. Wait three or four adventures and then let the players have an unexpected run in with an old acquaintance of theirs.

Though all that being said, I think a dungeon crawls should still be about the dungeon first and everything in it optional. Instead of making a major antagonist the final goal of the dungeon, he should simply be the main attraction. The villain’s lair shouldn’t be in the farthest and deepest room of the dungeon but better in a more central area. This way the players are given plenty of opportunities to avoid a confrontation with something scary like an undead sorcerer or a dragon, but they also will get close to the lair several times throughout their exploration, which gives the villains more opportunities to be on the players’ minds, making them more memorable.

Bounties and Rewards are also Treasure

In B/X and I believe most OSR games these days the primary source of experience points for PCs is treasure which they bring back from their adventures. If you go with the rules as written the XP gained frok overcoming enemies is tiny to the point of being marginal if you want to have even a modest pace of character advancement in a campaign.

I quite like this approach as it makes lethal combat a means to an end instead of being the end in itself. And only one means among many others. But while giving one XP for every gold piece found in a dungeon and brought back to town works well enough for a game about treasure hunters it does have it’s limitations in pretty much any other scenario. I think mines are a great environment for a dugeon crawl, but how much treasure can you hide down there in an at least somewhat plausible way? Or take adventures in which all the opponents are wild animals or spirits with no use for treasure. Simply putting big pots of gold in random places is neither believable, nor fun.

A simple workaround for this are bounties and rewards. An owlbear with 1,000 gold coins in its cave would be silly. But an owlbear whose head is worth 1,000 gold coins when delivered to the village elders really doesn’t stretch plausibility in any way. (Aside from gold being apparently worth almost nothing in most fantasy games.) Yes, a trophy is not exactly a treasure. But there is plenty of precedent of valuable tapestries and paintings whose only worth is that someone in town will give the party a bag of coins for them, and they have always been regarded as treasure that counts towards calculating XP. Treating reward money for things done in a dungeon as treasures taken from the dungeon is a perfectly valid thing to do.

Another nice trait I like about NPCs announcing rewards for certain things is that it’s more noncommittal than having an NPC hiring the party for a quest. When you send the players on a quest it brings with it the expectation that there’s a planned plot that the players are meant to play out and I think I’ve never seen players deciding to just not complete a quest unless they were obviously set up by an evil NPC. A notice of reward is much more open ended and more of an optional objective that can be done when doing stuff in the dungeon. If there’s plenty of other stuff to do and grab, players are more likely to think twice about asking a dragon for his head or taking a gem that keeps an underground garden alive. Decisions are always the most interesting when there is no obviously better option to pick.

Modular Campaigning

I am a huge fan of Sword & Sorcery, which is a style of fantasy that seems like being just perfect for RPGs but in practice turns out quite difficult to do. I’ve tried various things in my last campaigns (which didn’t work out to make it feel like Sword & Sorcery) and been toying with various ideas over the last year to do better in the future. My last plans were something like a focused sandbox, but that doesn’t really capture the character of the style either. Riding into the sunset and landing on unknown shores are such a major element that you can’t really leave out, but one that is incompatibile with standard sandbox campaigning.

The common conventions of Sword & Sorcery have one or two protagonists who somehow have ended up in a dangerous situation. The first difference of RPGs is that you usually have three to six or more protagonists and all of them are supposed to be equally important. But even more importantly, and much less obviously, the method of starting right at the start of the action and skipping the buildup and backstory of the adventure has very different effects in literature and game. When you write a story it works just fine, and it’s tempting to do the same in an RPG to get the maximum amount of excitement out of a limited time span of four to six hours per week or month. But the context under which the characters have learned about the plot hook and their reasonings for making the decision to take it and not do something else are, while not exciting, a very important part of what defines not just their own personality but also how they perceive the things they encounter and how they react to that. It is something that I feel has to be part of the play time and can not be prepared and narrated by the GM. It’s a very important part of the players’ agency and has a major impact on how much the game feels like their adventures instead of just an adventure.

This is one of the big strength of sandbox campaigning that I consider a huge advantage over episodic play. But Sword & Sorcery is a highly episodic style of fantasy. Sandboxes also have to limit themselves to a specific area while Sword & Sorcery tends to be all over the place. I want to eat my cake and have it too. And I think I found a way to do it.

Preparing a whole world to let players roam freely just isn’t doable. Even if you could prepare that much material in advance, the players would most likely see only a few places and might quite well not know what they should do when everything is possible. Preparing three different adventures each session and letting the players pick one also would be a very inefficient way to prepare for a game. But I remembered the idea of the old D&D modules, which are usually a dungeon, a stretch of wilderness, and often a town. They are meant to be easily adaptable to whatever world you play in, you just have to pick a spot where you want to put them. They are obviously a bit bare bones, but that makes it easier to weave in iconic elements of your setting. When you prepare your campaign material like this you can offer players a choice of what kind of adventures their characters would want to go on while keeping the workload no higher than in an average episodic campaign. It could even be less.

How would this look in practice?

