Why kill a PC out right?

What advantage does killing a PC actually bring to a game?

Does it add to the drama? Probably not. Does it add to the story? Again, probably not.

Imagine that a PC party is fighting a gang of orcs and the main fighter is knocked out cold and the fight goes badly. In the end the magician grabs the cleric and using long door they escape.

So what happen next?

The GM has two options. The fighter is dead and the game session pretty much ends for that player has they have to create a new character*. The rest of the party head back to town and try and recruit a new muscle man for the adventure to continue. The other option is that the character is a captive of the orcs and the remaining PCs now need to mount a rescue. The fighter is master of his own destiny to some extent and can try and engineer their own escape.

I am not suggesting for a minute that the PCs should never die. Without that threat it robs the game of some of the sense of danger. A one hit death on the other hand adds nothing. An unconscious character is maybe capable of being revived if the party have the right healing. An unconscious character is still an active part of the story. Even if they cannot talk then are a burden that needs to be carried, slowing the party and changing their tactical choices.

Sure, the orcs can kill the character, maybe even eat them, but does a random roll of 66 on the critical table need to be so fatal?

There will be times when the characters death is inevitable or even desirable and a heroic death can top off a campaign perfectly.

This is an off the peg critical:

Neck strike shatters bone and severs an artery. Foe cannot breath and is inactive for 12 rnds. The poor fool then expires.

What are the chances that the foe will live for 12 rounds? I am guessing that if it is an orc then the PCs will finish it off just to make sure of the exp. If it is a PC that has taken the critical then either some kind of Fate point will be spent which reduces the fatal result to unconscious or causes a complete re-roll or the party healer averts the death or the GM fudges the result to keep the PC alive or the PC dies.

The Fate point option just reinforces what I am thinking, that the death doesn’t add anything to the game so additional optional rules are required to fix the broken rule.

The Healer healing the wound is the perfect outcome, even more so if the healer is another PC and not a rent a medic NPC. The rent a medic is really just a walking, talking GM fudge.

If the GM fudges the result then it is just pointing to the death being ‘not fun’ and so why is it in a game?

If the critical read Neck strike shatters bone and severs an artery. Foe cannot breath and is inactive for 12 rnds the passes out. The victim will die eventually unless help arrives.

The effect during the combat is identical but the death is no longer certain. It is down to the narrator to decide what is best for the heroes story.

What I think I would love to see is a critical that reads:

Crush foe’s skull. +30 hits. Opponent dies immediately or if they are a PC then they are unconscious. Add +20 to your next swing. You have a half rnd left to act.

Yes, an entire two-tier system with the odds inevitably stacked in the heroes’ favour. Surely, we are sat around the table to tell the heroes’ story and have fun doing it?

 

*not all new characters are 1st level so creating an 8th level character, for example, can take a damn sight longer than just a 1st level one to re-join the party with.

 

Ascendancy. The pathway to Godhood in Rolemaster.

Earlier this year, I blogged about the concept of players channeling power and or spells to “followers”. To me, this was a natural progression of the original Channeling Skill & Spells found in the earliest versions of Rolemaster. I was always intrigued by the channeling concept in RM, but we never, ever used it in any of our games. It’s a powerful concept, especially for game system in the early days of RPG’s, but the game mechanics were clunky and the upside benefit during gameplay was never really clear.

A workable Channeling mechanism is the first step towards a character gaining “followers” and having the ability to send power or spells to these acolytes. Isn’t that flirting with some concepts of deification?

This topic has now come full circle for me and I wanted to think it out via this blog. I’m working on multiple projects, but most actively on my 50th lvl adventure series and re-examining high level spells in my Spell Law re-write. These adventures forced me to think about high level challenges, the power curve of skills and spells, and the general ecosystem of 50th level characters.

Rolemaster is not “epic” in the sense that characters are granted special abilities upon reaching certain levels. So while most players might think that attaining 50th lvl would somehow bestow a special capacity upon a character it’s not the case. For spell users, 50th lvl spells might be cool, but I don’t think particularly revelatory–and in many cases, not that powerful. Obviously arms users don’ t have access to any transformative abilities at 50th level.

