Tabletop Game / Lamentations of the Flame Princess
A Tabletop RPG
created by James Edward Raggi IV. Based on Basic Dungeons and Dragons
, Lamentations of the Flame Princess is one of the darker, more disturbing products to come out of the Old School Renaissance of tabletop role playing games. There's no Default Setting in the game; it's designed to play Metal-influenced late Medieval "Weird Fiction".
characters unceremoniously dropped into a Clark Ashton Smith
-written Solomon Kane
story, as sung by Cannibal Corpse
This tabletop-game provides examples of:
- Action Girl: The Flame Princess, The Bruiser in the three-woman "mascot" party.
- Anyone Can Die: The aforementioned mascot has been killed at least twice in official art.
- Black and White Magic: The spell lists are much more segregated than in most D&D derivatives. White/Lawful magic is mostly buffs, healing and anti-magic. Black/Chaotic is all about blowing things up and summoning Eldritch Abominations to read your mail.
- Burn the Orphanage: An entire adventure revolves around getting an NPC Paladin to do this. It's probably justified, and definitely a good idea. Just not a Good one.
- Campbell Country: Pembrooktonshire can be considered an example if No Dignity in Death and People of Pembrooktonshire are anything to go by.
- Character Alignment: Invoked; the game uses the old stripped-down Law/Neutrality/Chaos system. Less about how you act and more about whether supernatural entities are pulling your strings, and if so, which ones.
- Charlie and the Chocolate Parody: The adventure module "Blood in the Chocolate" has a band of adventurers infiltrating the Wonka-esque chocolate factory of a ruthless noblewoman, risking all sorts of bizarre transformations and curses to steal her secret recipe.
- Completely Unnecessary Translator: William Hoffmann in People of Pembrooktonshire. Pembrooktonshiretonians as a rule hate dealing directly with outsiders, so when they have to, they'll pretend not to understand them and have Mr. Hoffmann act as an interpreter.
- Darker and Edgier: Although the game has no official setting, the artwork, rules and spell descriptions describe a world that is a nightmare version of traditional fantasy games.
- Eldritch Abomination: Many adventures published feature them. One example would be the creature under the farm and corn fields in Tales of the Scarecrow. Creatures brought forth with the Summon spell are this more or less.
- From Beyond the Fourth Wall: The God That Crawls has a magic axle that can turn a normal chariot into a "Chariot of Unreality" - a flaming fireball that moves at incredible speed. If players use it for more than five rounds, they run the risk of their vehicle (and its passengers) breaking free from the conceptual realm and disintegrating. If this happens, the DM is to tell the players their characters are dead, and then collect their character sheets. The DM will then place each sheet in an envelope marked "PLEASE READ ME" along with their contact information and a note offering a reward, and then place each envelope in a public location. If someone contacts the DM, they're supposed to offer a reward equal to the price of a fast food meal (paid by the player); if the character sheet does actually make it back, the character returns to play (with an XP bonus if the reward was in fact paid).
- Gorn: No kidding. Several illustrations could be used for album covers by the aforementioned Cannibal Corpse with little to no changes.
- Gratuitous Finnish: A lurking monster in No Dignity in Death: The Three Brides is known as a Tyhmä Paska* among the dwarfs hiding in the mountains.
- Grim Up North: Weird New World takes place in an entirely arctic setting and was inspired partly by the search for the North-West Passage.
- Killer Game Master: Though a few of the adventure preface texts outright tell the Referee not to feel bad about it.
- Knight Templar: The Knights of Science are very much this, and messing with one in No Dignity in Death: The Three Brides may get the player characters Arrested for Heroism.
- Linear Warriors, Quadratic Wizards: The designer tried to avert this with limited success. Fighters are the only people who gain Attack bonuses, meaning they're the only ones who can hit some of the really nasty stuff in physical combat. Wizards are still deadly, but have brakes on their power (including more common anti-magic and spell interruption).
- Magic Ampersand: Averted, although there is a subtitle ("Weird Fantasy Role-playing").
- Nice Job Breaking It, Hero!: The most likely outcome of the modules Death Frost Doom and Monolith Beyond Space and Time, and at least two of the possible endings of The God that Crawls. For that matter, just casting the Summon spell too many times can result in some serious trouble. And it's a 1st level spell.
- Nintendo Hard: First level characters are incredibly underpowered, especially Specialists who can barely succeed in any skill they don't min/max in. The rule book goes to great lengths to explain why all characters should start at level 1, making this game exceptionally deadly. Oh, and it insists on Honest Rolls Characters. Though the game is actually quite forgiving about healing, of all things (If you can find a safe place to sleep...). And with only six skills, each with six levels, and their low EXP requirements, Specialists get very good very quickly.
- Our Dwarves Are All the Same: Used to astoundingly good effect in Hammers of the God. Additionally, the core rule book states that the Dwarfs are a Dying Race.
- Our Elves Are Better: They are The Fair Folk kind of elf.
- Our Monsters Are Weird: No bestiary is included with the game, and all monsters are to be designed by the Referee. All monsters are intended to be unique and freak the players out. There are, though, several published adventures and compatible products from the company and other retro-indie publishers that include writeups and stats for many, many monsters, most of them being very weird or incredibly horrific, and often both at once.
- Renaissance Man: The titular character of the mini-module The Magnificent Joop van Ooms.
- Sanity Meter: Averted, as the game does not feature a sanity-loss mechanic. This does not prevent characters from going permanently insane, and many situations are explicitly said to lead to madness for the characters.
- Series Mascot: The titular Flame Princess, and to a lesser extent her companions — a blonde Cleric and a brunette Magic-User. The Princess herself features on the boxed set cover (which, having Naga nipples, can't be posted here). Internal art and module covers track her progress from scared little girl defending her baby sister with her dead father's sword, through to a scarred badass Dying Alone in a sewer.
- Sealed Evil in a Can: The plot for several modules. One also has quite a lot of sealed GOOD in a can. You still don't want to let it out. Almost every LotFP module contains at least one horror the players can inadvertently release on the world, sometimes several.
- Starfish Aliens: The plant-aliens seen through a telescope in The Tower of the Stargazer. They are seen dancing around a light if the telescope is tampered with. Through further player action it is possible for one of the characters to be teleported to the dancing aliens in gelatinous form and be eaten.
- The Six Stats: Played straight as an arrow, but switched into alphabetical order.
- Total Party Kill: The expected outcome of many modules. Notably Death Frost Doom
- Treacherous Quest Giver: Startlingly, averted in most of the material produced so far. Only The God that Crawls comes close, and the party responsible feels terrible about it.
- Turn Undead: A spell rather than an ability. Contributes to the Nintendo Hard above, at least when Undead are about
- Vancian Magic: And how. It's derived from Basic D&D, after all.