Random Thoughts on Various Posts

First off, kudos to Gabe for picking up the pace and posting quite a few blogs! A couple more regular contributors and RMBlog.com will be creating quite a bit of material.

Not even a month ago, I posted up a query asking about other d100 systems. Since then, Peter and Gabe have put up numerous blogs about vsDarkmaster, Zweihander, and most recently Chivalry & Sorcery. C&S aside, since it was published in the very early days of RPGs, both vsDarkmaster and Zweihander were purposeful attempts to create a newer version of early RM/MERP AND recapture the early feel and essence of the game. For me this interesting as these new games are concurrent with I.C.E.’s own path in revising RM with RMU. Basically you have 3 different mandates with each system, but all attempt to improve parts of RM that needed refinement, rewrites or new mechanics. So here are some basic thoughts on various blog posts:

Zweihander Skills. To me, Zweihander skills were very reminiscent of RM regular and secondary skills. That’s good and bad. Obviously, parsing skills leads to skill bloat, but more importantly, skills end up varying quite a bit in utility or have such defined parameters it get’s a bit silly. For an example of a ridiculous parsing of skills (to me at least):

AWARENESS (Perception)
Awareness represents the ability to visually notice minute details and sounds, scents within the air, watch for ambushes, find hidden objects and spot contrivances designed to trap or kill. You’ll use Awareness not only to visually see, also to sense using smell, taste and touch. You may also use Awareness to estimate numbers and distances.

This Skill doesn’t allow you to see through lies, sense motives or innuendo – refer to the Scrutinize Skill in those cases. If you wish to listen in on a conversation or distinctly make something out you heard, refer to the Eavesdrop Skill instead.

While some would argue that are those skills are relevant or useful in some specific situations, it’s harder to argue that Awareness, Scrutinize and Eavesdrop are equal in scope and utility. For me this is a lost opportunity to tune up the RM skill system–something we have discussed here on the blog quite a bit.

Zweihander: Trappings and Skills. I wasn’t impressed with these sections of the rules. Maybe reading the finished product will be different; I am relying on Peter’s assessment and description so I am working with second hand info. The wound “levels” is nice in abstract but it must eliminate a lot of specific magical healing (if that exists in this game). Do spells just reduce your damage classification? Without jumping ahead, I think ZH “character law” and chargen is more compelling than their “arms law” rules.

Stats, Kin and Cultures in vsDarkmaster. A lot of this was very interesting to me. If you’ve read my blog on RM chargen in 15 minutes, you might detect a similar philosophy in this game. Basically by using preset “packages” you can quickly build a new character quickly without sacrificing diversity. I’ve been using just “Culture” & “Vocation” while VsC uses “Kin”, “Culture” “Vocations” and “Backgrounds”. Treating race (kin) a package makes a lot of sense and I’m going to build into my system. I write extensive backgrounds for PC’s so I don’t generally need “Backgrounds” (although I do have a Shadow World background chart HERE). However, if I were designing a system for publication I would add Background packages as well. VsD is not the only system that tackles RM style chargen this way and I think RMU should have adopted this approach as a default. They could still provide the framework for skill buy with development points as an optional rule set but having a “cafeteria style” approach would have been more accessible to new users.

Passions and Drive in VsD. I really can’t get my head around it. Perhaps I’m jaded, but my experience is that players always default to self-interest; even if they camouflage it with clever roleplaying. Passions and Drives seem interesting, but I think it’s hard to build a game mechanic around qualitative morality.

Diseases, falls, fire, intoxication, poisons, sleep deprivation, starvation and suffocation in Zweihander. This is a pretty good list of hazards outside of combat. RMU has addressed these as well. I like ZHs use “toughness check”. I only use 2 types of RRs. “Will” based to resist certain types of spells and “Hardiness” based to resist poisons and diseases. I treat all magic the same so there isn’t a differentiation in saves vs. Essence, Channeling, Mentalism, Arcane, Essence&Channeling, Channeling&Mentalism, Essence&Mentalism. (Did I miss any?) Saving Rolls in VsD also seem simplified. That’s good.

VsD Combat. It seems very similar to Rolemaster and MERP. Maybe they felt it was streamlined or easier, but that’s not the impression I get. Like ZH, it seems like building a new and better combat system was just too much of a task. Just picking through the early RMU beta provides a number of very clever ideas that could be executed for a RM type combat system. I don’t even know what to say about the tactical round. Is it just a almost copy of RM? Oh well. It seems if it’s not much, much better than RM or MERP why change?

