Legends of Shadow World. Player Introduction.

Von l’edor, First Secretary to the High Scion hastily adjusted his robes and consulted his schedule book once again. This meeting was highly unusual; unscheduled with no information provided to his office. He hoped his last-minute apologies to the Delgaran Trade Delegation would suffice; the Laan merchants were generally insufferable and easy to offend. He made a notation to provide them with a cask of Vermillion House Red—a rare vintage that should appease their egos.

The door to the inner Sanctum open and close with a resounding boom. His master, the Elder Scion of Kuor swept into the hall, followed by two harried looking seers or scholars. The Scion was wearing his most formal attire, robes of gold thread hemmed in black and he carried his Sceptre.

Curious, he thought, perhaps this will be a religious meeting

Upon closer inspection, the two scholars seemed more noteworthy. Their robes were functional but well-made of fine cloth, sewn with mystical or astronomical symbols.

Probably another obscure sect or cult with more apocalyptic visions—they seemed to be showing up with more frequency.

Despite their subtle finery, they both looked drawn and dusty from travels. He sniffed, hoping they would detect his disapproval of their appearance in such a holy sanctuary.

The Elder Scion settled into his chair, the black wood gleaming from hours of polish, but his presence was dwarfed by the towering statue of Kuor that dominated the background, overlooking the pillared hall. The High Temple was the grandest building in Eidolon and the center of power for the Lords of Orhan in Kulthea–despite what the Elves in Palia argued he thought. Von looked to his Master for some direction or clue to this meeting, but the Elder Scion seemed focused on the far end of the hall. Finally, he motioned for the scholars to take their place on the lower audience platform.

At the far end of the hall, the burnished doors swung open slowly and a small group assembled for introduction. Even from the distance, Von could hear Scion Oberon clear his throat nervously.

“Elder Lord, may I present Knight-Captain Gorge Kroger, Commander of the Sun Guard and First Protector of the Light Bringers of Phaon.” The tall soldier strode forward, resplendent in his gold and red enameled armor. Kroger was a regular visitor to the High Temple but the unexpected nature of the audience implied a military matter. The Knight-Captain stopped at the foot of the stairs to the Holy Dais and removed his helm. His blond hair spilled out over his shoulders and he bowed his head respectfully to the Elder Scion but was otherwise silent.

Oberon spoke again, “Elder Lord” may I present Chomen Drah, High Builder of Iorak”. My breath caught, and my writing faltered slightly. The Builder-Priests were rarely seen at the Temple and having a High Builder was even more unusual. Like all the Priests of Iorak, Chomen was wearing simple gray tunic and pants, a worn leather tool belt around his waist. Short and squat, he radiated strength and purpose and seemed to study the stone work of the High Temple as he approached the Dais. He stopped. “Elder Scion, I have come as summonsed.” He intoned in a deep baritone voice. A serious man, indeed. Von thought.

Oberon called out again. “Elder Lord” may I present Malim Pelax, of the Order of Loremasters.”

A Loremaster, a Knight of Phaon and a Builder of Iorak? Auspicious company indeed. Von peered down the hall. Who else is present for this meeting? He had met Malim before—a pompous ass to be sure, but supposedly a powerful Mage. He strode down the hall confidently and stopped between the Knight and the Priest.

“High Priest, this summons is highly unusual and inopportune. The Loremasters and Clergy of Orhan work as equals, not as master and servant. I would have you know I was involved in consequential matters to the south. Do the whims of the Priesthood outweigh the work to counter the forces of the Unlife? I demand an explanation!” Malim exclaimed loudly.

The High Scion contemplated the Loremaster as if considering his words. Calmly but forcefully he spoke. “Loremaster, your presence was ordered by the Council at my request. Answers will be forthcoming shortly, but do not presume to question me.” The Scion’s voice had slowly risen as he spoke, with just a hint of anger underneath. “While the Loremasters and followers of Orhan work together, make no mistake as to primacy. Kuor rules all above AND below and your services and loyalty or required.” At the last, the High Scion sat forward in his chair holding the Sceptre before him. With his words, the air had grown heavy, and the very walls of the Temple seems to bend inwards and groan from a great weight or pressure. My pen dropped from my hand and my knees buckled. The High Scion was barely invoking the Wrath of Kuor but those present could feel the force of will. My eyes cleared and I noted that both the Knight Commander and Loremaster had fallen to one knee, but the Builder-Priest still stood straight and was examining the High Scion’s Sceptre with open curiosity.

“Enough”, the High Scion said, and the pressure disappeared. “We don’t have time for foolishness. Malim, your reservations are noted but irrelevant. Oberon, announce our last two guests.”

