Showing posts with label Carcosa. Show all posts
Showing posts with label Carcosa. Show all posts

Tuesday, 30 December 2014

We Can Only Go Down From Here: The Next Logical Step For LotFP!

Lamentations of the Flame Princess is making all kinds of waves with the new releases. I'm still waiting on mine to show up and it's making me a little crazy! I've been thinking about what I have coming and the rest of the catalogue and my wheels are spinning! I've skimmed the PDFs of my imminent arrivals and found an interesting pattern that builds on what James Raggi has done and the things he has in development.

The pattern I am talking about is a slow build toward a Hollow Earth setting. The assumed setting of the Early Modern Era was rife with legends of a world inside our own. A quick internet search will show that there are people who still believe there is another world inside ours and a secret history to go along with it. It's a weird location with almost limitless potential. Because any characters exploring the Hollow Earth would be from the historical world of the Early Modern Era there is still a "normal" experience for players to balance against the weird. The proximity to the real world also allows for some opportunities for extremely ordinary things from our world to be found in the hollow earth. All these things allow for a completely new world full of strange new things to explore while still keeping to the basic tenets of Weird Fantasy Roleplay.



The most famous Hollow Earth fiction is probably Edgar Rice Burroughs' Pellucidar series. One of things that captured my imagination about Pellucidar from a gaming perspective is how the constant daylight affects the perception of time. Here in Canada it is possible to live far enough north to experience "the midnight sun" during the summer. I don't live that far north (thankfully!) but I have friends who have and other friends who currently work up there a few weeks at a time. It can mess with a person's circadian rhythms. It has even been known to drive people mad. It's not a far jump from there to Burroughs' ideas of time having no meaning in Pellucidar.



Burroughs took it a step father though. In his stories the perception of time is a necessary part of its working. Because the characters could not perceive time passing they could not be affected by it in the same way as a person living on the outer surface would be. This means PCs taking a "night's rest" need to set a watch or they might sleep for the equivalent of a hundred years. It also means they consume resources such as food and water at irregular rates. Going inside a space where time is important in terms of how long a torch lasts might be shocking after they get used to unfettered time in a wilderness crawl. The short and long rest mechanic from 5e D&D could fit well into the fluid time of Pellucidar. Let's hope WotC gets on with their update to the OGL so it can be ported in.

The mutability of time makes things a bit difficult for a GM who is tracking the actions of other factions operating concurrently to the PCs. Things like distance and resources will have to determine what can happen in the background while the PCs act but with time the way it is pretty much anything can happen. The beauty of LotFP is there is already a blueprint for dealing with these kinds of issues in The Monolith From Beyond Space and Time.  Time in that adventure moves at different rates for different characters. Distances are relative and it takes quite a lot for the players to wrap their heads around what is happening. So much of the groundwork for Pellucidar's strange time is done for LotFP.

Another thing I love about Pellucidar is that the inner earth is protected from the trauma experienced by the outer world. That means there are still dinosaurs! Besides the fantastic that could exist hidden from our view in the hollow earth there are all the creatures from every era of earth's history down there. All the creatures of legend that seem to appear and disappear like Sasquatch/yeti, the slender man and the moth-man could all be residents of the hollow earth that somehow made their way to the surface as well. Again, the possibilites are endless. The hollow earth with its disconnected time and entrances through the ground could explain the legends of faerie mounds where people entered the land of the fey only to return to a time hundreds of years after the one they left.

When it comes to dinosaurs though, LotFP has it covered! The infamous adventure setting Carcosa has dinosaurs but it's the still-under-development World of the Lost that I think is being written by Rafael Chandler that leads me to believe a hollow earth full of dinosaur shenanigans is on the way. It's clearly inspired by Conan Doyle's Lost World and is a mere step away from Pellucidar.


Getting back to Carcosa, the depravity of the snakemen of that product matches up well with some of the terrible creatures of Pellucidar. The low placement of humanity on the Carcosan food chain also fits in well with the character of most hollow earth stories and is just as ripe to be upset by enterprising PCs as it was in the original stories set in Pellucidar. The Judges Guild style hexcrawl format used in Carcosa also would serve well to cover a section of the hollow earth in detail.

