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> # Genre
>
> - Dark Fantasy
>
> # Gameplay Focus
>
> - Dungeon Crawling
> - Strategic Combat
> - Resource Gathering
> - Research & Preparation
>
> # Themes
>
> - Ancient Mesopotamia
> - Trauma
> - Psychological Horror
>
> # Inspirations
>
> - Darkest Dungeon
> - Fear & Hunger
> - Delicious in Dungeon
> - Bloodborne
> - H. P. Lovecraft
>
> # Pricing
>
> - TBD
**Legacy of Lamashtu** is a years-long passion project I started back in 2023. Coming from D&D 5e, I've been hungry for a Tabletop Roleplaying Game (TTRPG) that features more dungeons, better martial combat, and rewarding resource gathering and management. Looking around, I've seen many other interesting TTRPGs, but none that had quite all that I wanted in a game. So, I decided to make this game instead.
Needless to say, I've been working on this project for a while now; building, testing mechanics, then tearing it back down. I have no timeline for when I would like this to be playable by, as I would rather take my time to build something enjoyable, rather than spend it stressing and trying to meet deadlines. Much has changed in my life since I started, and squeezing in time to work on this project has been a challenge. However, being able to build this game together with my brother may be what I enjoy the most. And together, we will keep pressing forward to make a game that we can one day play with our friends. And, perhaps, others may wish to play too.
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## Design Goals
Coming from D&D 5e, there were a number of things I liked about the game, things I did not like, and others I felt could be expanded on. As an entry into TTRPGs, D&D 5e was and is a wonderful game, and the friends I played it with made it that much better. However, as I'm sure happens at many tables, over time we found ourselves having to overrule or even create new rules to play the way we wanted.
I loved building characters, and our scheming that borderlined on the absurd before rushing into combat. Creeping around castles and dungeons, peaking around every corner to see just how much more trouble we had gotten ourselves into.
However, without magic, I felt combat was lacking. Playing a martial character felt like every turn boiled down to running up to the enemy, swing, roll damage, then wait and hope the enemy misses their attack. Armor "felt" less like armor, but rather making you better at dodging attacks. And character classes made me feel like I was stuck making my characters the way the game wanted, not how I wanted. And thus, I gave up any notion of optimization in favor of making fun, yet woefully under-powered characters.
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>> #### Likes
>> - **Dungeon Crawling** - Sneaking about castles and dungeons, taking it slow. Every choice has consequences. Old school D&D had more of this.
>> - **Scheming** - Coming up with elaborate plans with my brother and friends. This was arguably my favorite part of playing the game.
>> - **Magic** - Choosing which spell to use when, and managing how often you could use them. There is a wide variety of interesting spells to choose from.
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>> #### Dislikes
>> - **D20** - The 20-sided die makes for easy math. However, you will still roll very high or low on skill checks and attacks despite being an "expert" at something in game.
>> - **Classes** - Great blueprints for beginners, but limit choices in character progression.
>> - **Martial Combat** - Without magic, combat feels like a slug-fest. You run up an whale on each other until one of you drops.
>> - **Armor** - The more armor you have, the harder you are to hit. But, at no point does it "feel" like your armor is tanking the hit. Everything is hit or miss.
For **Legacy of Lamashtu**, my goal is to make a game where combat has much more strategy, and creativity is rewarded. To expand on defensive options, where players can do more than sit and wait for their next turn, hoping the enemy misses. A skill-based system without character classes, where you have much greater freedom in designing your characters. A game that rewards players for planning ahead, gathering and managing resources, and roleplaying.
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## Pricing
While still much too early in development to know exactly what I'll do in terms of pricing, I do have some idea. Likely, I'll make the base game accessible for free. That is, the basic rule set, which I plan to host here on this website. Personally, I don't like the idea of paying money for a game, spending lots of time learning all the rules, only to find out that either I or my potential players don't like it. I would much rather potential players have a chance to try out the game and decide whether or not they like it. And, if they do, they can tell their friends about it.
If it turns out that there are enough players who enjoy the game, I might consider working towards making printed copies of the rule book and additional content for a low to reasonable price.
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## Legal Information
**Legacy of Lamashtu** is © 2023 Gavin Caudill. All rights reserved.
References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material.