– The Second Santa Claus-ification

Posted: September 14th, 2018 | Author: | Filed under: News | No Comments »

Back in 1999-2000 I was playtesting the game, then in its 11th and 12th edition, with several group of players. The rules back then were very different from the 14th edition which you may know, and even more dis-similar to the 15th edition, which is in the works now. There were more abilities, more attributes, and a lot more mechanics to keep abreast of and in mind when playing. A lot of mechanics were in the form of “x number of D10 dice under a particular stat, ability or attribute”. This made it hard to remember, but allowed for a great deal of detail.

To avoid Acid Wave, roll 6D10 under CON (Constitution) or 4D10 under SPD/2 (Speed) or be dissolved by the magical acid spray.

Then there was Santa Claus. That wasn’t her real name, but everyone called her Santa Claus for reasons that have no bearing on this story. Santa Claus didn’t hold with numbers very well. Her talents were elsewhere, and she struggled trying to keep the rules and all the rules straight.

I took this on board and performed a process which was later dubbed the Santa Claus-ification. This was a rightening of the entire system into D100-format, so that all rolls were D100 against a modifier and a goal, not a nearly arbitrary number of D10 that had to be summed up.
This process also informed me in working with the 15th edition of game, building on the 14th to make it sturdier, and easier.

However, obviously the process tied a knot on itself somewhere along the line, and I have noticed some structural issues creeping in.

The roll is modified by 35, so the trait of 90 plus the roll of 41 minus 35 (90 (trait) – 41 (roll) – 35 (modification)) results in a difference of 14, which is not enough to succeed.

Somewhere in the back of my head I have felt this was the wrong way to go, and have been almost subverting these structural issues as they arise when writing adventures for the playtesting. It wasn’t until yesterday that I understood the full breadth and depth of these issues, however. Luckily the fix isn’t very difficult, only time-consuming, and I am calling this the “Second Santa Claus-ification” as it is a rightening of crooked rules, to make them more harmonious, sturdier and robust, and easier to learn and play with.

The trait is modified by -35 for this roll, resulting in a trait of 55 (90-35). The roll is 41, which results in a difference of (55-41) 14, which is not enough to succeed.

I am happy I caught these issues now so that they didn’t make it into print.

I am also happily working away at an online character sheet that does most of this math on its own. All the player has to do is put “x” where it applies, and the sheet will take care of burden, injury and magical modifiers, for instance.


– Working on the next edition

Posted: August 9th, 2018 | Author: | Filed under: News | Tags: | No Comments »

In 2010 I published the Lost Roads of Lociam, and over the subsequent 18 months I provided monthly new rules, errata, adventures and more through this site and others. In short, I kept working on the game.

At the end of those 18 months I was fairly confident that the system was as good as I was going to be able to make it.

And it wasn’t good enough.

 

So the new edition of the game has torn up and thrown away 98% of all the rules, and made an entirely new game-engine for itself. The story and the world is the same (although we are moving through history, so not everything is the same…) but the rules behave quite differently now. Gone are the over-complicated turn-based fights, and in are narrative structures that lets heroes be heroes. Gone are massed spelllists for the poor magic-users to memorize, and in are sleeker, slimmer rules for both magic, faith, exploration and survival.

 

Some preliminary playtesting of the system, first the character creation-system and then the adventures (which I am “porting” from the older edition into the new) has yielded positive results. Maybe, if things progress, we might see a release within a year or something.


– Nordic Gaming day

Posted: November 21st, 2016 | Author: | Filed under: News | No Comments »

Nordic Game day 2016

On Saturday the 19th of November 2016 I lectured at the Nordic Game Day at the public library in Gävle, Sweden.

I had an hour at my disposal, and talked about roleplaying games in general, their history and development over the last few decades, and about Lost Roads of Locaim in particular. It was a fun time, and I got the chance to connect to some people, new and returning players in equal measure, and got to set up my little stall to sell a few books.
I am happy to have attended and look forward to seeing more of you around.
I would be happy to return, if given the chance, especially if I can get the next version of the game up and running.


– Nordic Gameday in Gävle

Posted: November 19th, 2016 | Author: | Filed under: News | No Comments »

Time to head off to Nordic Gameday in Gävle!

I am looking forward to giving a short lecture on roleplaying-games in general and Lost Roads of Lociam in particular.

I hope to get some good feedback and meet some of you there!

 

More info here.


– Some art while we work!

Posted: August 14th, 2012 | Author: | Filed under: News | No Comments »

As we are working on the rules for the next version of the game (which will be made available free as a PDF by the way!) one of our fantastic illustrators Randy Linbourn sent us this clip of his artwork. Now the cover isn’t his, that’s by the amazing Dave, but the rest of the artwork is his.

Enjoy!

And here’s the clip!