A Red and Pleasant Land by Zak S. deserves mention in this progression toward a hollow earth setting as well. Its Land of Unreason is a world apart with its own rules and is difficult to access. It's not much of a reach for players to adventure in the hollow earth after their characters survive (or don't survive) A Red and Pleasant Land.

Besides all this conjecture and guessing on my part there is the Thulian Echoes adventure! In that one by Zzarchov Kowolski there is an explicit stairway to the hollow world. The adventure gives no clues as to what the hollow earth itself is like but the journey is described as a long one and there are random encounters that include the corpse of a Triceratops! In Thulian Echoes there are creatures down in the earth's crust inspired from other works such as the Vril from Edward Bulwer-Lytton's Vril, the Power of the Coming Race (originally published as The Coming Race in 1871). There are also devolved versions of the elder creatures from H. P. Lovecraft's At the Mountains of Madness.

Excerpt from Thulian Echoes page 16 - image by Kelvin Green


I like the inclusion of the creatures from At the Mountains of Madness. It could mean that the cyclopean city set in Antarctica was an outpost of a grand subterranean civilization that still exists in the hollow earth. With time as mutable as it is, little time could have passed for that civilization and they might be still wondering what happened to their city they only recently lost contact with.

Image by Kelvin Green

The disconnect with the progression of time between the out and inner surfaces of the world means characters could encounter lost legionnaires from Rome, people of Egypt or any era of history. A GM could even mess with players by having their characters encounter explorers from an era a hundred or more years after their own to show how they've lost time on the inner surface.

The time thing gives me an idea for an interesting location. A mad old wizard's tower where the incredibly ancient man wears the ravages of time on his wrinkled skin as he tends to water clocks and endlessly winds the clockwork of the tower itself in an effort to bring time to the hollow earth. It could create strange time effects near the tower and give rise to a host of magic spells based on controlling time in the tower's library.

I like the idea of a hollow earth or Land of the Inner Sun campaign setting. In fact, if James Raggi of Lamentations of the Flame Princess doesn't get the ball rolling on this thing in some official way I might have to go ahead and do this one myself.




Saturday, 18 October 2014

Plans for Carcosa...

Geoffrey McKinney's latest version of the controversial D20 RPG supplement called Carcosa was published by James Raggi's Lamentations of the Flame Princess back in 2011. It's had plenty of reviews so you won't see that here. The publisher is all out of Carcosa books and there's only a handful of new copies to be had now anyway, so a review would be kind of pointless. This post is all about how I plan to use this book of weird stuff.



You might think my timing is odd since it's three years later and the thing is at the end of its print run. That's true, but today I came across the information that McKinney is close to half-way finished a companion to the first Carcosa book that has a bit more detail on how the world of Carcosa works. He still has it arranged as a hex crawl, he's just providing a lot more information in each hex. All of that information together would allow the GM and players moving chacters through them to build a better picture of how life on Carcosa actually works.

This new development got me thinking again about what I wanted to do with this book that I've had on my shelf for a few years now.

Carcosa is an awful place full of amoral peoples, cultures and creatures. It's a cruel, nasty world that is moved by horrific rituals and covered with dinosaurs and shambling creatures out of H.P. Lovecraft's nightmares. It should be a something of a shock to players who are used to more traditional fantasy and science fiction settings. I think that's where the fun of the setting can be found and developed.

I think the best party to have in Carcosa would be explorers from our world or a close approximation of it. The first time I read this book I thought it would be cool to trap a team from earth in it like the film Stargate. A team of specialists from modern times (anywhere from WWI era to right now) could go through an ancient gate to the world of Carcosa. The timing for this trip would be bad and they would enter during some kind of event that destroys the gate on the Carcosa side before they can figure out how to return through it. Now the party has a simple goal: Find a way home. They could chase rumours and technology all across the map.

Since attrition is a natural part of the game and the Player Characters from earth would need to be replaced by locals when they died, the party that finally found the gate back to earth might be entirely Carcosan. It's only natural that the party would find locals to help them as guides and translators. These people would naturally want to leave Carcosa for the amazing land of Earth where they need not live in fear of terrible creatures or dying as a sacrifice in some horrific summoning ritual. A place where food is plentiful and people live and work together in what would seem insane luxury would be an impossible dream for the humans of Carcosa. I picture what would eventually become a party of mixed-colour Carcosans speaking English and wearing bits of earth-made kit as they cross Carcosa looking for clues to get to the promised land.