Travel in VsD. Feels very much like a boardgame with “campsites” and “safehavens”?

So just a few random thoughts about Gabe and Peter’s review of Zweihander and vsDarkmaster. I’m not overwhelmed with either of their combat systems and definitely not digging their magic systems. I thought there were some really good ideas in both of those systems on character builds and fascinated how other people resolved their own problems with RM and MERP. It makes you wonder what you would get if you put both of these systems and RMU into a box…

Is Grace even a skill?

Back from vacation! I was able to (mostly) keep up with the torrent of new blog topics, and I have lots of comments and thoughts. Today I wanted to jump into a hot topic over at the Forums. There has been an active topic about overcasting, the use of the Grace “Magical Expertise” skill and the parameters in which it should work.

BTW, if you haven’t read this blog post I put up a few years ago, I would recommend reading this first:

Like “Transcend Armor”, “Grace” is a work-around for a basic rule restriction: casting spells faster than allowed or casting higher level spells than allowed. Basically it’s a cheat code that is being encoded into the RMU DNA as a core rule mechanic. However, unlike combat expertise skills that could be argued have a fundamental mechanic that allows for improvement (like reverse strike), what exactly is “Grace”? How do you train in it? Is it a physical skill of hand movements, arms gestures or similar? Is it “zen” mental training? What does training entail? Squeeze stress balls? Finger puppets? Kegel exercises? Can a PC take skill in Grace even if they don’t have a spell list? How do you justify that?

Playtesting has resulted in feedback that Grace is too powerful and suggestions have been offered: limit Grace to base lists only, limit it to specific spells, apply the skill to only 2 lists. Other suggestions propose adjusting both Grace and Spellcasting rules in general–sort of a “balancing of the scales”. To me this is even more problematic–it creates a binary mechanic (Grace and SCR)whose only purpose is to justify the need for the Grace skill.

Clearly, the issues around overcasting and speedcasting can and should be dealt with in the base casting rules. Grace is a excessive and unneeded skill which should be eliminated. I think it’s unlikely to be removed; it’s embedded in the collective designer consciousness and it would reduce magical expertise category to just Transcend Armor (another pointless and stupid “skill”).

Thoughts?

Current “lay of the land” for d100 systems.

Essentials

Due to time constraints I don’t have the luxury to explore new or emerging game engines, systems or settings so I have to count on Peter’s blog posts to find out more about other d100 products. Peter is assessing Zweihander and Gabe just mentioned “Against the Darkmaster” in a blog comment.

I vaguely remember reading about vsDarkmaster but was quite surprised when I checked it out–the cover art, logo style and basic system seems very much like Rolemaster. In fact they frequently use *master to reference RM. Is this a blatant copy of RM but better adapted to a MERP setting?

Since my writing time might be better spent writing adventures for newer, growing game systems I thought I would explore these game systems further…but.. I have no time. Instead I thought I would shout out to the gamer community here on RMBlog. Which d100 games are worth checking out? Do they have a setting or good game modules? How close are they to RM? Any and all information is appreciated!

Innovation Incubator: New Rule Ideas for Rolemaster or d100 game systems.

Ok, I’m going to dip my toe back into rules! Rather than me present my ideas I thought I would call upon the Rolemasterblog.com readers and writers to offer up suggestions on new rules. Today I want to solicit ideas for four rules that have undergone several revisions, companions, house-ruled and now addressed in RMU. I’m looking for simple, elegant ideas that fit into the current engine and make sense. RMU introduces various combat expertises that allow that skill bonus to offset a combat style’s penalty. AT first I loved the idea but now I’m really not a fan. RMU does have some good solutions for other issues…. Anyway, looking for novel approaches–explain why it works but identify any failings as well. Let’s begin:

