As you know I just finished rereading The Crystal Shard which is the fourth book in the legend of Drizzt. There are twenty eight books in the entire legend series so you can be fairly certain that if you are reading book four that the main character is not going to die despite how dire his circumstances may get. As GMs as opposed to authors though it seems that without the existential threat of player character death then there is no stick and if you only us the carrot of treasure all the time the game soon become too over powered or rich.
The interesting thing about this book is that Salvatore says himself that he was inspired to write having read Lord of the Rings and this book really chronicles the coming together of a fellowship before embarking on their quest just like The Fellowship of the Ring. That though is where the similarities ends.
You may or may not know that TSR and Wizards of the Coast (WotC) have ‘rebooted’ the Forgotten Realms with every new version of the DnD rules. Each reboot followed a major world shattering even. The version I like and play is set after the Time of Troubles when the gods were thrown out of their planes and forced to live on Faerun as their avatars, priests were cut off from their magic unless they were in close proximity to their deity and the gods could be killed.
Most professions in Rolemaster can only afford to develop one class or weapon. It just gets too expensive and too slow to learn more than one unless you are a pure fighter type. Over the years I have come down to three favourite weapons that I seem to go back to again and again.
In order of preference I think they must be…
I have been writing this blog now for about nine months and I am curious about who is reading the blog. I know from the website stats that about 800 unique humans visit the blog each month.
What I would quite like to do is write content that is of interest to both me and the you. To do that I need to know more about what eho is reading the blog, and what is of most interest to you all.
I have been thinking about how to best handle pre-gen characters and my conclusion is that there are two ways of making this work.
You either create maybe 30 characters, several of every profession (if you are a full blown RM2 GM then several of every kind semi’s, pures, arms users etc) and then give every player a choice from the full spectrum of characters or you hold a Q&A with each player in advance and then develop the character they described to you for them.
This is the first of two posts about pre generated characters or pre-gens. I have been thinking about them a lot recently and thought I would get some ideas down.
In a recent game it started out as being intended at a one off session and set at about 10th level. The GM then took four characters from Heroes and Rogues and modified them slightly to fit his idea for the party. He stripped out skills, changed weapons and armour skills and other modifications. He like me feels there are too many skills in RM2 but that is a different can of worms.
Every GM must have a favourite monster. I have played under GMs that loved Orcs and another that loved dragons. In the later’s case in any ‘benefit of the doubt’ call chances are the GM would side with the dragon. With dragons I think that is fine, they are meant to be the top of every food chain and you should take fighting one very seriously and relying on Luck is not a good plan.
There is a massive canon of work to support a GM using the Forgotten Realms setting. The minute play starts (even before the players enter the game) it becomes my world and what I say goes. I am god(s) and I have the ultimate authority.
What brought this thought to mind is that I finally started play in my PBP game last night and created about 150 civilians, several named individuals and several locations within ‘my Waterdeep’ that exist in no other.