Oberon’s voice squeeked once and then settled. “High Priest, may I present Sumendar of the Guides of Vurn-Kye and Jan Jo’drin..” Oberons voice faltered once again but he continued “…Changramai Warrior of the Tenth Veil”.

Both figures walked forward, a contrast in style and appearance. The Navigator, while dignified in his black uniform was pudgy and older and he moved with a bow-legged gait. The Changramai…glided…his movements precise and economical, conveying a coiled deadliness. He wore plain white robes with a gold collar signifying his rank. Tenth Veil! Von thought. Changramai of that skill were only rumored or heard about in legends!

Malim, perhaps exercising caution after Malim’s rebuke, bowed deeply to the High Scion. The Changramai matched Malim’s bow and added a fist to the heart in the traditional Changramai salute. All five abreast, waited for the High Priest to begin.

The High Scion inspected each figure below and then nodded to himself. He stood and indicated the Scholars that stood quietly to the side.

“These are the Seers of Strok. They have a crisis and they’ll need your help.”

#RPGaDAY 8th, 9th, 10th and11th

So this is my third instalment of #RPGaDAY. Most of the questions this week seem to be about different systems so it will be hard to relate them Rolemaster.

8th What is a good RPG to play for sessions of 2hrs or less?

This depends on how you read the question. I think RM is a good candidate for this. One of the cool things about RM character sheets (booklets?) is that they hold just about everything you need to play. This is especially true if you include combat tables and spell lists in the character sheets. Bolt on things like Combat Minion and you get a game that you can get into and start playing very quickly. If you need to create characters in that 2hrs then having the first session exclusively dedicated to character creation will get all the characters made with time to spare. So my answer is RMC.

9th What is a good RPG to play for about 10 sessions?

This time I don’t think RM fits the bill. As a rule of thumb is seems that most GMs are levelling characters up every 3 sessions or so. In a mini campaign of 10 sessions that would advance the characters three or 4 levels. There is not really that much difference between a 1st and a 4th level character. At those lowest levels fighters are king and even the pure spell users have little more than shock bolt. Looking at the time, some players take forever to level up their characters so levelling up 3 times in 10 sessions takes a fairly big chunk out of your available playing time. So RM is not a good option for this particular format.

What does work well (shameless plug!) is my own game 3Deep. The game is set up for emulate TV series and episodes. With that in mine you can easily turn a 10 session mini campaign into 10 related one shot adventures and the whole into a ‘season’. Character creation is fast (roll five stats, pick a culture, spend 7 skill points and then flesh out the backstory) and there are no levels, experience is handled by improving stats and/or skills. While I am blowing my own trumpet the latest version of 3Deep will be available to buy from RPGnow and Drivethru from next week!

 

10th Where do you go for RPG reviews?

For me, my favourite RPG blog is http://www.stargazersworld.com/ which gives me a mix of reviews, news and opinion. they have a small team of bloggers and interestingly they like to experiment. Right now the blog is experimenting with being sponsored by Patreon.

11th Which ‘dead’ game would you like to see reborn?

Do games die? If that were true then there would be no RM2 players. The game is going on for 40 years old and has not had a new book published in decades and yet it is still probably the most popular version of RM there has ever been with many actives groups. Even in my previous answers I harked back to Car Wars with is a game from my youth. I honestly do not believe games die as long as people want to play them.

Random Musings. Thoughts on RM Spell Law high level spells.

My last post mused on the impossible goal of designing balance into a high level adventure. Among one of the issues I touched upon was the lack of effective buffs in RM Spell Law. But the problem is much broader than that–there is a breakdown of spell design at higher levels. Perhaps the original designers didn’t see much game play use for high level spells?

When I deconstructed and rewrote Spell Law I reviewed every single spell, spell list and compared similar spells between the realms. There are tons of inconsistencies, useless spells, redundant spells or spells “out of order” in power level. I started a detailed commentary on the RMU Spell Law forums, but there was so much pushback I just went ahead and started uploading my own version of spell law!

Rather than go analyze all of Spell Law, I wanted to comment specifically on high level spells. And to keep things shorter, let’s just tackle Essence open and closed in the post and only in the context of combat and not general purpose spells. (I’m using 6503 RMC Spell Master for reference btw.)

Elemental Shields. The 50th lvl spell combines the 15th, 17th and 19th spells Lightning, Fire and Ice Armors. These are good spells, but not great spells. Each is +20 to, 1/2 hits and decrease of crits by 1 severity. Fine for 15-19th lvl spells, but for a 50th just combining them, limiting them to 1 target seems inadequate.

The 20, 25 & 30 level spells are Mass–but in game use to buff 25-30 targets is limited. There are a few blank slots, but in my mind the real issue is trying to differentiate the same spells into different categories. Having Resist Light, Lightarmor, and then Lightning Armor is confusing and doesn’t allow much progression.