  1. Two Weapon Combo. The mere fact that 2WC allows a player 2 attacks makes it a compelling option. RM offered 2WC as a skill equal to the combined skill cost acquisition, provided for a “off-hand” penalty but there are still many complication. Can a Dual Wield attack 2 different opponents? If so, what is the penalty? How far apart can the targets be? How does parry get allocated? Does the wielder develop one weapon in the main hand, and the other in the off hand, but must use the 2 only in combination? Can the wielder use just a single weapon with the normal bonus? Should weapon and shield fall under the same rules as Dual Wield?
  2. Mounted Combat. So RM kept this simple: your riding skill bonus acted as a percentage applied to your weapon skill bonus. That’s not a bad solution really, but doesn’t take into account some weapons relative ineffectiveness when used mounted. Another option is to have the weapon skill specify that it’s specific to mounted combat–but that doesn’t take into account a player taking “mounted combat-weapon” and not taking any riding skill whatsoever.
  3. Weapon Kata. I won’t even get into the optional rules in RM1/2. The real question is weapon kata really a thing? Is a martial artist using a spear any different than a fighter using a spear? Should a MA with striking ranks be allowed to do additional damage when wielding a kata weapon that is 2 handed? RMU deals with this by allowing different attacks with different weapons…spear & fist in this example. Not bad but it’s not a martial art weapon kata–more a universal solution for multiple attacks.
  4. Shield. Now that Shield is a viable attack option should it be treated as a second weapon? Should it be a stand alone skill that can be combined with any weapon is the other hand or should it be trained specifically with another question. Should you still get the shield bonus if you attack with the shield? Personally, I think RMU mostly nailed this, but I’m still thinking it needs to be tightened up.

As Rolemasterblog.com continues to publish adventures we are going to develop a short-hand lingo for versatile stat blocks and character attributes. Even though game rules are not protected IP, I have my own S.W.A.R.M. ruleset, Peter has developed a great reductionist stat block and all of us are working on a “Universal” language that is easily adapted to d100. I’m interested how our work will connect with Zeihander and other competing works. A simple solution for these would be great when utilizing other d100 rule sets. These aren’t obscure or niche issues: dual wield, mounted combat, shield use and even martial arts weapons are really core abilities in fantasy lexicons.

There may already be a good solution in all the various rules iteration. RMU may already have solved it to your satisfaction. However, if you have a novel idea, or just a glimpse of one that you haven’t worked out yet, please comment.

Clarification Needed. When did Talents and Flaws become part of core RoleMaster?*

First, I did set a goal to not delve too deep into rule making for RMU or RM in the coming year. However, I do read the RM Forums and there is a ongoing discussion about additional Talents (and Flaws, though “surprisingly” those are obviously less discussed). And yes, for the purpose of this post “background options” are an interchangeable term with “talents/flaws”–to be referred as “T/F”.

There is something very proprietary about T/F–it’s a cumbersome bolt on to what I consider a pre-companion streamlined rule set. Many are one-off rules that reek of AD&D Class Abilities while others are just bonuses to reinforce a VERY specific idea of a profession/class. So what is the point of T/F’s? A few ideas:

  1. T/F’s add unique abilities to characters without the GM having to muster up the energy to do it themselves.
  2. T/F’s are meant to reinforce Professional Tropes.
  3. T/F’s are meant to power up Level 1 characters a bit.
  4. T/F’s are a bypass to increase ability outside of the normal skill acquisition/skill bonus/stat bonus/profession bonus system already established.
  5. T/F’s are used to bypass skill cost restrictions to give players abilities they could not otherwise afford in skill buy.
  6. T/F’s are used to min/max characters by bypassing Professional skill cost and balance issues.

Happy for anyone to add to that list, but as it stands it’s not pretty. Basically Talents are “cheat codes” pretending to be balanced with Flaws to give everyone the illusion of proper game design.

Am I too old school? Perhaps my origins in the original RM has biased me, but I’m reading forum posts and it sounds like many suggestions for Talents are just special Profession abilities similar to AD&D. Can someone adequately explain the need or justification for Talents using the same validations you use for other rule arguments?

*For purposes of disclosure, this blog is a side affect of Weller Special Reserve Bourbon.

Rolemasterblog & Azukail Games presents: “The Serial Adventure”

Now that we are winding down the 50 Adventures in 50 Weeks challenge and heading into 2019 it’s time to start the new adventure production. So we are proud to announce the next iteration: The Serial Adventure.

These OSR inspired adventures will feature pre-generated PCs and 25 individual chapters that can be played in sequence. Each chapter will have updated character sheets so the players won’t need to level up, update skills or handle bookkeeping between game sessions. The players will start at 1st level and ultimately attain 10-15th level at the end of the series.

Every few weeks we will publish a new chapter of the series which can be played in a single 4-6 hour session. Stats will be d100 style and can easily be adapted to a variety of systems and Magic-User and Cleric spells will utilize the BASiL spell lists.

