One of the more enjoyable elements of my past campaigns has been creating an opposing group of NPC’s that compete or thwart the party as their characters grow in experience and power. Seinfeld had his “Newman” and Indiana Jones had his “Belloq”; a fleshed out contra-group can add a personal and competitive feel to the gameplay more than just another nameless villain or mob-boss. Over a long campaign the relationship between the groups can evolve based on their shared experiences and conflicts and eventually lead to a final “reckoning” or confrontation.
I am a bit of a minimalist in almost everything I do. Below is a picture of my gaming table.
At this end of the table you can see the adventure, one set of dice, a notepad, tablet PC for the PDF rules and shades. What else does the modern GM need? Tea, but you can see liberal cups of tea around the table so that is sorted as well. (Actually through the tea is in Brian’s honour as that is what he thinks British roleplayers only drink!)
My players have been working their way through the Doom of Daggerdale module. This was one of the things I have converted over to Rolemaster. Not only did I have to convert Hook Horrors and the Nightshade/Wood Wose creatures but there are three significant NPCs in Daggerdale. These are Randle Morn, Caldoran The Razor and Tren Hoemfor.
I am back from my weekend of gaming and these long weekends take their toll on this poor old GM. I feel this is game recovery week when I try and get over the effects of too little sleep and the diet of a 18 year old student. Gone are the days when I could game until 3am night after night!
The game went well, the evil magician escaped but following the antics of the players he is going to have to do some serious remodeling at home! The party are all spell casters and when faced by their third locked door resorted to using a pair of lump hammers and entering rooms like some kind of police raid. What was interesting was how often some of the situations turned on a single lucky dice roll.
Next weekend I will be running my next face to face game session. I have read over the game notes and the adventure module. I have just decided that the main trap/puzzle that the players have to solve I don’t like.
Lots of these old D&D modules have magical traps and puzzles in them which seemed fine when I was 14years old but now when I look at them I just don’t like them. Dare I say they are a bit silly? So I need to come up with my own replacement puzzle (in this case it performs as a lock to get deeper into a magicians tomb) that I feel comfortable with and gives a more serious tone to the adventure.
I have been away for quite a while but I am back in the land of the gaming now and I have a face to face gaming session coming up in just two weeks and I have a lot of monster nonversions to do!
I started looking at the game notes again this week and noticed I had quite a few D&D creatures to convert over to Rolemaster for the coming sessions. The main problem being that the party could go in one of two different directions and so I had to be prepared for both.
The problem I have is this. I want to write about Rolemaster in general, the games I am running (Rolemaster Classic), the new Rolemaster (Rolemaster Unified), the Forgotten Realms, the new world of Aioskoru and I want to produce more actually playable adventures. I try and publish two posts a week and right now I am even failing to write that much. There is such a thing as being stead too thin and that is me right now.
I have recently bought both HARP Fantasy and HARP SF and I would like to get into those as well. I also have a face to face game weekend come up.
The party in my table top game, you probably know, are a cleric, sorceress, warrior mage, elemental warrior and a mystic. In game terms the best fighters are actually semi spell users plus we have two hybrids and a pure spell user. The cleric and mystic are at present fulfilling the role of healer because they have no dedicated healer as such. The cleric can do magical healing and the mystic is the best herbalist.
In the last weekend the party had the option of taking the safe way around the woods or the dangerous way though the woods. No the party would not be real adventurers if they took the safe route would they?
If it takes you over a week to get over a gaming weekend then I guess that is a a good sign? Last Saturday we had what was most likely the best roleplaying session in 10 years and it all happened by accident.
I have a character in my game that is a sorcerer. The impression I got when the character was created was that the character had started out on wrong track with a bit of a viscious streak. that had led to the being encouraged to get out of town. I was expecting the character to then go on a voyage of self discovery and learning before emerging as one of the good guys.
This may be book book four in the legend of Drizzt but this was the first Drizzt book written by R A Salvatore. It is also the first book in the Icewind Dale Trilogy.
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.
Articles and discussion on Roleplaying in general and various settings including Shadow World, Forgotten Realms and Aioskoru. We talk about pen and paper roleplaying as well as play by post. We have a strong interest in Rolemaster but also play and love other games