Year-End Sale Ends in 10 Hours!
Plus Dungeoncraft features Nebulith, plus a closer look at the freebie books, plus a bit of campaign advice!
(sorry for the emailed posts just a few days apart, that won’t be a usual occurrence)
The LotFP year-end sale ends at 10am Finland time/midnight US Pacific time!
The sale: If you order 151€ or more (before shipping or taxes) worth of goods from either the LotFP EU or US webstores, use coupon code 2025END to get 20% off those goods! (discount does not apply to slipcase editions, but absolutely everything else is included!)
(also, we’re down to our last three copies of Hyena Child, so maybe pick that up while getting to 151?)
So now that I’ve poked you to make that impulse buy you’re been putting off the last 16 days, I want to show you some other things.
Professor Dungeon Master talked some about Nebulith over on his Dungeoncraft channel as part of his “D&D is dead. Independent games are the future. The best TTRPGs 2025.” video. The link here should take you right to the part where he talks about Nebulith (but if the embedding messes with that, it’s at the 16:18 mark) but of course he talks about neat non-LotFP stuff too.
And since the initial orderers have largely gotten their copies so got to experience them spoiler-free, I’ve gone a bit more in-depth on the freebie book offers which are available while supplies last:
This 28 page full-color booklet is available free with all orders 26€ or more (before taxes or shipping) from the LotFP US webstore. (We can’t ship orders over 1.5kg from the US webstore to outside of the US.) You don’t need to add it to your cart in the store, it will be manually packed with applicable orders automatically. (Writing by James Edward Raggi IV, cover art by Yannick Bouchard, design and cartography by Glynn Seal, edited by Matthew Pook)
This 64 page hardcover adventure is available free with all orders 36€ or more (before shipping or taxes) from the LotFP EU webstore (don’t use the Global Mail shipping method if it’s an option if you want this free hardcover). You don’t need to add it to your cart in the store, it will be manually packed with applicable orders automatically. (Writing by James Edward Raggi IV, cover art by Yannick Bouchard, design and cartography by Glynn Seal, edited by Matthew Pook)
And so this post has something gaming-wise to think about that’s not just promotional:
There’s some bad advice about running games about when things are slow, just have some ninjas break down the door so there’s a fight! Basically saying that downtime is the worst thing that can happen in a game.
To that I say, why are the players being passive? If it’s a convention game or a one-shot and they’re not sure what it is they’re supposed to do, ok, fair enough, nudge them. Or don’t, if you’re not afraid of everyone wasting four hours of their time because they didn’t find the secret door in the second room. But nudging is probably a good idea in this sort of situation.
In campaign play? If they’re stuck as to what to do with a certain situation, there should already be little breadcrumbs laid out for them to pursue other situations. “We’ll just go do that instead!” It’s a campaign, the players should be in control of what adventures they have and they need to be proactive in participating in the world. Sure, abandoning an adventure doesn’t feel good, but a TPK through unwise or unlucky combat shouldn’t be the only failure state for an adventure.
But in campaign play just because they leave the adventure doesn’t mean whatever they failed to find stops being there. The adventure will just keep going without them, and whatever forces were at work will continue to do their work, now unimpeded now that the players have fucked off to do something else. Soon enough more leads and clues and catastrophes should be popping up to bring attention back to the abandoned scenario.
Train your players to understand that adventure should be something they pursue at least as often as it is something that just falls in their lap.

