Lamentations of the Flame Princess Tutorial Book.pdf

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TutorialBook
Tutorial
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Credits
James Edward Raggi IV
Writing, Layout
Amos Orion Sterns
Cover Art, Interior Art
Dean Clayton
Interior Art
Ramsey Dow
Cartography
Caroline Byrne
David Macauley
Zak Sabbath
Editing
Maria Kyytinen
Additional Proofreading
© 2010 James Edward Raggi IV
ISBN 978-952-5904-03-1
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What is a Role-Playing Game?
There’s this imaginary world, see, and you’ve got this character that is
“you” in this world, right, and things happen – you find yourself in some
situation, and you have decisions to make. What do you do? And there
are consequences for your choices, maybe good, maybe bad, maybe a
little bit of both. There will be another decision to make soon. What do
you do?
That’s role-playing. “You’re pretending to be this guy, and stuff is
happening to that guy. What do you do?”
Beyond that, role-playing is also a game. There are winners and there are
losers. In fact, because RPGs are an interactive and cooperative social
experience, it is often possible that everyone wins or everyone loses a
particular game. When you become a character, you don’t know whether
you are destined for great things, or fated to suffer an ignoble and useless
death. You are not living the life of a storybook hero, you are exploring
a fantasy world as if it were real. And fantasy worlds are dangerous!
However, winning and losing in the end is not as important as playing the
game itself. Was the game interesting? Was it exciting? If it was, then it
really doesn’t matter if your character failed to reach his goals, or failed
to survive at all. If not, then does it really matter if the character defeated
many monsters and gathered a lot of treasure? No. In fact, sometimes
losing is more interesting and exciting than winning.
Traditional role-playing games, such as LotFP Weird Fantasy Role-
Playing, use rulebooks and dice to determine the outcomes of actions
within the game. The game is typically played with all the participants
around a table, with one player, called the Referee, moderating the
in-game situations and enforcing the rules of the game.
Does this sound complicated? Perhaps it is, a little. This game creates a
structure for you to imagine unlimited adventure and intrigue within an
infinite number of possible worlds, after all. But learning a role-playing
game is no more complicated or time-consuming than reading a book.
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Even children have gotten through these concepts and learned these games
on their own. Jump in and don’t be afraid to make mistakes – that will
happen regardless – and you’ll be fine.
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The Dice
Dice are more important than oxygen to a gamer. If you really get into
the hobby, you’ll wind up owning hundreds of the damn things, and
likelier than not, you’ll have different dice that you take out in specific
game situations, because they’re lucky if used in just those situations.
You’ll develop little rituals which you will swear influence your dice to
roll in your favor. You’ll get annoyed when somebody else touches your
dice without getting explicit permission first.
This exalted status is given to dice because they matter. In RPGs, you
never know what is going to happen. Not until the dice tell you. Who wins
in a fight? Does anybody notice while you sneak around? Are you zapped
by that spell? Only the dice know. Treat them well, and maybe they will
treat you well.
Here are the dice used in this game:
The 20-sided die, or d20, is one of the most important dice
in the game: it is used to resolve whether you hit in combat
and whether you escape traps, dragon breath, etc. In general,
the die is rolled, modifiers added or subtracted, and if the
total result equals or exceeds a target number, the roll is a
success; otherwise it has failed.
The 10-sided die, or d10, is used to generate numbers from
1 to 10. One of them is numbered 0 to 9, but a roll of 0 is
counted as 10. The other is a die numbered 00 to 90, and
used together these dice generate numbers from 1 to 100,
where a roll of 00 and 0 is counted as 100.
Rolling two d10s this way is called a percentile roll, or
d%. These rolls are generally against target numbers, but
for the roll to be a success, the result must be equal to or
less than the target number. So, for example, if there is
a 30% chance of a magic potion being brewed correctly,
the player succeeds if the result is 01 to 30.
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