Showing posts with label Low Fantasy Gaming. Show all posts
Showing posts with label Low Fantasy Gaming. Show all posts

Sunday, December 3, 2017

Review: Midlands Low Magic Sandbox Setting

I've spoken before of Low Fantasy Gaming and its fantastic blend of OSR simplicity and 5th Edtiion mechanics. Seriously. It's good. If you don't have it, grab it. Well, +Steve Grod  (aka Stephen Grodzicki) is at it again with Midlands Low Magic Sandbox Setting. It is currently available as a PDF for $10 on DriveThru and RPGNow. That's usually my breaking point for a digital product, but Steve was kind enough to provide me with a review copy before I even knew it had been released. Even at the price point, I feel like MLMS is practically a steal.




It's a massive product, clocking in at 365 pages and is billed as "a low magic, low prep, customisable sandbox in a 'points of light' medieval fantasy realm" and that's exactly what it is. The region, known as the Midlands, is described in several broad locations. The vast majority of this is wilderness and it is described in the text and repeated in the details of the flora and fauna to be very dangerous. The few settlements are given brief descriptions, a few key locations, along with backgrounds and stat lines for a few major NPCs. In everything, the Midlands are described in terms of adventure hooks. This is a setting that begs to be used. It's not a static painting meant to be looked upon or held some kind of sacred "canon." The player characters will change the world simply by their actions, and that's clearly by design. I feel this is key to campaign setting books, and its nice to see an author who is willing to pass on their creation onto gamers and give them the freedom to run wild without any kind of implication of what is "allowed."

Given that Low Fantasy Gaming has no clerics or divine magic, it was a pleasant surprise to find a fully detailed pantheon tied to the Midlands. I found this refreshing and a true insight by the author that humanity's belief in the divine in the real world is not defined by witnessing miracles at the hands of Clerics or Paladins, but is part of their natural desire to explain why things happen in the universe - to explain the unexplainable. These religions, even without spell-slinging Clerics, still impact culture and society wherever they are found. This kind of real-world mentality really strength to LFG's "low fantasy" element. It gives the setting a real grounding.

Magic is also given a low fantasy treatment. Even more so than the LFG core book, MLMS is a book that hammers home the fact magic is something man was not meant to know. It is dangerous, uncontrollable, and will inevitably lead practitioners to ruin. Magic items are rare to the point that no such thing as a Sword+1 in MLMS - each magic item is unique and was created for a purpose and was likely the product of an long lost era spoken of only in myth and legend. Magic and magic items in MLMS are, well, magical -- as they should be.

While MLMS could easily be seen as system neutral in terms of using the setting, it does have a few goods specific to Low Fantasy Gaming. Three new classes are introduced: Artificer, Monk, and Ranger. The Ranger is the stand-out here, feeling most tied to the material found within this book and they have a true rugged wilderness tracker vibe to them. They feel... dangerous. The Monk is serviceable without being too Wuxia in its stylings, but I admit I'm not generally a huge fan of the class in general so I might be giving this incarnation the short shrift. The Artificer is a cool concept, but feels unevenly written. Some of its abilities are thematic and cool, like the use of black powder weapons and alchemical solutions, while others feel a bit silly like chaintooth weapons (i.e. chainsaw additions). Still, you could pick and choose these individual abilities and it would be easy enough to disallow that which isn't appropriate to a given campaign.

Where the player options really shine are in the Gear Packs and Party Bonds sections. Gear Packs are class-based packages of predetermined equipment for starting characters. Choose a melee weapon, a ranged weapon, a set of armor, and a gear pack and you're off to the races. Party Bonds establish how the party knew each other before a campaign began, and both quick and surprisingly thematic to the material found in MLMS.

There's a short bestiary chapter which is primarily composed of monsters tied to the specifics of the Midlands setting. They're few enough in number to feel unique, but not so many as to feel as though the setting is populated only by these specific monsters. There is also a small section on designing your own monster. Useful stuff for the GM, but nothing unexpected when it comes to supplements like this.