The goal is to create truly “turn-key” adventure sessions that are connected by a singular plot line, but can be played individually if desired. Plots, creatures and other design elements will draw from popular fantasy tropes and should be usable in most any fantasy settings–these won’t be Shadow World specific.

Rolemasterblog: My 2018 Retrospective.

Welcome to 2019! Peter and I usually do a look-back and a look-forward at year’s end so I thought I would start the process. First off, I spent some time looking over the past year; due to my work on opening a new business, my blog output dropped off considerably; I think I only posted about 50 times or 1x week on average.

It’s interesting to read back through the last year. While 12 months seems like a short time, I barely remembered what i blogged! Between work related writing, game material and blogging I’m sitting at a computer quite a bit. It blurs together. I definitely have a “fire & forget” process when it comes to blogging; I write quickly when something comes to the forefront or I’m stimulated by someone else’s post or thought and then it’s out of my mind.

3 Blog post(s) that I wrote that I wanted to revisit:

  1. The Messengers of the Iron Wind. I had fun with this and it forced me to finalize the specific spells lists for the six orders. I had most of them up to 10th lvl and used them for the Priests, but my overview made me rethink and now have the Messengers themselves with the order specific list. These are some of my favorite villains in Jaiman.
  2. Early ICE advertising in Dragon Magazines. This brought back a lot of old memories! I had a long running subscription to Dragon starting at around issue 75 and this gave me the chance to read the older Dragons from Issue #1 to #60 cover to cover. It was a D&D and Rolemaster flashback.
  3. Reviews of the Loremaster Series. (Iron Wind, Vog Mur, Cloudlords & Shade). Similar to the advertising review, I spend time really reading these modules again cover to cover; every word and try to reconcile them with my understanding of early I.C.E. and the evolution into Shadow World.

Rolemasterblog Adventures. 2018 wasn’t just blogging. Peter & Adrian really stepped up their game and published our 50 Adventures in 50 Weeks Challenge. We did it!…well mostly….I still have 3 left of my 25 still to be published. However, it was fantastic to go from concept to execution, see supplements reach metal status, generate hundreds of dollars and realize proof of concept in small publishing. To revisit the genesis of the project go HERE.

New faces and new ideas. 2018 brought us new writers and contributors to the blog. First in January, Brad posted a great article about the Magician; Spectre discussed “Absolute Success” thresholds in March and equipment combos in July, a tribute blog in August and an opinion piece on RMU this past December; Adrian (EGDCLTD) found time outside of publishing RMBlog adventures to write about RPG’s and complexity; starting in March we had a burst of great activity and new perspectives from Ovarwa who posted HERE, HERE, and an article on the “cost of charts” that generated a good bit of comments. Ovarwa, where did you go? In May we had another new poster, Bjorn, who started diving into HARP., returned in October to analyze falling in HARP.

Rolemasterblog hits puberty? To me, 2018 displayed a lot of maturing for the blog. A weekly adventure publication, monthly fanzine, new bloggers, new topics and coverage of other games. We are steadily approaching an inflection point where we will publish material with agnostic d100 stats compatible with Rolemaster and other systems. While the wait for RMU continues along, I wonder what RMBlog will bring to 2019?

What are your thoughts on 2018?

Cliche Adventure Ideas?

First off, Happy New Year to the “staff” and readers of RolemasterBlog.com! I’ve been working on a few different blog topics and I have to keep re-adjusting whenever a new post or comment is put up.

I had a few thoughts on the starting adventures, caravan guards and Peter’s prison he just blogged about. I’m generally driven by up-ending common tropes to surprise my players and keep things fresh for people that have been gaming for decades. So a few random streams of consciousness:

Starting Level. I’ve always liked the early levels of RM; the players have to face real challenges both in terms of resources and abilities, and the grittiness of the system lends itself to low fantasy style gaming. However, we have been having a blast with our high level adventure series–my players get to use high level spells and we can ignore most of the low level book-keeping around food, money or equipment. It feels more like a Super Hero adventure within Shadow World. At this point we’ve walked away from a long term SW campaign and the group has fully embraced the a la carte adventure experience I’m providing: test Priest King adventures, play a high level tourney series, do a quick all cleric adventure etc. While we lose a fulfilling plot continuity and investment into a PC, the players get to enjoy a wider range of setting material, a more diverse experience with character types and offer better feedback once disassociated from any emotional investment in their PC.

