If I was going to run the LotFP module Carcosa in one of the *World systems, which would be a better fit: Adventures on Dungeon Planet, Grim World, or tremulus?
If I was going to run the LotFP module Carcosa in one of the *World systems, which would be a better fit: Adventures…
If I was going to run the LotFP module Carcosa in one of the *World systems, which would be a better fit: Adventures…
/sub
/sub
Sean Smith I should probably just post in the PbtA Community.
Sean Smith I should probably just post in the PbtA Community.
As I would run it, I think it would require some custom moves. I haven’t seen the systems you name-checked, so I don’t know how the moves are different from Dungeon World.
Sorry, my entire comment provided no help whatsoever. But it was nice talking to you. (Waves.)
As I would run it, I think it would require some custom moves. I haven’t seen the systems you name-checked, so I don’t know how the moves are different from Dungeon World.
Sorry, my entire comment provided no help whatsoever. But it was nice talking to you. (Waves.)
Doyle Tavener Custom moves would definitely be in order. That’s basically how I handled my Temple of Elemental Evil conversion.
Dungeon Planet and Grim World are explicitly Dungeon World, just with different settings and playbooks. tremulus is a Lovecraftian horror hack of Apocalypse World.
I guess my question was more about tone and genre. I think an argument could be made for all three being a good fit for Carcosa. Dungeon Planet is science fantasy, a la Princess of Mars. Grim World is a darker version of Dungeon World, with an emphasis on blasted civilization and dark, outer gods. tremulus might be the least appropriate of the three, since it is more about investigation, a la Call of Cthulhu, and yet I could imagine a scenario where such characters get whisked off to Carcosa.
Doyle Tavener Custom moves would definitely be in order. That’s basically how I handled my Temple of Elemental Evil conversion.
Dungeon Planet and Grim World are explicitly Dungeon World, just with different settings and playbooks. tremulus is a Lovecraftian horror hack of Apocalypse World.
I guess my question was more about tone and genre. I think an argument could be made for all three being a good fit for Carcosa. Dungeon Planet is science fantasy, a la Princess of Mars. Grim World is a darker version of Dungeon World, with an emphasis on blasted civilization and dark, outer gods. tremulus might be the least appropriate of the three, since it is more about investigation, a la Call of Cthulhu, and yet I could imagine a scenario where such characters get whisked off to Carcosa.
The interesting thing about Carcosa is how much a blank slate it really is meant to be. There is not much guidance given about how to run it, and deliberately so, if I understand the author’s intent.
If you look at the fan material on the web, you get a good idea of the differences in the way people run it. Some of the work makes it seem like another D&D-ish type campaign, with innkeepers, and mining operations in the hills, etc.
I try to run as close to the original intent as I can, but I am sure even that is just a one interpretation among many. I would guess the best approach would be to figure out what elements you like best, and then craft it to fit your vision. All of those approaches you mentioned would be a good fit, I think.
Sorry I am so verbose, but this is one of the biweekly G+ campaigns I run (using LotFP) so I have thought about it a lot as the campaign has progressed.
The interesting thing about Carcosa is how much a blank slate it really is meant to be. There is not much guidance given about how to run it, and deliberately so, if I understand the author’s intent.
If you look at the fan material on the web, you get a good idea of the differences in the way people run it. Some of the work makes it seem like another D&D-ish type campaign, with innkeepers, and mining operations in the hills, etc.
I try to run as close to the original intent as I can, but I am sure even that is just a one interpretation among many. I would guess the best approach would be to figure out what elements you like best, and then craft it to fit your vision. All of those approaches you mentioned would be a good fit, I think.
Sorry I am so verbose, but this is one of the biweekly G+ campaigns I run (using LotFP) so I have thought about it a lot as the campaign has progressed.
Doyle Tavener I think that’s right. As I read the Carcosa book, the vibe I get (and which appeals to me) is ‘remoteness,’ if that makes any sense. Remoteness from Earth, civilization, human decency. Or maybe ‘alienation.’ I would be disinclined to do inns and blacksmiths and such because of that.
I’m probably leaning toward Adventures on Dungeon Planet, because that one has a good, pulpy vibe, along with a big emphasis on the ‘fish out of water’ adventurer.
No worries about verbosity. Clearly I enjoy discussing RPGs. I didn’t know you were running Carcosa (although I think I knew you were doing LotFP).
Doyle Tavener I think that’s right. As I read the Carcosa book, the vibe I get (and which appeals to me) is ‘remoteness,’ if that makes any sense. Remoteness from Earth, civilization, human decency. Or maybe ‘alienation.’ I would be disinclined to do inns and blacksmiths and such because of that.
I’m probably leaning toward Adventures on Dungeon Planet, because that one has a good, pulpy vibe, along with a big emphasis on the ‘fish out of water’ adventurer.