The GM Tools chapter includes variant initiative methods, a really fun random NPC generator and a magnificent series of random encounter tables that really highlights elements of the setting established in previous chapters of the book. I was pleasantly surprised that "random encounter" did not mean "combat encounter" in these charts, as there is no implication of required violence, nor is there any attempt to "balance" these encounters to the level of the player characters. The rest of the chapter is filled with more random charts including tavern generator, name generator, city street name generator, even bar menu generator - but the real shining random table in this chapter is the Regional Event generator. The Regional Event generator details an event that happens every few months or after a year or so that impacts the setting as a whole. Things the PCs are necessarily involved in, but will likely impact their lives: The death of a king, the rise of a supposed prophet, things like that. It gives the Midlands a real living, breathing quality - something that remains present through the entire supplement.

With all this content, we still haven't got to the meat of MLMS: Adventure Frameworks. This chapter includes 50 adventure frameworks , which aren't as thin as random encounters but are designed to be as easy to implement and provide an evening's worth of adventure with absolutely minimal prep. For GMs with no prep time or when your players head off in an unexpected direction, they're an absolute god sent. Each adventure framework is tied to a location type (city, swamp, forest, etc), and provides several hooks and rumors to draw the PCs in. From there, the framework provides a series of linked encounters that will easily cover a full night of adventure. And there's 50 of them. That's enough to run multiple campaigns without ever running the same framework twice. Each framework runs five or more pages and includes around a dozen encounters. Many have matching keyed mapped for those encounters. Given that much of the inspiration for LFG is in the episodic pulps of early sword and sorcery fiction, this fits style of the game quite well and feels like a natural way to run it. Adventure Frameworks cover about 200 pages of this book.

Finally, MLMS's final pages include an index for easy reference of the material contained therein. This useful, but often overlooked touch is always nice.

I'd also be remiss if I didn't discuss the art. MLMS is filled with black and white line art and extensive maps of several locations. Grodzicki makes use of several pieces of stock art by many different artists, but it never feels disparate. This book is packed with visual appeals and there's rarely a page in the entire thing that's absent of art. The maps are both easy to use and visually appealing, which is an important balance, and vary between traditional top-down view and isometric.


Midlands Low Magic Sandbox Setting is a worthy successor to Low Fantasy Gaming. Its over 350 pages of content provide enough material for years of game play, using LFG or any other OSR game out there and for those who are using with LFG the new classes are a nice touch. While I was given a copy by Steve for review and I have trouble with a $10 price point for most PDFs, had I bought this with my own cash, I certainly would have felt like I got a deal. The most ringing praise I can provide is that Midlands Low Magic Sandbox Setting makes me want to run an LFG game physically, at a table, with my local players. Few products do that these days, and so far the LFG product line is batting a thousand. I can't wait for the physical release of this product and will be snapping it up as soon as its available. You can grab it for yourself on RPGNow and DriveThru.



Sunday, September 3, 2017

Low Fantasy, High Quality

I got a chance to play with a group of my old OSR buddies last night, and man was it a blast. I found my "playing for about 2 - 3 hours sweet spot" discovery to continue to hold true and the casual nature of my fellow players kept the mood light, while the experience of those at the table allowed for there to be enough focus for us to progress in the plot. There was, however, something new to me: The game played: Low Fantasy Gaming.

LFG was something that rang a bell in the back of my mind, but I'd never pursued it. I figured "Oh, just another retroclone." Well, the reason it kept sticking out in the back of my head was because +David B kept singing it's praises (and believe it or not I pay attention to that fool). When I found out that LFG was the game being played, I was like "Sure, whatever." and didn't give it much thought. But pretty soon, my expectations were blown away. LFG is way more than "just another retroclone."

I went to the Low Fantasy Gaming website and downloaded the PDF, which is free by the way. I was immediately impressed by the quality of the production - especially for being free. The book is chock full of black and white line art and set on a nice parchment style paper. It's easy to read, and evocative. The clean two-column layout is easy to read and flows like fresh water.

LFG lives up to its name. This is not Forgotten Realms. The core rulebook has just five classes: Barbarian, Bard, Fighter, Magic-User, and Rogue. While it includes rules for playing Dwarves and Elves (using a race-and-class basis), these are very optional and it is generally assumed that all PCs are human. Magic is rare, dangerous, and something not meant to be messed with. The game repeats over and over again that magic is not common. As someone who prefers low magic, this is a huge strength in my eyes. 