Some game systems have introduced game mechanics that allow powerful characters to receive special abilities at high levels. (did the Expert Immortal set do this first?). My favorite example in fiction is in the Books of the Malazan. In this setting, which is based on the authors own RPG campaign, Erickson clearly establishes the concept of “Ascendancy”. Since he doesn’t spoon feed exposition to the reader, it wasn’t clear what the mechanism is exactly; or even what special abilities are imparted upon such. Now we have much more info on the setting, and per the Malazan wiki we have:

Ascendants were individuals who had transcended death. They formerly had been called First Heroes.[1] Ascendants could become gods if they gained sufficient following among mortals but they were not gods by default. They were more or less immortal, but could be killed. They had access to magic, even if they were not mages prior to their ascension.

So it appears the benefits are: immortality, one step closer to Godhood, access to magic. That’s interesting and certainly reasonable to incorporate into most fantasy settings. Immortality is an easy one–it’s not like players are going to game out a 1000 years of life and longevity doesn’t really impact gameplay. But does immortality include self-healing or regeneration? That’s unclear. Access  to spells/magic seems reasonable as well. Rolemaster is flexible enough that it would be simple to create special Closed lists for Ascendants. So it seems to me, dependent on the setting (it’s always about the setting!), including Ascendancy is relatively easy to do in Rolemaster!

So why would a GM want to add this functionality into their RM game? Becoming a God (via an Evil Ritual)  is a common plot meme for evil foes. Once you establish something is possible than it needs to be allowed for all characters, right? Is it unbalancing to have a long term goal of a player becoming MORE? Perhaps not a God, but a Demi-God or Ascendant or Hero? Isn’t that the basis for fantasy RPGs?

Since this is also dependent on the meta-physical underpinnings of the setting, does this work for Shadow World? The Gods of Orhan/Charon aren’t “Gods” in the strictest sense, just powerful beings from an alternate realms. Kulthea has “local gods”, demi-gods and other powerful beings. So while there might not be a strict classification of Ascendants, it seems there are some. I introduced Ascendancy in relationship to the Dragonlords in my own campaign. (See HERE at the end of the post). I was trying to tie up loose ends and wanted an explanation for the origins of the Dragonlords. The Earthwardens, via a ritual, Ascended to a higher state, beings of raw, elemental Essaence.

So, how else could Ascendancy work in Shadow World? The setting has many local gods, spirits and avatars…could a player become one of those? My own version of the Channeling Spell list discussed in the other blog is the stepping stone to Ascendancy. Players gain followers and create a feedback loop of power and spells. The more followers the more power the character has. But is this enough to establish “godhood” or some derivative of it? What other mechanisms could be put into place?

  1. Special access to Essaence Foci or Flows. One commonality of local gods is that they are centered on special locations, geographic features or an Essaence Focus. Perhaps a bonding or imprinting between the character and Foci could be step?
  2. Access to “Arcane” spell list(s). RoCo I established some of the baseline of this topic: Focuses, high level spells to become Dragons etc are in the DNA of Shadow World.
  3. “Granting”. Perhaps the Lords of Orhan can give a character lesser access to the Essaence “aether”. This might be raw power, special spell abilities or some aspects of immortality. Sort of like accessing a wifi signal on a local hub.

For a game system that is pure skill based, the “high fantasy” aspects of Ascendancy mechanics are intriguing to me. What do you think?

‘Well sir, if I were you, I wouldn’t start from here’

Rolemaster Unified Character Law Cover

This is my reply to Brian’s http://www.rolemasterblog.com/rmu-mission-accomplished/

Well here is a real bunch of thoughts for you…

Firstly, I don’t think the RMU devs have any intention of attracting new players. Through their inaction they have proved their intention. If they had reached out to any one of the other games systems communities and looked for play testers they would have got fresh eyes on the rules. They would have found out if the rules as written are enough to engage those new to RM. They would have started the discussion about the new version of RM with the wider gaming community. They would have raised ICE’s profile all over the world and the on going conversation would have drawn in more people.

They didn’t do that.

There was never any hope that RMU would really unite the RM2 cohort and the RMSS cohort. There are things in each version that do not appeal. None of us ‘need’ RMU as we all have bought and paid for games that fit us like a glove. We have nations of NPCs that would all need recreating and ploughing thousands of hours of work just to get back to where we are now. On top of that there are bound to be parts of RMU you don’t like compared to the version you play now. I don’t like the size rules but the experimental tables on the forum get rid of most of the problems, the complete rewrite of creature law to get rid of normalised stats get rid of more. I have never liked talents and flaws and that is for the most part the last bastion of the size rules. That is just my perspective. Hurin, not to put words in his mouth, will not be using the skill category system. He wants individual skill costs and the RM2 professions. I like his 5AP variant of the combat round as well.

