Old school Tabletop RPGs

An overlooked OSR gem: Lesserton and Mor

Lesserton and Mor, written by Joel and Jeff Sparks of Faster Monkey Games, is a product that I don’t think has received its due. It’s a fantastic, unique, flavorful, and versatile sourcebook for a premade city and its neighboring open-air megadungeon, and it’s incredibly cool. (Update: And it’s now free in PDF!)

For starters, just look at this glorious Peter Mullen cover:

The late, great Steve Zieser did all of the interior art, and his style — like Mullen’s — matches up beautifully with L&M’s “dirty British fantasy” aesthetic.

The hook

L&M has an awesome premise: The ancient city of Mor, “mankind’s proudest achievement,” was sacked by barbarians, and then destroyed in a mysterious cataclysm. The refugees of Mor made their new home next door, and grew that ragged settlement into the city of Lesserton — “the adventurer’s paradise,” a home base for those brave and foolhardy enough to venture into Mor to claim its riches.

Lesserton is fully described in L&M, from districts to buildings to personalities to laws. But Mor is not — Mor, you make yourself. It’s even possible to roll it up as you play, creating new hexes and populating them as the PCs venture into unexplored territory (along the lines of my own Hexmancer).

What’s inside

L&M is a shrinkwrapped bundle, old-school style: a wraparound cardstock cover, unattached to the three booklets inside. The loose cover doubles as a map of Mor, intended to be filled in as you go. Inside are three books: a ref’s guide to Lesserton, a thinner players’ guide to Lesserton, and a guide to rolling up your own Mor.

Lesserton reminds me of WFRP’s Middenheim and Terry Pratchett‘s Ankh-Morpork — two of my favorite fantasy cities — but it’s also its own animal. It’s populated by a ragtag mix of people, including many part-ork (“orkin”) folk descended from the original invaders of Mor, and home to all manner of gambling houses, pubs, and brothels. (“Fantasy Mos Eisley” would also be decent shorthand.)

The Referee’s Guide to Lesserton plumbs its depths rather well, and packs a lot of stuff into 68 pages. It’s not chaff, either — it’s stuff you’ll actually use at the table (like another of my favorite city books, Fever-Dreaming Marlinko, which I’ve written about on Yore).

There are regular pit fights, places to rob, weird shops where you can buy weird shit, normal shops that will sell you adventuring gear, and on and on. There’s a whole section on carousing, which I now realize I missed in my look at carousing in D&D from 1977 to present, and it’s great.

I loathe homework in RPGs, but I love players’ guides to settings; for me to be happy, players’ guides need to be extremely well done, or they’re just homework. The Player’s Guide to Lesserton is extremely well done. For starters, it’s 16 pages long.

What’s the city like? One page, boom. Where is X? There’s a map on the back cover. “I want to get shitfaced.” Covered. “I got too shitfaced, where do they take drunks here?” Covered. “Where do I gamble/drink/fuck?” Covered.

Also covered are lots of things that feel very Lesserton to me. For example, Brinkley’s Assurity Trust will, for 100gp, sell you a bumblebee pin that signals to the orkin tribes who live in Mor that there’s a ransom for your safe return. That’s brilliant! L&M is full of touches like that; it’s designed for play, not just reading (or worse, endless, droning setting-wankery), and it shows.

Finally, there’s the Referee’s Guide to Mor, plus its companion map. This booklet (28 pages, also a great length for what it needs to do) opens with useful background on Mor — what was where, what sort of city it was, and the like. That gives you a good foundation for improvisation during play.

The balance of the book is a framework for generating your own version of Mor, hex by hex, either in advance or on the spot. Random terrain, random buildings, random encounters, special areas (caches, dead magic zones, excavations, etc.) — pure hexcrawl goodness. It even covers generating the orkin clans who call Mor home.

Awesome possum

Put it all together, and L&M is a hell of a toolbox. To stretch the toolbox analogy a bit, it’s like a toolbox that contains some top-notch tools you’re likely to need, as well as the parts to make the ones it’d be more fun to create yourself, and an owner’s manual to help you make the most of both.

I rarely hear anyone talk about Lesserton and Mor, which is a shame — it’s a true gem of a setting. I rate it a 10/10, and heartily recommend it.

Bleakstone Old school Tabletop RPGs

Bleakstone artwork by Steve Zieser

I commissioned some artwork for Bleakstone from one of my favorite old-school artists, Steve Zieser. Steve brought Bleakstone’s dominant intelligent species — humans, skurliths, uzbardim, null slimes, and gharrudaemons — to life, and I couldn’t be happier with how they turned out. (Thanks, Steve!)

If you’d like to read more about any of these species, check out the anchor post for the Bleakstone campaign setting.

December 21, 2015 update: I’ve just learned that Steve Zieser​ has died after a long battle with cancer.

I had the privilege of working with him just once, on this project, but had chatted with him several times since then. He was a great guy, warm and funny and generous — not to mention a fantastic old school artist.

You’ll be missed, Steve.




Null Slimes


What’s next for Bleakstone?

With Focal Point in wide release, I’m slowly turning my attention to other projects. I’ve been poking at Bleakstone for the past year, since I first posted about it here, and my plan is to invest additional time and money into the setting to get it ready for publication.

I love Bleakstone. It fires my imagination, and I want to see it in print. I’ve got specific ideas about how a setting like this should be published, and I’m looking at the best ways to implement them.

With an impending move to Seattle, the next couple months are going to be pretty patchy in terms of project time, but Bleakstone will continue to progress, slowly, in the background.