– Reworking for the 15th

Posted: July 21st, 2012 | Author: | Filed under: News | No Comments »

I started making this game back in 1991 and I have been steadily improving the basic core engine of the rules ever since.
Now, with the 14th incarnation of them, I feel the rules have reached what is essentially their peak.
And they are not good enough.
So what I am doing is starting again. Not from scratch, but close enough. I am ripping up the entire rulesystem and rebuilding it from the ground up, borrowing a pipe here and tile there from the older versions, but it is a very different construction with a very different focus this time around.
Looking forward to showing it off to you guys when it is done!


GothCon 2012

Posted: April 16th, 2012 | Author: | Filed under: News | No Comments »

This year, the one before, we attended GothCon in Gothenburg and sold the game, the Wanderer’s Compendium, in Glorious Ashes and Through the Eyes of Madness to the people there.

The spread of wares for GothCon

Now we are moving into other projects, and the pace here will slow until we are ready to reveal the next set of ideas, the next step onto the Lost Roads.


The Long Winter

Posted: January 9th, 2012 | Author: | Filed under: News | No Comments »

As we move into 2012 we are slowing work for a bit on the Lost Roads of Lociam. It has been a busy year and many more yet to come, so we are focusing on some reworking and testing of the next incarnation of the game. Most information will be posted as it becomes available.

 

For now, enjoy the game and the modules you can buy off either lulu or off DriveThruRPG.


Stockholm Spelkonvent 2011

Posted: September 20th, 2011 | Author: | Filed under: News | No Comments »

So last fall we visited the Stockholm Gaming convention and sat in what amounts to be a cold airplane-hangar which is a bit out of the way. Last year the convention was really small, but this year the attendance had picked up a bit.

This year the convention sported a Mythos-theme, and we wrote up a Mythos-inspired scenario called “Through the Eyes of Madness” which was available at the convention for the very first time. It is hard to introduce such a big and complex setting as the Mythos into the Lost Roads of Lociam with just a small adventure, and it won’t be a lasting element in the world, but as a one-off it fun.
The module ties in with an upcoming article in the Swedish gaming magazine Fenix which will be coming out in the coming weeks. The article there is on “Lost Treasures” and one of these lost treasures is located in the dark vaults of this horrible cult which is found in the adventure we sold at the convention. The other treasures are linked into other adventures, so stay tuned.

For more news as they happen in this project you can visit our -page.


20 years!

Posted: June 24th, 2011 | Author: | Filed under: News | No Comments »

It was in the summer of 1991 that I started writing on a small fantasy-game called “Silent fighters”. This game, while never reaching completion and being utter crap, was the start of the project that slowly, over the years, matured into the Lost Roads of Lociam!

To celebrate 20 years of writing, good games and progress, Lost Roads of Lociam is rewarding its loyal fans and inviting new ones by giving away a lot of goodies!

First up is the (and this is going to sound strange) post-apocalyptic fantasy scenario “In glorious ashes”. This was written for LinCon 2011, which had a post-apocalyptic theme to it.

Enter the Forbidden Zone, the ruins of the greatest and first capital of Lociam’s human kingdoms. After is cataclysmic destruction over a thousand years ago it has been inhabited by the most dangerous creatures and subject to magical phenomenon that scorches the ground and sky.
Here are buried some of the most fantastic treasures on all of Lociam, so if you have the mettle and the courage, the trip might be just what you need.

The book contains a description and history of the Forbidden zone, along with random encounters and treasures for searching in the dangerous rubble. There is also a section on the monsters and bandits that roam the zone, and finally rules for randomly generating magical artifacts for use in your game.

You can get this absolutely FREE over at DriveThruRPG.com right now!

 

We have also set up a limited-time-only discount at DriveThruRPG.com so you can get the rulebook dirt-cheap! You will have to act now though, as the offer only lasts as long as the celebrations!

 

In continuation of our celebrations we are now adding Circles Disrupted as a FREE adventure over at DriveThruRPG.com! In this adventure for the Core Rulebook the characters meddle in the affairs of wizards and the stuff of nightmares. You can also get it through the Adventure-page here, if you don’t want to get it through DriveThruRPG.

The adventure not only contains the setting itself, but also material on the politics of magical circles and libraries, rules for magical rocks and crystals, and a new Sphere of Higher Magic; the Sphere of Nightmares!

 

There will be more gifts coming your way in the coming weeks, and as an added bonus the interactive sheet you can use to generate characters over at the Example-section of the page has been heavily updated to now include a LOT more operations to make your life easier.

 

And as the final (insane) act of these celebrations

Lost Roads of Lociam goes FREE!

You can now download the game for free over at DriveThruRPG.com, and get the rulebook, ready-made characters and a sample adventure for free, and just start playing right now!

Enjoy and thank you for these 20 years!

For more news as they happen in this project you can visit our -page.