The point is that the existing community are so used to house ruling and the modular design strength of RM that none of us are going to play RMU, we are going to play a personalised variation of the rules. As you say above, you have already decided what will make it into your game and what won’t.

RMU has been designed for people who want a new RM but they want it to be just like the old one but better. The problem is that those people already have a game that is just like the published RM but better, that is their own house ruled version.

Look at us… Brian has his own character law (SWARM), his own spell law (BASiL) and working on his own arms law (that I think should be called BAAL Brian’s Alternative Arms Law).

Intothatdarkness has the modern weaponry rules and unique variation of character law.

Hurin is the most dedicated to RMU but will also the biggest issues with Character & Arms Law.

Edgltd doesn’t even play RM.

We haven’t seen Warl on the forums for a while but I have played in his game and it is very heavily house ruled when it came to Character creation, combat and magic. What else is there?

RMU cannot and will not meet all these peoples’ needs. It cannot be a unifying force.

So here is a hypothetical question for you.

If you sat down at the gaming table and your character has the right stats in the right range (1-100). They had the right magnitude of stat bonuses the right number of skills and those skill to the right level of competency do the rules that creating the character matter?

We all have our own hybridised versions of Character Law and yet all our characters fight the same monsters in Creatures and Treasures in the same numbers, deliver the same criticals and take the same wounds. Do the character creation rules actually matter?

Brian has SWARM, it sounds like OLF on the forums and I are going down the same road with Spell Law and the open and closed lists. Spectre711 on the forums does not even use spell law, they exclusively use Elemental Companion, then does it matter what the source of the characters spells are (from a rule book perspective) as long as they are all on the same power level regarding ranges, durations and effects?

I am creating a new monster book based upon creating all the D&D 5e SRD monsters into Rolemaster compatible monsters. This will mean that I can produce completely statted out adventures without using any ICE intellectual property. I can also share that document so other adventure writers will be able to do the same. The book will be published under the WotC license as I am using their intellectual property. Edgltd said himself in a comment only this week that RM could go back to its roots and engage with the 5e and Pathfinder community.

Long ago I used to write this blog completely on my own, producing two posts a week, week in week out. In 2015 I produced this post http://www.rolemasterblog.com/roleplaying-games-do-not-exist/ and I still hold to that idea. The problem for RMU and ICE is that if the experienced players do not need Character & Arms Law, Spell Law and Creature Law and none of these have been designed to be attractive to new players nor to draw in players of other same genre games then who is going to buy into RMU?

I think ICE are going to have to do the most outstanding marketing task I have ever encountered and I am a lover of marketing, both in my professional life and privately. I would love to be in charge of marketing RMU. The problem is that I would have wanted to start 5 years go. There’s a well known joke about a tourist in Ireland who asks one of the locals for directions to Dublin. The Irishman replies: ‘Well sir, if I were you, I wouldn’t start from here’.

Things I would have done…

I would have posted invitations to the first beta on every major gaming community. To give you an idea scale I rarely ever see more than 7 names and as many as 15 guests as being active on the ICE forums. Right now there are 3 registered users and 11 guests the best ever was 276 back in 2006. On the first D&D forum I look at there were 191 members and 398 guests right now and the best ever was in March this year 18344. The first War Hammer forum I looked at had 600 users online at that time.

I would have bundled up a play test set into a single zip file and put it on RPG now as a public play test. By letting people download it that way you can automatically send out updated version and you are immediately building a marketing contact list for when you want to sell them the finished rules (at a hefty discount but everyone appreciates a thank you).

I would not have produced multiple hundred page PDFs for each book. Each chapter would be a separate document so they are easy for the tester to read and digest. You can then hold a separate discussion on a chapter by chapter basis with your testers. That sounds like a Dev action but it is actually marketing. The more people you engage with the more good will you will engage.

There should be a playtest adventure and playtest pregen characters as a single download. This will get people actually play testing your game without having to read and understand 1200 pages of text. Play first and look under the hood second. You can commission some great evocative art for that first adventure and the characters to fire the imaginations of these first play testers. Art does not have a short shelf life. You can reuse it in the final paid product so nothing is lost.

