Out Now: CAMPFIRE TALES #7
Whew. Just under the wire.
The newest Campfire Tale is now available on DriveThruRPG and RPGNow:
Summer is the best time ever. No more pencils, no more books, you know the deal. And this year, it’s going to be extra-awesome because you’re spending two weeks at Camp Howland Rolf where you’ll be swimming, playing sports, running around like crazy, fending off the attacks of ravenous woodland creatures…
Wait—what was that last part again?
“Camp Howling Wolf” is just $5 for a full standalone episode including three new monsters and six new GMCs for use with this or any Little Fears Nightmare Edition episode.
I hope you enjoy this new episode! If you get a chance to play it, please let me know what you think.
If you pre-ordered the Little Fears custom dice, you should have already received a code for your free copy through DriveThruRPG. If you haven’t received your code yet, please let me know right away and I’ll take care of it.
Tags: campfire tales, downloads, drivethrurpg, lfne, pdf, supp6 Comments »

Available in Print and PDF!







July 22nd, 2012 at 11:06 pm
I’ve read through Scene 3, and will probably read more later, but I just can’t leave this tab open any more, so here we go.
Page 7 typos: “Aimee’s parents really new Teena-Marie”, “Ever June, without fail”
It might be nice to know Jan’s (presumed? I’m not done yet) age as early as her character profile. Knowing Ryan’s really helped shape my perspective of him, because I assumed the Head Counsellor would be an adult (at least until I finished his paragraph!). So the same would be good for her.
Would the DNR reps really be there early enough to leave footprints on Page 11, Scene 3? They were just called within the last half hour, in Scene 2. Maybe they’ve been there before and I just don’t know because I haven’t finished the PDF, that’s fine. But if not, gathering a team of investigators in the middle of the night in that small a time frame, plus driving time… even if they were scary effective, they’d have to be practically next door. (On a side note, not being American, I wasn’t sure what DNR stood for until I skimmed the rest of the document. It makes sense for their first mention to be “DNR” because it’s something someone is saying, but spelling it out earlier on might be ideal.)
July 22nd, 2012 at 11:23 pm
Thank you for spotting the typos! I’ll make the corrections immediately. I’ll add Jan’s age as well.
The footprints in Scene 3 are not from when they were called about the events in Scene 2 but from inspecting the site prior to its opening.
July 23rd, 2012 at 2:46 am
Some of the subheadings in the book are missing their bold formatting: “If the Characters fight” in Scene 4; “Peter Rottentail” in Scene 5.
Near the end of Scene 6, this sentence just drops off: “The shadowy figure when it lays eyes on the characters.”
An additional copy of the Werebunny’s Stuff is floating on top of the GMCs at the top of Page 18, barely visible because it’s white, but visible enough to be making a mess.
The Songbook’s powers say to use “Werecritter” stats, which appears elsewhere as well, but it seems like some point between those and the end stats, you changed “Werecritter” into the distinct Rabbit and Squirrel types. It’s easy enough to see what you mean and improvising wouldn’t be hard, but it still reads a little off. You could easily ignore that one.
All-in-all a good episode! I think the camp seems like a good durable location for a summer season of a campaign (short of the whole “be hard not to shut it down after all this” problem), though if used for that purpose, a rough map would have been appreciated as a player handout but is not necessary for a standalone. It was good to see the Any-Significantly-Scary-Thing-Is-A-Monster guideline finally given an example since it was mentioned in the main rules. That the Werecritters and our Scary Monster are more demi-Monsters might not make them the best example for that guideline but it also touches on the mentions of kids turning into monsters in the main book, so really, the whole thing is a nice spotlight on not-yet covered corners of the universe, and bravo for that.
I liked the multiple branches in the mid-story (and the joke in how do-nothing Branch 1 becomes Branch 3 in Scene 3). It does taper off to a designated end-path, though, and as such I’m curious if my players will actually get up out of bed a second time after being caught in Scene 4, if not multiple times due to poor skill rolls, but thankfully there’s nothing to prevent the scenario from extending into the next day if absolutely necessary.
Mildly concerned about the Werecritters’ stat lines, I suppose? It’s hard to tell how concerned I am, if at all. In a way, I always found it impressive and daunting that Titania’s forest are patrolled by organized gangs of Regular Monsters, as it emphasizes that you can’t just tromp up to King Pride with your bat a-swingin’. Regular Monsters put paid to the idea of paper-thin mooks, and I like that as it plays to the game’s setting. But at the same time, now I’ve got to compare Goblyns, Vampires, and plot-critical character-monsters like Mr. Mumbley as being no more powerful than… Squirrels. Glowing, rabid Squirrels. Who will die in 10 minutes, sure, but there seems something a little off about it. Then again, the Werecritters are called in when the players are supposed to run from them… I’m not even sure what side I’m on in this debate. Oh well.
July 23rd, 2012 at 2:46 am
Okay, good on the footprints then, that is the most reasonable explanation.
July 25th, 2012 at 12:52 pm
Thank you for the thorough notes. I’ll go through the file again and get everything updated. Ashamedly, I didn’t have much time to fine-comb it since I had to hit the road soon after finalizing it.
I’ve wanted to do a true mook-level creature for LFNE akin to the simple GMCs. May be something I’ll address sooner rather than later.
July 25th, 2012 at 9:13 pm
It’s something I’d want to playtest more even within my own gaming group, but it’s possible the issue is just one of HP. I mean, if you drop their Abilities much, they might be tromped by everyone. HP is just the one that best stands out. Even if you’re armed with a good weapon, you’re likely to only be doing < 10 damage a hit, and every Regular Monster in existence has 30 HP. Throw in the fact that these Werecritters are zombified and won't run under the best circumstances… Anyway, you know what you're doing. I'm sure if you come up with something, it'll work out for the best.