So far we have sent the characters up the creek without a paddle, half drowned them and made them fight under water against a new and unknown monsterous race. Today, it is apt to make their day go from bad to worse!
The river they have been careering down so far has been randomly generated and designed to make it virtually impossible to swim out of or row out of. anyone reaching the shallows would be facing swimming rolls at something like -90 and taking krush criticals should they fail.
This post follows on from A River Runs Through It. We left the characters in the water in a fast flowing river, going over rapids and generally up the creek without a paddle.
I was once told the general anatomy of a story is ‘Put the hero up a tree, throw stones at him and then get him down again.’ Now it is time to throw some stones metaphorically speaking at the characters.
Peter’s recent blog, RMU – to infinity and beyond, created a firestorm of comment activity. 64 comments to date! Much of the back and forth touched up on professions, attributes, knacks and character creation. Certainly, the thrust of the debate was centered around the Professions vs No Professions commentary that Peter and I have continued on the RolemasterBlog and previously on the Rm Forums.
This is a preview of
Deconstruction of Character Creation and Game Modeling of Skill Systems in RM.
. Read the full post (969 words, 2 images, estimated 3:53 mins reading time)
I want you to bear with me with this post. It is a first of a mini series that should be greater than the sum of its parts.
I hope I am not the only person who does this or it will sound really naff but I have often used river journeys for the players to hand wave large sections of cross country travel through relatively safe territory. As a player we did this in Shadow World and as a GM I let my players load their horses and kit on to a barge and it took days off an otherwise uneventful journey.
One of the things I really like about RMU is the new 33/77 rule for breakage. The sheer simplicity of the mechanic really appeals to me. The actual check dice roll, d100 OE, fits in with the natural Rolemaster way of doing things, when to trigger the roll is obvious and can add some excitement to combats. The resolution is simple enough, an absolute failure breaks the item, a failure gives a -10, partial success a -5, 101+ no damage. I don’t even need a table for that.
There is no post today, sorry!
I got sidetracked by a question by Hurin and ended up writing a 1500 word reply which is about three times the size of a regular post any way.
If you want to have a think about metaskills then check out my reply here http://www.rolemasterblog.com/rmu-infinity-beyond/#comment-1166
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(52 words, 2 images, estimated 12 secs reading time)
There was a comment to my last post that read:
This is a bit of a gloomy post but if you don’t like it skim down to the ‘…and finally’ which hopefully is a bit more fun!
Over the decades I have bought a great many role playing games. Many of them, or most of them, got played once and are now just on top of a wardrobe. The death blow for all of these games was either I didn’t enjoy running it or my players didn’t want to play it.
It doesn’t matter which side doesn’t want to play, if either withdraws their support the game is dead.
With all the detailed talk of combat rules at the RM Forums, I thought this blog post was worth reading.
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(22 words, 2 images, estimated 5 secs reading time)