Overall, the list can be consolidated, improved protection at high levels and needs a good increase on the 50th lvl spell; either make it 1 target/lvl or increase the protection a bit.

Essence Hand. Calling Seal Team 6 Sniper group. The 50th lvl spell, Aim True is perhaps one of the most deadly spells available to Essence users! The spell automatically does max damage, “E” crit with a missile attack. (for large or superlarge it does a slaying crit) Sure the caster has to touch the shooter, but a group against 1 opponent or just a few opponents could make swift work of any adversary. Too powerful?

Spell Wall. The definitive list for protection v. magic. How good is it? The 20, 25 and 30 lvl spells provide +50 v a specific realm magic. Not too shabby…but…it’s 1 target and concentration only. Sad. Or the caster can just utilize Protection V which provides +25 RRs v. ALL REALMS and is 1 min/lvl. Which one would you choose?

Dispelling Ways. A far better list than Spell Law? Dispel XX Sphere creates a moving barrier around the caster that causes any inbound spell to make an initial RR before proceeding against a target in the Sphere (and then requires another RR). Those are good odds…but the caster has to concentrate the whole time. The 16th lvl spell creates a sphere with a RADIUS of 100′!!!! These need some work I think. The 17-19 “Un” spells strip spell casting ability from casters and items for 1 day. That’s pretty good.

Rapid Ways. The 50th lvl Mass Haste provides 50 rnds of Haste (no after penalties) of DOUBLE action. This one is a no brainer! Use this with Aim True and you have a killing machine.

Shield Mastery. Putting aside the issue that Essence Hand and Shield Mastery are doing the same thing (telekinesis), and that the instantaneous but contingent use of these spells creates huge game mechanic issues, is this even a good spell list? I think a lot more can be done. The 50th lvl spell is cool, but how practical for actual game play? Will the caster encounter that much missile fire? Will they be willing to cast this spell every round to the exclusion of all else? A better 50th lvl spell would be 1 rnd/lvl duration vs missiles within 5′ of caster (or target). That would be a great player buff and worthy of 50th lvl.

Spell Enchancement. Rubbish and breaks spell mechanics. Easier and more logical to scale range, radius or duration by PP expenditure than some “spell for a spell” list.

Spell Reins. Not many spells on this list, and really should be combined and improved with Spell Wall. Some good spells, but the 50th lvl, like Shield Mastery only works 1 round. How many possible spells would be directed at a caster during actual game play? Sure in a battlefield with tons of mages it might be useful…this spell needs a duration.

Spirit Mastery. The 50th lvl spell allows you to cast 1 spell/rnd..but only 10th lvl or lower. So this is really only a “economics” spell–it just reduces PP cost but locks the caster into only casting these spells.

So out of those lists, the 50th lvl spells for Essence Hand and Rapid Ways are awesome, but the others are either good spells but too limiting or just not very useful. Feel free to check out BASiL lists for my solutions to these spells and lists.

#RPGaDAY2017 5th, 6th & 7th

This is the next instalment of my RPGaDAY month.

5th Which RPG cover best captures the spirit of the game?

For me it has to be the original Call of Cthulu from way back in 1981. For someone whos entire experience of RPGs at about that time had been D&D and a bit of Boot Hill CoC was like nothing else!

6th You can game every day for a week. Describe what you’d do!

I am a big fan of ‘bitesize’ rpgs. When my PBP game was running I would dip in an out of that two or three times a day updating players posts and in the game I was playing in updating my actions.

My main Face to Face game I don’t think I could play that every day. There are just too many alpha male personalities in the group. We play for long weekends normally and that is about the limit before we get conflicts forming. We have been friends for over 30 years so everything gets forgiven and forgotten but a week would be too long.

Running this blog and all the other RPG related projects on the go makes it feel like I am almost playing at or with something every day.

So if I was to play every day then it would be an experiment of playing via Facebook messenger with an almost real time where the characters had a week to save the world. The players would be able to update their story at any time and I would do my best to reply as fast as I could. For me it would be most probably a week of sleep deprivation but it would be a memorable experience!

7th What was your most impactful RPG session?

This was a session where almost nothing happened, action-wise. The characters had been tricked into killing the dwarven queen of the iron hills and her bodyguard. We had then landed in a dwarven jail awaiting execution. As characters were were immensely powerful and could pretty much have walked out of there at will. The characters started a debate, it was obvious we were going to escape as we were on a quest to save middle earth but what do we do if confronted by dwarves? We were guilty of the crime we had committed but we were innocent of criminal intent and the world needed us. Do we take any more lives? What if it became unavoidable. We had an excess of righteous paladinic characters in the group alongside some rather more pragmatic characters.