No worries about verbosity. Clearly I enjoy discussing RPGs. I didn’t know you were running Carcosa (although I think I knew you were doing LotFP).
LotFP. A strange game. The only winning move is not to play. How about a nice game Palestinian-Nordic LARP instead?
LotFP. A strange game. The only winning move is not to play. How about a nice game Palestinian-Nordic LARP instead?
Rob Ferguson It seems like you’re moving closer and closer to Nordic LARP. I’ll let you know when I’m ordering my military fatigues, so you can get yours at the same time. Maybe we can save on shipping.
Rob Ferguson It seems like you’re moving closer and closer to Nordic LARP. I’ll let you know when I’m ordering my military fatigues, so you can get yours at the same time. Maybe we can save on shipping.
Rob Ferguson, be forewarned, this is another “get off my lawn” post.
About a zillion years ago, circa 1987, a gaming buddy and I began to run Call of Cthulhu at Nancon, the first gaming con in Houston. The con scene in Houston consisted of Nancon as well as Owlcon, which was more like a games night you guys put on each week than a real con, at least in those days.
Since Nancon was dominated by AD&D, my buddy, Al, who was a lot older than I, stressed that the CoC ‘tournament’ was a role-playing event, to distinguish it from other events. We encouraged talking in funny accents, getting up out of your chair and acting out scenes, even some simple costuming, and were often mocked by other gamers for our pretensions.
Years later, partly influenced by us, people at Owlcon started running true LARPs, using CoC as the basis. I got to play in some of those events, as well as the Vampire LARPing that went on at Rice U. for many years.
Afterward, at Gencon and other events, I got to see and play many different LARP style events, including Gloranthan freeforms, Amber Diceless Weekend events, etc.
Each time I played, I saw somebody get their eyes peeled, absolutely awestruck by the experience that they were undergoing. Every time.
But I also saw plenty of socially inept people, deliberately ostracized, who had awful experiences with LARPs, and would never belong enough to enjoy such events.
This is a wonderful art form. I mean that, very sincerely. But LARPs, and freeforms, and whatever hyphenated European variant is currently popular, are just different versions of same artform as Lamentations, OD&D, and all the rest.
Abstract is different from Dada, which is different from Impressionism, which is different than Cubism – but none are superior to the other. There is only good art, and bad art, and If I may be so bold, bad artists, and good artists. That is all.
Rob Ferguson, be forewarned, this is another “get off my lawn” post.
About a zillion years ago, circa 1987, a gaming buddy and I began to run Call of Cthulhu at Nancon, the first gaming con in Houston. The con scene in Houston consisted of Nancon as well as Owlcon, which was more like a games night you guys put on each week than a real con, at least in those days.
Since Nancon was dominated by AD&D, my buddy, Al, who was a lot older than I, stressed that the CoC ‘tournament’ was a role-playing event, to distinguish it from other events. We encouraged talking in funny accents, getting up out of your chair and acting out scenes, even some simple costuming, and were often mocked by other gamers for our pretensions.
Years later, partly influenced by us, people at Owlcon started running true LARPs, using CoC as the basis. I got to play in some of those events, as well as the Vampire LARPing that went on at Rice U. for many years.
Afterward, at Gencon and other events, I got to see and play many different LARP style events, including Gloranthan freeforms, Amber Diceless Weekend events, etc.
Each time I played, I saw somebody get their eyes peeled, absolutely awestruck by the experience that they were undergoing. Every time.
But I also saw plenty of socially inept people, deliberately ostracized, who had awful experiences with LARPs, and would never belong enough to enjoy such events.
This is a wonderful art form. I mean that, very sincerely. But LARPs, and freeforms, and whatever hyphenated European variant is currently popular, are just different versions of same artform as Lamentations, OD&D, and all the rest.
Abstract is different from Dada, which is different from Impressionism, which is different than Cubism – but none are superior to the other. There is only good art, and bad art, and If I may be so bold, bad artists, and good artists. That is all.
Doyle Tavener Thanks for sharing. I myself am always curious about the boundaries of roleplaying, and what kinds of new and interesting experiences can be had. Some of my very favorite games are the obscure story games, like Ribbon Drive or My Life With Master, which allow you to tell a story that is really not possible in any other way. I think that’s why Nordic and American Freeform LARP are so interesting to me. It’s a very seductive combination of unusual stories combined with the excitements inherent in LARP. It feels very cutting edge, you know?
Doyle Tavener Thanks for sharing. I myself am always curious about the boundaries of roleplaying, and what kinds of new and interesting experiences can be had. Some of my very favorite games are the obscure story games, like Ribbon Drive or My Life With Master, which allow you to tell a story that is really not possible in any other way. I think that’s why Nordic and American Freeform LARP are so interesting to me. It’s a very seductive combination of unusual stories combined with the excitements inherent in LARP. It feels very cutting edge, you know?