[Ropecon] Labyrinths & Lycanthropes

Gregor Hutton's picture

Right, I'm back from a sequence of travels and with only Germany to come this weekend I may have time to post more AP...

...so Labyrinths & Lycanthropes got a couple of run outs at RopeCon in Finland.

This is a low-prep D&D type of game in the mould of Elfs, Drowning & Falling and, I suspect, a lot of actual D&D from the early years.

It was bawdy and featured some pretty wild gear. Matt Machell had Lacy Leggings of something, while I had a Horn of Humping. This wasn't juvenile hur-hurring, oh no, this was affirmative and bold new-style play.

Anyway, we went around killing monsters and stealing their stuff. We embellished a map and created dungeons, sorry Labyrinths, on the fly using playing cards and the game looks pretty much a done deal to me.

You have Warrior, Rogue and Mage levels and levelling up was a breeze. Grabbing gear was pretty simple too, and monster prep. was quick, rude and rewarding.

Soon we had a Temple of Hood populated by Gash Beasts, Hoodwinkers, Gelatinous Infections, and the big bad: The High Grand High Hood of Hood, who seemed like Nitsche from our earlier game... that which kills me ALSO makes me stronger.

A bit of polish and a few final choices of colour and it's done I think.

Joe, Matt, do you have anything to add on this one?

Rotating GM

Gregor Hutton's picture

Oh, just to say that it really helped with Joe being the GM for the first game, and then the GMing moved on to me for the next Labyrinth (and would have then moved to Matt had we had a third one).

It worked well, and there was a good way of levelling up my character in his absence (you remove your own character from play when GMing), and in fact I managed to keep my own gear while Matt, particularly, lost a pile of his stuff when imprisoned in game.

I'd like to see a longer campaign of this, to see if getting your gear lost is really frustrating or not.

And rotating GM might not work so well for some groups.

Ha ha - I've uploaded the

JoE PrincE's picture

Ha ha - I've uploaded the map and some of the best
Monsters from our Ropecon game.

Yay for the affirmative and bold new play style!

I'm still not sure if the text conveys how to get the amount of fun we did from the game.

There are a few tweaks I need to write up. Hopefully have an ashcan out for Dragonmeet.

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JoE
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Prince of Darkness Games
Rock N' Role-Play....

Hey Joe...

Matt's picture

My worry is that the outer shell of L&L is very sweet and tasty, but that what's inside isn't as delicious.

By which I mean the comedy gold from making the map, laughing at alliterative items and bawdy characters is great, but that the moment to moment game stuff is somewhat repetative. Now, as a parody of D&D grind, that's amusing for a bit, but I do wonder if it gets old too quickly as an actual game. Even by our second section, part of me was in "and then I attack him with my obviously more useful skill" mode.

Is there a way to add more oomph to the variety in the gamey bits and play up the kill-stealin' competitive-ness more? I think it might be beneficial to those without Gregor's cartographic skills...

-Matt

Realms Publishing

Yeah...

Gregor Hutton's picture

...D&D gets its later campaign crunch from people accumulating spells, feats and skills of higher levels. You invest in gaining abilities.

Possessions work in an interesting way in L&L -- you can lose them.

I wonder if there is a way to customize skills and spells, which can't be lost? Perhaps by capping the generic skill levels at the level of your class? That forces you to take a particular spell or skill as a +1 (well, up to +n where n is your class level). My gut feeling is that these skill and spell bonuses could be used only once per room. Possessions can be used more than once but are prone to getting lost, whereas skills or spells are permanently built and can be powered up, but are one-shot deals.

Hmm, as I noted I'd like to see a longer game over several sessions. Or do you think it's just better as a single seesion D&D-style "affirmative and bold new style play"?

Well

JoE PrincE's picture
Matt wrote:

...the moment to moment game stuff is somewhat repetative. Now, as a parody of D&D grind, that's amusing for a bit, but I do wonder if it gets old too quickly as an actual game. Even by our second section, part of me was in "and then I attack him with my obviously more useful skill" mode.

The only reason you have a more useful skill is because you've stepped up and developed it (to the detriment of other skills). Then the gaming challenge is in manoeuvring to the optimum range to use said skill. Your dude was a bow guy so couldn't use his best skill in close.

I don't think you'll find any repetitiveness in any dungeon bash games, I've certainly never encountered it in D&D or WoW....:)

Matt wrote:

...
Is there a way to add more oomph to the variety in the gamey bits and play up the kill-stealin' competitive-ness more? I think it might be beneficial to those without Gregor's cartographic skills...

Can you specify oomph Matt? Honestly I feel the gamey bits are delineated as much as I want: Warrior, Rogue, Mage and four skills for each.

Perhaps I need to emphasise flair points more. I might implement a system for PC gimmicks. As for kill stealing - you don't kill it you don't get the XP, how can that be played up any more?

I'm fairly certain a seven year old child can replicate the cartographic skills of Gregor Hutton!

All the high level D&D stuff essentially does one of four things:
Heal
Harm
Buff
De-Buff
I've got them covered and am of the opinion that more rules does not equal more fun, specially when you're playing for laughs!

L&L is designed to be played out over a few sessions, about three I reckon. You'll get as much done as in about a three year D&D campaign. Enjoy the bold and affirmative new play style with ample beverages.

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JoE
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Prince of Darkness Games
Rock N' Role-Play....