The debate raged on for several hours, never once did anyone break from being in character and we had no NPCs with us. The party had only male PCs and female NPCs and the cells were split along gender lines. The GM did nothing for all that time except sit back and occasionally  correct a factual error in someones statement if the character would have known the truth but the player had forgotten.

Eventually the escape did take place and only one dwarf died and that was an accident, quite literally as a result of a failed moving manoeuvre.

That was pure ‘role playing game’.

#RPGaDAY2017


I was tempted to try and post every day for August but that would have crashed a lot of other people’s posts so instead I am going to do a few days at a time in my normal, regular slots.

So here goes.

1st What published RPG do you wish you were playing right now?

I have had a hankering for a while now to play Car Wars, the Steve Jackson Games game from the 80s. I know it wasn’t released as a RPG we we always played it as one. The original rules are available for free. All I am lacking is another player or 5. It is one of those games where you could while away a lot of down time just designing and building cars. Fast and simple mechanics, what not to love?

2nd What is an RPG you would like to see published?

This has to be RMU. I think all of us would like to see the finished product and to see that particular production bottleneck cleared so ICE can get on with releasing more and more varied products.

3rd How do you find out about new RPGs?

For me it is from other bloggers. In particular http://www.stargazersworld.com/. I don’t have enough players that meet often enough to try every game I would like to play. Like most of us we have shelves of games we have bought and played a handful of times, if at all. I find it more interesting to read the opinions of people who have actually played a game rather than the marketing hype put out by the games designers.

4th Which RPG have you played most since August 2016.

This has to be Rolemaster Classic. In a close second is my own game, 3Deep, which is due to be released in print as a 2nd edition. There was a lot of play testing of that in the last year.

Third in line is RMU.

Random Musings. Very High Level Adventures. Is “Balance” even possible?

This coming Tuesday (last night when this post is published) I’ll be running the final chapter to my 5 part series: Legends of Shadow World. The last chapter could be a stand alone adventure but is the denouement to the adventure path, typing up a lot of loose threads and presenting the group with an incredibly powerful adversary.

I’ve been parsing some data from the previous 4 sessions and feedback from the other 2 test groups (chapter 1) and will probably run my group through the series again. It won’t have the surprise/reveal elements from their first iteration, but we’ll be able to have a more open analysis during game play.

I’m using RM2 RAW, something I haven’t done for a VERY long time but want to maintain continuity with Terry’s ongoing SW material. The lack of our own house rules (combat maneuvers, multiple opponent rules, missile parry and initiative) makes RM melee feel very restraining. Most players are stuck with simple OB/DB split decision, although this becomes paramount when fighting high level foes.

RM has always been tricky in balancing encounters. DnDs Hit Point attrition system made matching groups and opponents more linear. Rolemaster criticals are the joker in the deck–a wild card that can immediately upend any possible balance a GM designs. This is not to say that the RM rules are broken at higher levels, but there are some immediate issues that are even apparent at lower levels.

  1. Outnumbering. Many, much lower level combatants can overwhelm powerful creatures. A dozen Warrior Monks (15 lvl) annihilated a 50th level character. Easily. The chance of at least 1 in 12 of scoring a potent crit result each round is quite high. Once a PC is compromised by a critical it’s “game over”.
  2. Lack of Buffs. RM2 Spell Law is really lacking in effective buff spells. People have commonly criticized my BASiL and Orhan lists as being too powerful (of course I disagree), but original Spell Law lists are pretty ineffective at high levels.
  3. Spell Attack/Counter Attack. While RM2 melee feels too simplistic, Spell Casters have SO MANY spells to choose from that strategic casting feels arbitrary. (a 50th lvl caster can have 300-500 spells!!)  Casters rarely have the luxury of countering a specific incoming spell, and to do so, would require them to forgo an offensive attack.
  4. Mixed Abilities/Protections. A hostile mixed group of NPC’s can be very deadly to a party. Even a small group comprised of a: creature immune to normal weapons; creature with high magical immunity; creature that is blinding fast, and one that is super strong could decimate a group. Each creature will require a different strategy or spell suite to counter effectively–basically dividing the groups economies of scale.
  5. The well balanced party….just does not work at high levels in RM. One effective critical against the M-U or Cleric will pull the rug from the whole group. Optimally the group needs to be almost all semi-spell users or have magic items that can allow each player to attack/defend/heal independently.

Let me end by saying that my players have had a blast with these high level adventures. They get to play known personalities, utilize spells they only have ever read about in Spell Law, encountered some CRAZY opponents and adventured in very unusual environments.  But no matter how I adjust the encounter levels in these adventures, I’m not sure there can be anything like “Balance”.