This type of campaign is best suited for classic adventurers. People with skill in weapons and magic who take on mercenary work for fame and fortune and go poking around in dangerous places out of greed and curiosity. At the start of the campaign you prepare three modules that each have an interesting location that is worth exploring and perhaps some trouble that is coming from there. The players get three rumors or calls for heroes that serve as hooks for each module. Each hook should include some hints at what can be expected, like pirates, a temple full of undead, fishmen attacking a village, a mysterious tower that recently appeared in the mountains, stuff like that. The players also get information about the general location of each adventure so they can take into consideration if they are interested in tropical islands, a giant swamp, or wintery mountains. The active play may then start in the hall of a lord who has called for heroes where some of the PCs might first meet, with the PCs riding into a village nearest to the site to make their last preparations, or on a ship that reaches the island they are looking for.

At either the end of the session after a module is “completed” or at the start of the next session the players again get three rumors about places that hold adventure. One of these is for a new module, the other two are new rumors for the modules they did not pick the last time. In some cases it can be appropriate to offer the same hook again, like when it’s for rumored hidden treasure or ruined castle that doesn’t go anywhere and where the hook does not include any kind of urgency. The key is to make the modules truly modular. Make them in a way that they can work in different environments and you can easily replace creatures with others more appropriate for the new location and context. If the players really don’t feel like doing something with skeletons in a desert tomb they might still be intrigued by zombies in a jungle tomb.

The choice that the players make is not about dungeon floorplans, amount of treasure, or difficulty of opposition. These are all thing they know nothing about when picking which hook they want to take. The purpose of the choice is to let the players define what kind of rumors their characters find interesting, what kinds of jobs they want to take on, what goals they set for themselves, and also have a say what parts of the world the campaign is visiting. These choices are not invalidated by offering them the same module over and over until they pick it.

A module is not an adventure. A module is an adventuring site with inhabitants, obstacles, and treasures, and often some kind of conflict between different groups of inhabitants. The default goal of the players is to make themselves a good picture of the place, grab the stuff they want to keep, and kill whoever they think needs killing. And how this actually works out as an adventure depends quite a lot on what expectations the players bring with them, which is based on the plot hook. Different rumors can lead to very different adventures even with the same module. Imagine for example that you either have Robin Hood looking for people to overthrow the tyrant of Sherwood Forest, or the Sheriff looking for help to defeat a group of rebellious brigands led by a rogue nobleman. If the players pick that module expecting to crush a rebellion, whatever the brigands might shout at them during a fight might sound very hollow. Even if they switch sides halfway in they still get quite a different experience than if they had picked it expecting to overthrow a tyrant.

One challenge when letting the characters roam all around the setting is to have some kind of continuity throughout the campaign. Sometimes you can give the players plot hooks that lead to a town they have been to in the past and where people still remember them. Occasionally you can also have them cross paths with people they once met in completely different places, be it as allies or enemies. But the bigger the setting the less plausible does it become to meet someone a third or even fourth time. A great suggestion someone gave me is to make good use of globally or at least regionally active organizations. Even if the NPCs the party meets are people they have never met before, seeing the emblems of a group they had allied with in the past appear in a dangerous situation can be just as satisfying. Though the NPCs may not have met the party before they can have heard of them from their comrades who did. Organizations also provide a very plausible reason for meeting NPCs several times in completely different parts of the world. They may be on business for their group or have been redeployed to another stronghold. Having one such NPC appear every two or three adventures, either as friend or foe, who is leading a group of NPCs or tells the leader of the group about them creates a stronger sense of the PCs having a continuous adventuring career instead of the campaign being a series of one-shots with largely replaceable characters.

This format also lends itself to open table campaigns or games with irregular attendance. Instead of a regular party the PCs would be individual adventurers, treasure hunters, and mercenaries who know each other and readily join forces when they find themselves in the same area. Better to stick together with friends that going alone or with total strangers. An interesting option is to let every player have more than just one character but only play one in any given adventure. One good reason to do so is when the party for the current game ends up with characters who would be stepping on each other’s toes. Like three expert trap finders or two wizards specialized in illusions. Another situation would be that four players want to play their thieves and so the fifth player for the session switches his heavily armored warrior for another thief so they can make the whole adventure as a team of ninja. Or perhaps past events between two PCs make it seem unlikely that they would cooperate on the objective of the current adventure. Or two characters end up always travelling together but one of the player doesn’t play as regularly as the other. I think a good practice would be to always give each player’s unused characters half the XP that the currently active character gets. (But no equipment.) This makes it worthwhile to have secondary characters that only get used rarely as they don’t fall hopelessly behind.

If you run an open game where the players are different every session you can also sometimes run into the situation that an adventure can’t be wrapped up quickly and needs another session. You might not be able to get the same group together before the next game but can agree on a time slot in the near future. Then you can put that adventure and the PCs on hold for the time being and any of the players who shows up for the next regular session can then play one of their other characters.

