As I mentioned in the previous article Lamentations of the flame princess was a massively influential system in the OSR, At its core it is a version of B/X D&D with some house rules (which are pretty good house rules mind you) so why is it controversial? well it has transgressive material, an edgy creator and MAJOR DRAMA.
So before we start its worth giving a bit of a content warning: WARNING LOTFP PRODUCTS TENDS TO CONTAIN DARK THEMES, SENSETIVE TOPICS, NUDITY AND GORE, THIS IS NOT SUTIED TO SENSETIVE READERS.
So with that out the way, lets get on with the review. Lamentations of the flame princess(or Lotfp from now on) was created by James Raggie the 3rd, a man who loves to court controversy and push the bounds of what is considered acceptable(to the point that he regularly plays chicken with what he can sell on Drive thru rpg), James has been in many controversies over the years from fighting against the satanic panic (even after it is long dead and buried) by putting in edgy satanic stuff in his adventures(and publishing a book on using satanic rituals in the running of ttrpg's) to involvement with other controversial people and of course the content of his adventures (very edgy).
Firstly its worth talking about some of the design philosophy of lamentations. Firstly Lotfp calls itself weird fantasy, this is a part of the weird fiction genre, a genre that is defined by the reinterpretation of classical monsters or use of transgressive material, this genre includes subgenres such as cosmic horror, Swords and Sorcery and Weird Science etc. Lotfp doesn't believe in the standard, it doesn't have a magic item list or a monster manual, it advises if you uses monsters outside of the mundane that you only use them once to keep the mystery and that most of the time you keep the game grounded, how grounded? well the implied setting that has formed for Lotfp is a historical setting, with a silver standard currency and black powder weapons (that take a accurate amount of time to load)
The Ability score modifiers are the standard B/X spread of -3 to +3, standard 3d6 ability score generation with a house rule that you reroll the set if the total of all the ability modifiers added together is less than 0. there are a hit point minimum for first level based on class, only fighters improve their to hit bonus and that includes the dwarf and elf race as class options(this seems a big deal but its worth noting that practically nothing goes beyond AC 18 in Lotfp). Alignment is a thing but is only really there to determine the results of being targeted by certain spells or magic items (you also don't have a choice most of the time a cleric is always lawful and a magic user is always chaotic etc).
Classes are the standard B/X affair; Cleric, fighter, magic user, Thief(or specialist as its know in Lotfp) dwarf, elf and halfling. There is some flair with the execution and house rules, clerics get spells at first level, but turn undead instead of being a class feature is a spell on the cleric spell list. Fighters get the before mentioned to hit bonus increase, Magic users get d6 hit dice at first level, Specialist uses d6 for skills and can chose where to focuses their skill increase(including sneak attack) and gets hit dice changed to a d6 too. Dwarves get d10 hit dice, additional encumbrance points, a d6 architect skill that starts at a 3in6 chance, a +1 to their con modifier and they are the only class that gets to add their con bonus to their hp gains each level after 9th (which is huge and probably makes them my favourite version of the dwarf in any fantasy game), Elf's get the standard magic while also being able to cast one handed, they get a search check that starts at a 2in6 and a reduction in surprise chance (down to a 1in6 chance). Lastly halflings get a +1 to their dex bonus, a +1 to ac when not surprised, a 5in6 stealth skill and a bush craft skill that starts at a 3in6 chance.
The equipment lists are some of the best I've ever seen, it has all the standard stuff plus extras that add to the feel of the game. Stuff like man catchers and Garrote's added to the weapon list, Silver weapons having a 1 in 10 chance to break whenever they are used and the lists of black powder weapons in the appendix of the book, these additions add a very dark fantasy tone to the generic fantasy B/X rules. And that's just the weapons portion of the equipment lists, other great additions is the two costs for everything, a rural cost and a urban cost, the list of services from travel and posting to lodging and the list of vehicles and livestock, these tables add so much info about the setting while barely being a paragraph between them.
There are simple rules for a wide range of occurrences such as foraging and hunting, disease and aging, drugs and alcohol consumption, poison and starvation and even sleep deprivation(i have seen at least one monster ability that can rob you of the ability to sleep before so a useful rule to have you never know) one of the most interesting abstractions are the language rules, where instead of having a list of languages for the players to know you have a chance to understand a language the first time you hear it.
Encumbrance uses a point based system to simplify carry weight. wearing heavy armour gives encumbrance point, carrying over sized items or weapons add a point and having certain number of items gives points. These points then translate into your encumbrance status and movement speed. It is worth noting at this point that classes in Lotfp doesn't limit what weapons or armour you can use but your encumbrance can prevent you using magic and some skills. This section also has rules for mounts and pack animal encumbrance and movement which uses the same point based system as the player characters do.
There are then some rules for maritime travel and combat, an expansive section on hirelings (including rules on slave ownership which fits the historical setting) and section on property and finance (with some great abstractions to reduce the number crunching a bit). I appreciate these sorts of thing as it gives more for you to spend your silver on.
Combat is what you would usually expect, there are some house rules such as parrying, aiming and firing into melee etc. but largely the house rules are there to answer common questions that come up playing B/X.
Magic in Lotfp gets interesting, house rules on recharging magic staffs, laboratory's and some more rules on spell scrolls and research etc, but the spell list has been revamped to remove or change certain spells and add entirely new spells. Much of the spells removed are direct damage or resurrection spells and much of the changes or new spells have odd or unpredictable results, such as Duo-Dimension that makes a target 2d or the well loved summon spell that summons a random entity from the outer planes(the creatures summoned range largely in form or effect), a lot of this reflects the more dangerous and unreliable nature of magic in swords and sorcery or dark fantasy fiction.
Lotfp is one of my favourite B/X derived systems though its not for everyone, I felt the need to look over the system again given the recent new releases. In terms of good adventure and supplements for Lotfp, I would recommend watching/reading some reviews first as quality and content varies wildly.
Links to the Core books,
Player book: https://www.drivethrurpg.com/product/115059/LotFP-Rules--Magic-Free-Version?manufacturers_id=2795
Referee book: https://www.drivethrurpg.com/product/148012/LotFP-Referee-Book-old-Grindhouse-Edition?manufacturers_id=2795
M.C.