That art is the only expense in everything I have just outlined. You can pick up some great art on Deviant for $20 a piece so there is no real need to spend more than $200 in total. I would set myself the aim of getting 300 active play test groups. That then would show up the flaws in the system but also bring in 300 advocates for the new game. That isn’t a limit either 300 would be my failure test. Any less than that and I would have considered my efforts a failure. There is no real maximum limit for the number of testers you could reach. Over time that community is likely to grow as more people discover the game. The more testers you get at the beginning the bigger their online footprint becomes.

With a large testing community the flaws will be found faster, the rules refined faster and the game would have been brought to market faster. I would have expected it to be on the shelves back in 2013. By now we should have SMU and some companions out!

I don’t think that is overly optimistic. I do recognise that this is a rambling mess of a post. I think the nub is that RMU isn’t really for us, it is for the next generation. That is its mission. Whether it is accomplished or not remains to be seen.

 

RMU: Mission Accomplished?

I’ve been reluctant to comment directly on RMU; the rules are still in Beta and I’ve already decided what pieces to adopt in my own game. I think there is a lot of fantastic stuff in RMU–some of it inspired me to modify my own house rules or change the way I think of an RM mechanic. That’s a positive sign for any new rules in a system played predominantly by older games who are fairly set in their ways. Early versions of RMU inspired me to make wholesale changes to my game. In all honesty,  despite the time I’ve spend re-writing Character Law and Spell Law, I was never going to tackle Arms Law. I just didn’t have the interest or patience in re-writing the attack tables–but they did need work. So thanks for that guys!

My last blog, I talked about the need for RMU to fully integrate a game setting. But let’s talk about the most over-arching criticisms of Rolemaster, deserved or not: character generation (chargen) and “chartmaster”. Do a google search: “rolemaster chargen“, “rolemaster chartmaster“, “rolemaster system” etc. Scan through the results. Read other RPG blogs that discuss Rolemaster. Putting aside comments about grittiness, granularity, verisimilitude and deadliness, the most common comments about Rolemaster are the length of time of character generation and the profusion of charts. This isn’t my opinion–it’s intertwined with the Rolemaster brand.

Here are a few examples:

“Character creation and advancement became a bear.

However, character creation and, even more so, levelling up, is where the system’s crunchiness really shows. I think its even accurate to say that the massive crunch of the system is very front-loaded. Making a new character is a session-long endeavour, I used to dread going up in level, because it meant another 15 – 20 minutes of calculations

Now, next question….

Does RMU address or solve these 2 most common criticisms?

I’ve already blogged about a variety of ways that RM(U) can reduce or eliminate charts. I’ve also blogged about character gen in 15 minutes. Both discuss my own solutions for these two cited issues. Those are just my solutions, and per the comments, there are many people who don’t agree. So let’s just tackle the base question.

Unifying the various rules systems and updating the ruleset are great goals. But if the two most frequent criticisms of Rolemaster are left unaddressed, how does the system move forward with a new player base?

 

Can Rolemaster survive as a generic game system anymore?

While originally designed as a bolt on system to DnD, the Rolemaster “Laws” were always unwieldy to adapt to a d20 system. That didn’t matter for long, as the full suite of rules were published in fairly short order: Rolemaster was a standalone system.

Unfortunately from there, Rolemaster became ‘bipolar’: it contained quite a bit of DnD DNA but tried to establish an RM specific setting with the Loremaster line of products. (Iron Wind, Cloudlords, Vog Mur). Rolemaster was torn between the path forward in the gritty world of the Iron Wind or the well established cartoonish tropes of DnD. And soon after that, ICE rolled out the Middle Earth setting, although there is general agreement that the first few ME books (Court of Ardor & Umbar specifically) had more the feel of the Loremaster world than Middle Earth.

In balancing out these various constituencies, ICE decided to spin off a simplified version of RM for the Middle Earth products (MERP) to better fit the system with the setting, but Rolemaster continued to be torn between its roots in DnD and its flavor and style represented by Loremaster. When Shadow World was introduced in the late 80’s it established it’s own DNA, but still drew from the standards found in Creatures & Treasures to maintain product line conformity. Third party Shadow World products were more generic, diluting the world flavor–since then most have been stamped as “non-canon” by Terry.