The game's mechanics clearly have their roots on OSR-style gaming, but make regular use of the 5e Advantage/Disadvantage mechanic. With a lower instance of healing magic, player characters find their hit points increasing with a stronger center baseline. Fighters, for example, roll 1d5+5 per level. The game does make use of some particularly funky dice (like d5s and d30s), and while that might be a turn off for some folks, I didn't mind. Given all my gaming these days is happening on Roll20 and that I've got a few sets of DCC dice, it wasn't even a thing. It also has a skill system that's robust enough to covert most situations without being bogged down in detail. If you have a skill, you get a bonus when making an attribute associated with that skill - that's it.

Attributes themselves are handled a bit differently. The game has seven attributes. Six of the attributes we all know and love are present: Strength, Dexterity, Constitution, Intelligence, and Charisma. Wisdom has been split into Perception and Willpower, which I think is a smart move on the part of the creator.

There are no saving throws. Instead you have a Luck score, which begins play at 10 + Character Level. Luck and attribute checks are made by rolling 1d20 and scoring under the associated number. But, in the case of Luck, each time you make a Luck roll, your Luck temporarily drops by a single point. It's simple and quick and shows how long term adventuring can take its toll on even the most skilled adventurer. In addition to Luck, characters also begin play with a Reroll Pool equal to their level. This is, quite simply, a number of times you may choose to reroll a d20-based roll in a gaming session. It's a simple way to keep yourself from being hosed by one bad roll.

Both the magic and the combat system have a bit of seasoning from Dungeon Crawl Classics. Any combatant (not just Fighters) can engage in minor and major exploits in combat and whenever a spell is cast the mage runs the risk of drawing some dark and terrible thing down upon them. It makes casting spells a real risk. Speaking of spells, gone are the "High Magic" spells of traditional games. You're not teleporting anywhere, bub. You're also not bringing anyone back from the dead. 

But, if you're lucky, an ally who seemed slain at the end of a battle might just be Mostly Dead (yes, that's a term in the game). Brushes with death come at a cost, though - and you're likely to suffer a battle scar or permanent injury. In a world without a lot of healing magic, combat is dangerous and deadly. It's effects are lasting. There are rules for chases too. This seemed strange at first, but I like it - because "We run away" should not immediately mean your player characters are safe. 

LFG has no default setting, though it openly says it's not meant for highly magical campaigns. Inspirations include settings like Westeros and Hyborea, or even Middle-earth. The low-fantasy elements are reinforced once more by a level cap of 12th level. This puts characters firmly in the "hero, not walking god" category, which is a nice touch. Gaining levels are not done via XP, though. It's largely based on having extended downtime and GM fiat. While this might bother some gamers, I like it. It means characters aren't going to feel hosed if they didn't fight any monsters or find any treasure in a given session.

Ever since D&D 5th Edition was published, many in the OSR community have attempted to do an "O5R" game. Low-Fantasy Gaming is the perfect blend of OSR gaming and 5th Edition mechanics. It's not afraid to draw from multiple sources to create something that's truly unique, infinitely playable, and easy to pick up and run. +Steve Grod, the creator of LFG, has made an absolute gem of a game. He's also made this gem of a game very, very accessible. The PDF is free on LowFantasyGaming.com and print versions of the game (both hardcover and softcover) are available at an at-cost price on Lulu. More over, he actively supports his labor of love with quality PDF supplements which he posts on the LFG website. New classes, new adventures, and sandbox settings are added regularly.

The long and short of it is that Low Fantasy Gaming is a game that's been in front of my face for a long time and its somehow been unnoticed. It captures the dangerous low-magic flavor of OSR gaming that I love so much, but weaves many modern mechanics into the design to create something that is both familiar and new. I'm very, very excited to see what the future of FLG is going to be and even more excited to get together with my Saturday Night Crew to continue the adventures Low-Fantasy adventures of Esteban de Silva, el Ladron de Flores - and I haven't been excited for an upcoming gaming session in a long, long time.