Caravans. The whole starting adventure to Priest-King (page 79-81) was predicated on the players being caravan guards. As a plot intro to a regional setting the caravan device worked quite well. First, I’m not a fan of the Gygaxian/adventurer as a profession world. Players need an occupation and the Forgotten Realms concept of chartered adventure groups is a little to “on the nose” for me. (however, I need utilize the concept of salvage/adventure charters later in Priest-King). Having the players become guards is a plausible use of low level characters to expose them to challenges and pay their way in the world. Second, a caravan gives the group a bubble of security–the GM can use NPC’s to aid, direct and protect the PC’s while they are learning their way. Thirdly, the traverse itself provides an opportunity for world-building through NPC exposition and the geographical travelogue. In PK, the first adventure requires the players to travel over 800 miles with numerous encounters and intra party politics. It takes about one month orhan (50 days) and was a great primer for the group. I think it took 9 game sessions and by the time they reached the city of Shade they had leveled up, learned quite a bit about the area cultures and were also quite unprepared for what the saw at the end of the journey!

Prison. The second to last adventure in our 50 in 50 is the Lair of Ozymandius. I blogged about it a year or two ago and now it will be published on RPGNow as part of the RMBlog series. It’s quite a bit more involved than the 1 page adventure seeds we’ve been putting out over the last year. I also like the idea of starting low level players in unfamiliar or uncontrollable environments: prisons, on the run, slaves etc. In Lair of Ozy, not only do they start as prisoners, but they also have no memory of who they are or what their skills are!

In summary, while I tend to avoid overt fantasy tropes, there is an opportunity to put a unique spin on these set-ups. If you are not intending to run a campaign from the outset, these might be the best adventure frames for starting adventures and as an introduction to RMU or the RM ruleset as a whole. Especially with pre-gen characters designed to meet the specific challenges of the adventure.

Plan for a campaign, but design like a tourney module!

Spell Law Deconstructed. Channeling & Spell Failure. Pt. II

Rather than responding via comments on my last post, I thought I would just post another blog addendum. For those that haven’t read one of my older posts on Channeling, you can find it HERE.

So a few thoughts, but first, a clarification! When I suggested the idea of no spell failure, I didn’t mean to suggest an automatic SUCCESSFUL spell casting. I was probably too vague; it was a new idea and I threw together the blog post in a rush. What I meant was no spell failure roll–so while the Diety might not grant the spell (to be discussed in a minute) there might not be a negative effect normally attributed to a failed SCR. The concept akin to a surge protector–the diety acts as a buffer to any negative backlash. Of course an “active” god can always punish a follower in a number of ways at anytime…

Per my previous Channeling blog, we have a Channeling SCR due to a casters attempts to cast a higher level spell, cast quicker than normal, or under other non-optimal conditions. But now I’m thinking that if they don’t make a successful SCR that’s it, no failure roll, they just don’t get any reaction from their god. In some ways that adds more cinema to the action than a purely mechanical resolution.

A few other thoughts:

  1. Great feedback. My “deconstruction” posts are about stripping away memes, tropes and mental models, so I appreciate everyone that is willing to think outside their comfort zone. One of the great benefits of the RMBlog is the differing viewpoints, and the willingness to absorb other peoples ideas!
  2. The ongoing debates between rules among the various RM versions really woke me to caring less about rules. To me, Rolemaster will always be a versatile and fundamental toolkit and game engine no matter what version. I feel the lack of adventure material (not rule companions) is the real challenge. RMU may not convert everyone, or even sell that well, but new adventures, campaign books and modules will continually expand the RM ‘verse.
  3. I think everyone hit on a key point: Channeling is SO specific to setting that RM/Spell Law might be better to eliminate the realms in the primary book and create a framework where spells could be allocated to differing magical systems.
  4. I would also re-iterate that the concept of Channeling may require a re-think of imbedded scrolls and magical items. Should you be able to imbed a Channeling spell onto a scroll and then have ANYONE (even an evil opponent of the Diety) use Runes to cast the spell. Does that make any sense? Not to me.
  5. Ultimately, Channeling works best for me if it’s in direct correlation with the God(s) and their aspect and power. That requires a Channeling Realm to be developed simultaneously with the settings Divine plan. The idea that all clerics, followers or holy warriors have access to the same base powers is pretty boring and un-original.