This may be my last post for the year due to the holidays and travel so I thought I would finish up 2016 with some random thoughts.
I was going to post the second instalment of my RMU playtest but I will try and post it later in the week. Instead, inspired by Brian’s post I thought I would share how I like to go about trying to create new and hopefully original adventures.
The basic premise is ‘take to its extreme limit’ by which I mean I like to take an idea or inspiration and then try and see how far I can take that idea.
So, it’s December 12th 2016 and the official Iron Crown website has been down for 3+ days, stalling a number of thread discussions on RMU development. This momentary pause got me to thinking. Rolemaster has always been criticized for being “chart heavy” but with RMU and a few tweaks, most of the charts can be eliminated. My own house rules have already done a lot of simplification but even a quick review of RMU indicates that most charts are illustrative and not really needed during gameplay. In overview:
Twice now I’ve run an introductory SW adventure in Emer that injected the players into the invasion of Miir by the Katra of Stroane (c. 6041 TE). The group, along with some interesting NPC’s (Bashar the Merchant and Livian a Cleric of the Festival) are tasked with uncovering the lapse in trade and communications along the northern coast of the Sea of Votania. Ostensibly this is a war scenario but the PC’s are still acting on an individual tactical level as scouts/spies. On the second run of this adventure the PC’s actually got involved in a full scale battle; a situation I wasn’t really prepared for, nor did I handle well. Rolemaster does have War Law and there are numerous other rule sets that would have allowed for battle resolution but I don’t have any familiarity with them. (I did play Squad Leader back in the 80’s!).
Due to the holidays I only have time for a quick blog, but thought I would delve into this a bit–especially since Thanksgiving is really the “Last Supper” before we went all Murder Hobo on the native Americans!
Brian and I both share the same philosophy when it comes to skills, less is more. Meta skills are a way of having less skills that enable your characters do more.
More is less
The more skills you have in your game the less capable the characters are. If there are only 40 skills and a character can afford to buy 10 plus some body development, weapons and perception then they have 25% of all the skill bases covered.
If you have 100 skills in your game and they can afford to buy 10 skills then the character has only 10% of all the bases covered.
I am spending the day travelling today. I was up at the crack of dawn to get the train to London and right now I am sat in Caffè Nero at Heathrow terminal 5 waiting for my flight to Switzerland. Initially I thought I may end up missing my Friday article this week. One the Iron Crown forum there is a discussion going on about allowing a character to change professions.
Professions are so ‘loaded’ in Rolemaster that I knew this would turn into one of those rambling threads.
Twice recently, once on the ICE Forums and the second time here (http://www.stargazersworld.com/2016/10/26/falling-in-love-with-white-box/) the topic of how to check for traps has come up. There are two competing ideas, the first is what I call the Roll it option of declaring you want to check for traps and the GM says “fine, roll your skill”. The second option is you say you want to check for traps and the GM says “How are you doing that?” This is the OSR method or Role Play it version.