I'd play everything in Carcosa pretty much as it is written. I'd even use all the nutty dice conventions, at least for a while. I'd have everyone roll for psionics the first time they encounter a minion of the old ones like a shoggoth or a psionic-using creature. That's the easy part. My biggest decision would be deciding on a system to use and the modifications to the classes for their modern interpretations.




I've thought it through with the Lamentations of the Flame Princess: Weird Fantasy RPG System. For anyone unfamiliar with LotFP, it's a D20 RPG based on the Basic/Expert books of the early 80s with some innovations and changes that push the tone of the game towards exploration of the unknown and horror. Carcosa is designed to be played with those rules so it would be fairly easy to have a group roll up a bunch of appropriate fighters and specialists. I'm playing a lot of 5e D&D lately though, and I can see how well the conventions in the Carcosa rules could work with 5e D&D. It is tempting to make some adjustments and use the new D&D rules to play. NOTE: at the time I'm writing this post the 5e DM's guide is not yet available. It may have advice on running in a modern setting like earlier versions did.

Making a list of kit that everyone has like E-Tools (folding shovels), canteens and ration packs is not a big deal. It could even be fun since things like solar charging units and laptops are not out of the question. Firearms need to be addressed though.



The firearms rules in LotFP could be adjusted for faster rates of fire and loading. For automatic weapons a long burst (full mag, minimum 20 rounds) could do two dice damage in a cone area of affect with a save verses devices for half. A short (or long for that matter) burst on an individual could add +1 to hit for every round used beyond the first. So holding the trigger down for a five-round burst would get a +4 attack bonus. This would need to be declared before the roll to hit. Anyone other than a fighter would a die six and add the even number rolled divided by two and subtract the odd number rolled to the desired amount of rounds used. For 5e the long burst as a cone would work the same but the short burst on a single target would be 3-5 rounds (D3+2) and would give the attacker Advantage on the roll to hit. Grenades could just use the Carcosa grenade rules. I'd give everyone five full 30-round clips and maybe include a box or two of ammo for the group.

The thing I like about 5e in Carcosa is the healing in 5e is based on Hit Dice. That means players could recover lost Hit Dice after a rest and have them to roll for the next encounter.  It just fits so elegantly into the system and solves the problem of healing slowing down a party in Carcosa. The unpredictable dice conventions of Carcosa and general lethality of 5e mean the stakes in any given fight will be high regardless.



The players would need to build a team. Such a group would be hand-picked for certain skills and trained together as a unit. The fact that they would likely have an expert on antiquities/ancient technology/cultures/myth since such a person might have been needed to get the gate up and running in the first place means the modern party could contain a wizard. Everyone would be human. In 5e that means feats would be available so at least one of the party would need to take the feat that allows for extra languages and talent for linguistics (like Daniel Jackson in the aforementioned film Stargate). It's possible this character would be a 5e bard who is a lore specialist and would be included for the first contact team for cultural adaptation and communication. In LotFP it would just be a specialist with the languages skill. The team would also include a medic so LotFP could add the Medical skill to the specialist skills and the 5e player could take the Healer feat. A sniper in 5e is just an Assassin but in LotFP it could be a Specialist with Stealth, Sneak Attack and pips for +1 attack bonus with a rifle. A close-combat specialist would be a fighter in LotFP and possibly a monk in 5e.

Some classes for 5e would need to be removed. Paladins, Clerics and Druids just would not fit. Sorcerers, Rangers, Eldritch Knights and Arcane Tricksters also don't work well with the setting material, having no real place in either world. I'd remove them as well. Warlocks with an Old One as a patron fit well but the other patrons would not be available. In fact, I'd be tempted with a 5e game to remove the Carcosa Sorcerer class and rework the Pact of the Tome to be the ability to learn and cast the Carcosa list of rituals. That would mean all the NPC Sorcerers listed in the book would be Warlocks. Wizards could stay the same but would be extremely rare, super-scientist types.

It would make for a long and satisfying campaign. Especially if the party actually succeeds in returning to Earth with a pile of alien technology. Players could play in the gonzo sandbox that is Carcosa and I could ramp up the evil nature of the setting while the players played PCs with a positive value system totally out of whack with the world.