Now 35 years later, MERP is gone and Rolemaster has been redesigned and soon to be published. Unfortunately, the redesign only united the previous versions of RM (RM2, RMC, RMSS) and NOT united the game system with a game world. That was a mistake.

I’ve blogged quite a bit about the “gap” between the RM rules and Shadow World, and deconstructed different rule mechanics and how they are in conflict with that world setting. Rolemaster has one foot in and one foot out of the established game setting (Shadow World) leaving RM as an orphan: a generic fantasy game system in a market place that doesn’t need one with mechanical bits that are remnants of early 80’s 1st Edition AD&D.

ICE has little chance in reliving their heydays of the 80’s. There is more competition, more niche products, more OGL’s and more self published material than ever. Shadow World may not be for everyone, but it has a following, is a good setting and Terry continues to write new material and improve existing material. Shadow World needs to embrace it’s uniqueness and Rolemaster needed to fully adapt the rules to fit the setting.  A comprehensive and unique eco-system can bring in new players and/or unify exiting ones.

The new rules, the creatures and the spells in RMU should have been fully united with Shadow World. That would require, among many other things, Pantheon specific spell lists, rational rules for death and resurrection, elimination of some earth/cultural weapons for clarity, expansion of unique SW creatures, Professions for Loremaster, Navigators and other SW specific organizations, clarity in Essence manipulation/perception with Essence Flows and Focuses etc etc. The rules should reinforce the setting and the setting should reinforce the rules.

There has been a lot of discussion about who the target market is for RMU. There is skepticism that the existing user base will adopt RMU entirely after decades of playing and modifying earlier versions. It’s been pointed out that many RM players are older, in their 40’s and 50’s.  These are important questions and discussions–how can ICE generate a all new base of younger roleplayers?

Putting aside OSR self-published products, it seems to me that new game systems are packaged with the setting. In fact, the setting itself becomes the draw while the rule set supports the setting. This was even true in the 80’s.  Gamers didn’t play Ringworld or Twilight 2000 because the rule set was excellent–they played for the setting. Numenera didn’t market it’s rule set–it marketed the unique setting (which I think Monte borrowed heavily from Loremaster/SW).

It’s not too late. RMU doesn’t seem that close to publishing that an intensive effort to adapt SW to the new system couldn’t be done. It’s not like SW would require much work to adapt to RMU–most of the work would be tweaks to RMU to conform with SW. But the roll-out needs to be a combined effort of rules and setting. If that could be executed, ICE and SW would be a multi-platform property: rule expansions, modules, fiction, graphic novels and maybe a small allowance for open license materials. This isn’t revolutionary–ICE has done some or all of that but via a fragmented strategy. RM was used for online MMORPG for a bit, Terry has started his SW novelization, fans have written comics, SW art etc.

This doesn’t mean that RMU can’t be used as a rule set for other settings. But another iteration of a generic Rolemaster isn’t going to differentiate  it from other new products on the market and may not appeal to much of the established player base that have years invested in one of the past editions.

80’s redux. An embarrassment of fantasy riches.

This week I’ll be turning 48! If you are following this POST on the RM forum, my age seems fairly typical of other Rolemaster players. We grew up in the 80’s, played RPG’s, and waited hopelessly for movies (and TV) to embrace our passion for fantasy roleplaying. Yes, there was Excalibur, Ladyhawke, Conan, Willow, and the Beastmaster; but most weren’t great and were considered “B” movies. There was a long gestating D&D movie that never happened (until the Jeremy Irons fiasco in the 2000’s), but otherwise fantasy fans were really left wanting. A lot has changed since then.

Let’s give credit where it’s due. The Lord of the Rings trilogy not only mainstreamed fantasy for the masses, it paved the way for HBO’s Game of Thrones and opened the door for a host of new fantasy and scifi movies and shows. This on top of a dozens of comic book shows and movies and a steady diet of great SciFi movies. We are living in the golden age of fantasy and science fiction!!!

Many writers, actors and directors in tv and movies are or were roleplayers. There childhood and background not only influences their style, but directs the types of projects greenlit for production. Right now, nerds rule the world–and we are better for it!

