OK, So I am not Jean Valjean. I’m not even French. Here is a little story for you that got me thinking about NPCs in the world around the party and could be useful to DnD DMs moving over to Rolemaster.
I took up fencing with Sabre and Epee after the London 2012 Olympics. I started with Sabre but after six months or so I tried Epee and for me it was everything I was looking for in a sword fight.
My next face to face game session is in 3 weeks today. The party has been in the same underground cave system (under the tower of Ashaba) in human terms since November 2014. They have had 24hrs of actual play time since then and hopefully they should get another 20hrs of play time in the next gaming weekend. This particular weekend will be a bit different as one game we have been playing for the past six years will come to an end. We had been having half the weekend playing in Shadow World and half in my Forgotten Realms world. I suspect that all the Shadow World characters will die very quickly on Friday night or early Saturday.
I am still trying to read as much Realms Lore as possible and one of the things that struck me was that Golems are a fairly common magical defence for the spell casters of Faerun but there is no mechanism for their creation in Rolemaster (that I know of).
Under the ‘good old days’ of Rolemaster 2nd Edition (RM2) there should have been a whole companion dedicated to Golems and at least a profession of Golem maker.
This is a preview of
Creating a Rolemaster Golem (or “In just 7 days I could make you a man”)
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This week I have been mainly studying Forgotten Realms realmslore. I must admit I am quite impressed.
I have one face to face group that meet three times a year for a long weekend of gaming and this summer I am going to start a pbp game set in and around Waterdeep and the North. The idea is to move the face to face group up into the north so that they are adventuring in the same region.
I have covered a lot about the different spell casters and fighters so here is something about rolemaster thieves.
We have a sliding scale with the more violent at one end and then less violent the other. On that scale then the thieving classes pretty much fall into the order that I listed them in the title. The rogue is almost a cross over between fighter and thief, they get the best (cheapest) weapon skill costs at the expense of some of the subterfuge skills. They can still learn them but they are a little more expensive.
This is a preview of
Rolemaster Rogues, Thieves, Burglars and the Nightblade
. Read the full post (899 words, 2 images, estimated 3:36 mins reading time)
Question:What are the differences between a european-esque knight, a centurion, a samurai and a viking berserker?
Answer:What the player wanted to get out of the game.
In Rolemaster there are two approaches to getting exactly the PC you had in mind. The first is the hard earned cash version where you go out and buy all the Rolemaster companions and build the character to the profession as defined in those books. There will be as many companions for the new RMU as there is demand for and there are more companions for RM2/RMC/RMSS/FRP than any sane person requires (but we are roleplayers so we have them all).
It is easy to build almost any kind of fighter in Rolemaster but you should not be blinkered, there can be a lot of cross over between the different types of non-spell caster. Is a pirate a fighter with some maritime skills who steals things or a thief that likes to fight first and ask questions later? In Rolemaster the answer is which ever you want to play it.
Armour skills are increasingly expensive as the armour gets heavier which means that if you want to play a light, nimble warrior then what you save in armour costs you can spend on other skills. A platemailed knight will spend more on armour but probably would not be spending points on acrobatics and tumbling.
I have spent most of this month telling you how Rolemaster spell casters are streets ahead of their D&D couterparts… wait until you see a Rolemaster figher in action.
My memories of playing D&D fighters was something like:
Round 1, Kobold hits you, take damage, roll to hit, roll damage, kobold is dead.
Round 2, Kobold misses you, roll to hit, roll damage, kobold is dead.