I think this approach might actually be the closest you can get to the experience of classic pulpy Sword & Sorcery tales. It does require a little bit of extra work before the first session starts, but after that it’s really no more than for any other episodic campaign. When the adventure is over you have to create one new one. Maybe occasionally update another module for a higher level of characters. But preparing a location based adventure is generally a lot less work tha creating a plotted one as you see with most published adventures these days and the last 30 years. And when you look at many of the stories this is really how they are structured. Take the Conan, Lankmar, or Witcher stories for example. Usually they take place entirely in single location over the span of just a few hours. It can be as simple as The Scarlet Citadel or as elaborate as Red Nails. Both are really just a location in which Conan encounters a situation and then gets himself involved. He makes deals and takes sides, but mostly it’s about exploration and fighting opponents. The plot is really just how he reacts to the people he meets. It’s rarely about any multistage plans of the villains or investigations over several scenes. But the use of plot hooks the players can choose from is what elevates this approach over the standard dungeon crawl just for gold.

Supernatural Adventures

Worldbuilding is all about finding a specific theme and atmosphere that pervades everything within the setting. Places, people, magic, and technologies are all means to bring that specific mood to life and make the audience feel it. But at the same time I don’t believe it’s possible to really know the right mood for the world right at the start of the worldbuilding process. You have to start with ideas that might be cool and then experiment with them to discover which work well together in a way you enjoy and then let a more specific concept take shape through these efforts. With the Ancient Lands I originally had an idea for a pretty standard fantasy world but simply with more wilderness and elves and dwarves as the primary races and humans one of several minor ones. It’s still a good idea but over the time I discovered that there are other related concepts that I would enjoy even more pursuing.

But in practice I often tend to lose track of some of the design decisions I made over the years and find myself further developing ideas that I had previously decided to drop. This requires to constantly finding the focus again, about which I wrote in my Project Forest Moon post two weeks ago. But a bit before that I wrote a few posts about antagonists and adventure templates. Which I think are pretty good, but they are for a setting about tribal warfare. Which really isn’t what I want the Ancient Lands to be. My favorite branch of Fantasy is Sword & Sorcery, which ultimately is about encounters with supernatural forces. Which my templates for antagonists really just aren’t and most of the templates for adventures aren’t either. They work, but they are generic. They don’t really do much to evoke the atmosphere that I want the Ancient Lands to have and which is meant to make it stand out from among other settings.

Another thing is that my enthusiasm for sandbox campaigning isn’t really holding up. I’ve been working on an outline for my next campaign for the last days and a sandbox where the players are meant to freely chose which of the ongoing background conflicts and events to get involved with just doesn’t get me excited as a GM. I see the potential of the concept, but I am just not feeling it. I feel much more drawn to keep running open ended adventures that encourage players to make use of support from people they had previous dealing with. A little bit like a sandbox, but one in which I chose the quest and give it to the players and then let them do with it whatever they want. Not plotting out the adventures for the players but “just giving them a little shove out the door”, as one bearded guy with a hat once said.

Now to the good part. What kinds of adventures do I think make good templates for a setting that is about encounters with the supernatural and exploring wondrous places? Here are a few ones on my new list of quests:

  • Hunters report finding a ruin that was previously unknown. But being just hunters they didn’t explore it and leave that up to actual heroes. Alternatively, people have been seeing strange things from a great distance, indicating that an already known place no longer is as empty as it was believed.
  • Water becomes unusable or wild animals are disappearing. This means someone has to go and find the source of this problem and deal with it, or the villages might have to be abandoned. It could be the work of a rare creature or a spirit or sorcerer who wishes the village harm.
  • Supernatural forces prevent access to a valuable resources. It might be a mine or a well, a hunting ground full with animals, or an old pilgrimage site. But something unnatural has taken hold of the place and makes it impossible for people to use it. It could be something new that is disrupting the life of the local people, or something very old that has made the place inaccessible for a long time and recent events make the use of the site vital to the people.
  • A returning hunter brings a curse to the village. It could be something that he did while on the hunt, a place he stumbled on, or an object he picked up. Now some kind of magical malady spreads through the village and heroes have to deal with the source and remove the effects it caused. Both can require visiting magical places or strange spirits to find a solution.
  • Enemies of the clan have gained supernatural help that lets them attack the village. This supernatural influence has to be broken to save the clan from being defeated. It could be a sorcerers, a dangerous spirit, or a powerful ancient relic.
  • Something is threatening the guardian spirit of the village. It has to be found and stop or the village will be unable to survive without its guardian. Often its a sorcerer who wants to steal something from the spirit or an attempt to weaken the villages under the spirit’s protection.
  • Villages or traveling merchants have been disappearing. They have fallen victim to a spirit or wandered too close to a newly appeared or unearthed supernatural danger. The victims have to be saved and the danger stopped. They may have been made to serve the spirit or have otherwise been changed to be hostile against the heroes who come to investigate.
  • The village’s guardian spirit demands a task has to be fulfiled. Often it will be some form of regular tribute that has been pledged by the founders of the clan in exchange for the protection of the spirit. Or one of the sacred laws has been broken and the spirit demands that the people do something to restore the supernatural order. It’s also possible that an enemy deliberately tried to disrupt the peace between the spirit and the villagers and might perhaps have stolen or destroyed an important object that needs to be recovered or replaced.