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?
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.
Following on from a thought I had in response to BriH’s post earlier last week I have been thinking about creating a completely open and free to use monster book. Rather than Creature Law this would be Creature Libre.
The two parts of the puzzle would be an open source of monsters something like the the d20SRD monster index and the rules for monster creation. These we already have at least in part from Creature Law (PDF page 342).
Furthermore, by using a standard source (the d20SRD) and a public platform (this blog) anyone can contribute monsters to the project. Over this weekend I will re-read the creature creation rules and come up with a template.
Due to a vacation it’s been a few weeks since out last session playtesting our “Legends of Shadow World” tourney series for 50th lvl characters. Last night the group reconvened for Chapter 4: “The Plains of Despair” (or alternatively The Fortress of the Dread Lord).
Narrative wise, it felt a bit broken; the PC’s got killed or beaten badly in Chapter 3 and the few weeks off disrupted the story line. However this is playtesting, so the group was brought back to life, I doled out some moderate damage, adjusted hits, PPs and item charges etc and sent them on their way through a Portal.
- I’m really looking forward to the upcoming 50 in 50 project that we’ve been working on. It’s easy to get caught up in optional rules, RMU reviews and game mechanics at the expense of writing or discussing actual gaming content! Personally, coming up with 25 short adventures or encounters that had an interesting hook was a challenging creative exercise. Peter and I had all of the outlines done in 2 months and are now working on the final edits. I’ve blogged about it before, but RM would be better served if there were more ready to play adventures being published. In related news, I think our next challenge: 5 adventures for 50th level has turned out to be a great exercise!
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.
Most of my emails and forum messages have been asking about when I’m going to post the Mentalism spells for my Spell Law re-write. While Essence and Channeling were fairly straight forward, I’ve ended up re-working Mentalism several times–and now I’m doing it again! Part of this was a desire to really differentiate the realms: Essence is manipulation of the physical world and elements, Channeling is driven by the God’s aspect, “life forces”, and miraculous effects, and Mentalism are spells of mind and will. But what does that mean? What should Mentalism spells encompass for powers?
The second half of 2017 (yes, know that June is technically in the first half of the year!) seems to be about completing projects.
After much badgering, Lightning Source found the print master for the RolemasterBlog Fanzine issue 1 and that is now in print and available.
This weekend I will start the selection process for issue 3 and start to write the new unique content. I want the Fanzine to diverge from what is posted here and contain more playable content, more detailed NPCs, more new magical items and more fully detailed hoards using the treasure rules in C&T. Out posts here are open for all to read but the Fanzine is easier for a GM to keep close to his or her chest and not spoil the surprise if an adventure has a sting in the tail.
<I have a horrible feeling that is a miss-quote from Rex Harrison in My Fair Lady>
I have been thinking a lot about my Rolemaster feeder system rules and I think I can build two systems one for 4yrs to 8yrs and one for 9yrs to 12yrs. It took the example criticals that BriH suggested (“Bam!! Foe hit in face and forced to blink for 1 rnd”, “Kapow!! Foe is disarmed”) and some comments by Edgcltd to give me the inspiration.
I want to tell you a little story.
Once upon a time Kwickham emailed me and said that he wanted to publish his Aiorskoru game world and that I had blogged about it. He suggested that I could repurpose those blog posts, edit them into standalone documents and put them on RPGnow and maybe make a few Dollars.
So I did.
That got me thinking so I packaged up my professionless and level less RMC rules and put them on RPGNow, there is a link to them on the left here, and I get downloads of those every single week.