64 page a5-sized hardcover (full color, + slipcase)
Words by James Edward Raggi IV
New Art by Yannick Bouchard and Jan Pospíšil
Graphic Design by Jez Gordon
This is the Tenth Anniversary Edition of the RECG complete with a restoration of the original text. Includes the three introductions used (or proposed) in previous editions, plus a new one. Also includes an archive art gallery with the art from past editions.
The Generator itself is a table-based random monster generator designed to create quite unusual, but usable, monsters for your game. It was originally self-published in early 2008, and then picked up for a more professional edition by Goodman Games at the end of 2008. And then years later, it has come home for an ever fancier edition with all-new artwork and a new layout.
Limited to 500 Numbered Copies. (There might be print overruns, and this is being written before the books arrive, so that 500 is not definite. But that’s what was ordered.)
With the new edition of my first book, I thought I’d ask some of the LotFP Rogues Gallery what their favorite LotFP books (that they didn’t personally work on) are:
Kiel Chenier (Blood in the Chocolate)
Vornheim the complete city kit: “Easily the most useful RPG supplement released in the past 20 years. Vornheim represents a new gold standard by which all setting supplements should be judged: if it doesn’t read and run as fast and easily as Vornheim does, it’s not up to snuff”
Broodmother Skyfortress: “With BMSF, Jeff Rients does in a single adventure what many games struggle to do over their entire lifespan: he makes becoming a game master feel easy. A definitive take on giants and catastrophe in fantasy games”
Towers Two: “In 111 pages Dave Brockie and Jobe Bittman provide the ultimate ‘ur-campaign’; a grimy and weird medieval region filled with the kinds of conflicts and characters that have been keeping people playing in this hobby for almost 50 years”
Kelvin Green (Forgive Us, Fish Fuckers)
Vornheim: A revolutionary book, that dared to throw away the “technical manual” style of rpg writing and had utility as its main goal, even down to making the covers useful. Perhaps my favourite rpg book ever, Vornheim should have been much more influential on general rpg design than it has been.
Death Frost Doom: A classic spooky-house-and-dungeon adventure, and as perfect an example of what LotFP is about as you could ask for. Bad stuff could — and probably does — happens, but it’s all as a consequence of player actions, and there’s a –small — chance that your players get away without trouble and with all the loot. A small chance. Both versions are good, but the revised edition benefits from a writing polish from Zak S and Jez Gordon’s chunky, gritty, grindhouse art.
Qelong: An east Asian setting that presents a region in apocalyptic turmoil as the result of Kirby Space Gods having a scrap just over the way, more Cambodia and Vietnam than the usual China/Japan focus you see in rpg books. Ken Hite’s writing is spot on and Rich Longmore is one of my favourite artists working in the rpg field, and I’d be overjoyed to see this expanded to 100+ pages with a lovely boxed set, but even the 48 pages we have is wonderful.
Zzarchov Kowolski (Scenic Dunnsmouth, Thulian Echoes, etc.)
Death Frost Doom: The adventure that made me willing to run other people’s adventures. It was a great example of how to break the mold and its fantastically memorable for players. 30 years from now people will still run this.
Cursed Chateau: This book looks gorgeous and its dripping with atmosphere. Its a haunted house adventure that actually works for your average adventuring party without needing GM fiat to railroad.
Tower of the Stargazer: This is a phenomenal starter adventure that is a great tutorial for players looking to live through lamentations of the flame princess adventures.
James Maliszewski (Cursed Chateau)
Death Frost Doom: This is the book that made me sit up and take serious notice of James Raggi. Death Frost Doom is moody, unsettling, and filled with foreboding – like a terrific weird tale – and dropping it into an ongoing campaign is sure to shake things up forever.
Carcosa: Since its original publication, Carcosa has inspired and repelled me in equal measure. It’s a book that most definitely isn’t for everyone, which is what I like about it: Geoffrey McKinney doesn’t compromise his vision of Lovecraftian fantasy and the result is bold and original.
Scenic Dunnsmouth: Zzarchov Kowolski takes a tired old fantasy adventure trope, the sleepy village hiding a dark secret, and brilliantly re-imagines into something I found genuinely unsettling. His idiosyncratic authorial voice is a joy to read, while his clever village generation system gives this adventure surprising re-usability. This is my favorite Lamentations publication and one of my favorite adventures of all time.
Geoffrey McKinney (Carcosa, Isle of the Unknown)
The Random Esoteric Creature Generator: This book’s insights can cause you to significantly change your campaign. It is a giant step back into the old-school. In 1973 do you think any of the D&D players were familiar with the monsters they encountered? Not a chance. It was all unknown.
The Monolith from beyond Space and Time: Page after page of new and imaginative challenges for your players. It helps weed-out those who think that something such as a pit trap somehow robs characters of “agency”. Nonsense. This module is a rewarding exploration of the weird.
Death Frost Doom (first edition): The atmosphere of this module can be cut with a knife, and I still get chills merely thinking about Zeke Duncaster. Laura Jalo’s cover is a subtle work of wintry art.
Zak Smith (Vornheim, Red & Pleasant Land, Frostbitten & Mutilated):
“Broodmother SkyFortress is the best introductory adventure in history of games. It immediately confronts the players without a problem they’re going to have to solve in an exciting way and immediately give them something fantastic to explore that they can’t do the normal way.”
“Carcosa is the only truly usable large hex crawl ever put out. If you like the dark science fantasy— Great— but even if you don’t you’re going to get weeks or possibly months of play after a very light reskinning. Something in each hex with just enough interest that you can overlay any ideas of your own you might have.”
“Every single adventure should be done The way Kelvin green did Forgive Us: Flip through it for 15 minutes and you get the entire idea—there is never a word when a picture will do. plenty of room for expansion and notes— and the pictures both communicate exactly what’s going on and show you how your players are going to move through it.”