So not only do I have a birthday, but a few days later, I’m going to see a movie that I’ve waited 35 years for: Bladerunner 2049. This December we have a new Star Wars movies coming out!! On TV we have The Expanse, The Handmaidens Tale, The Man in the High Castle and Game of Thrones. What other shows or movies do we have to look forward to in the near future? Here are just a few:

  1. A new season of Stranger Things in October. I blogged about the first season last year and anticipating this new season of a show that celebrates 80’s pop culture.
  2. The Name of the Wind. Movie, TV show…sign me up!
  3. Ringworld. I never received my high school diploma because of overdue library books (yes, I still graduated, just never got the piece of paper). The two I didn’t return: The Dirty Dozen and Ringworld.
  4. Snowcrash. One of the seminal cyberpunk books
  5. Ready Player One. Much like Stranger Things, the book was an ode to all things 80’s.

It might have taken 35 years, but what a time it is. How about a Shadow World movie! What fantasy or Sci-fi are you looking forward to in the coming years?

Community Created Content

Rolemaster Unified Character Law Cover

Following on from Brian’s post about the 80/20 rule I have been thinking about Rolemaster’s attitude to community created content.

Right now, community created content is the ‘big thing’ in games publishing. The big names are shown below but OneBookShelf hosts 18 community content schemes.

 

The way they work is this…

The rights owner, the publisher, makes available some or all of their intellectual property and with it a set of guidelines about what can and cannot be done with it. In return anyone can take that IP and their own ideas and publish their own adventures, addons and supplements. The whole thing is managed through a single portal so the publisher has the final say over what is published and what isn’t and they control the revenue split between themselves and the content creators.

The granddaddy of them all in this is WotC. They have made available the core rules of D&D 5e, a selection of the most common monsters and the Forgotten Realms setting. Furthermore if you create something amazing then there is an option for WotC to adopt it as official and put their resources behind it and your content can end up in the WotC licensed games.

So now WotC have an army of content creators working purely on commission so it costs them nothing. They can cherry pick the best to include in future books and the gaming community gets a regular free flow of new content. On average there are 7 new products released for D&D 5e each day. Many of them are free or Pay What You Want. In the past week 20 of the 49 new releases had prices ranging from $0.50 to $14.95.

For Traveller, the TAS programme, there have been 20 community releases this year so this is not just a WotC and the OGL phenomena.

ICE maintain two avenues for community created content. The forum and the Guild Companion. You can publish your ideas on either but with different restrictions applying to both. On the forum you cannot lists spells, but list names are OK. You cannot quote substantial parts of the rules and the like. What ICE do not want to happen is for people to be able to play RM by collecting the rules piecemeal from posts on the forum.

The Guild Companion on the other hand will allow you to post entire spell lists of your own creation and most recently Nicholas has been posting excerpts of forthcoming books presumably to whet your appetite.

You can publish adventures, new professions, monsters and so on but everything has to go through Peter Mork and his team of editors.

None of these options give the creator an opportunity to get any compensation for their efforts. The Guild Companion has been limping along for a couple of years now with no or just a single community created article per month.

There is a misconception amongst many people that see things like the OGL (open game license) as taking revenue away from publishers. Community Created Content Programmes do not require games to be published under the OGL or anything similar. There is just a simple agreement between the rights holder and the community about what can and cannot be released. The publisher in return is earning probably 30%-40% of the revenue from all the sales for virtually no effort. The community gets a steady stream of new content and as the prices can be so low that they can buy things for less than a Dollar just to use it for ideas.

ICE struggle to put a single new book out each year, mainly because of the bottle neck created by RMU. A new system is a massive undertaking for a small company of part timers. That is one of the reasons why community content should, in my opinion, be embraced. Just how long will it take for Kevin to update all the Shadow World books to RMU? Years? A decade?

I think most of us think that there should be a ‘lite’ or ‘quick start’ edition of RMU to encourage people to give it a try.

I think Shadow World should be made open to a Rolemaster Community Created Content programme along with a core RMU reference. Let the gamers contribute and get something in return.

The writing and work process. Embrace the 80% rule.

If you are reading this, you probably play RPG’s and, at some point at least dabbled in writing adventure material. Peter and I have solicited for new contributors to this blog–both articles and adventures but without a lot of response. I know writers are out there…so where are they?

Writing ready to publish material is tough and takes a lot more work than jotting down some adventure notes that might be suitable for a GM running an adventure. But we aren’t asking for print ready material and at this point, a steady stream of adventure or support material can only help the game.

I encourage readers that have written material, adventure ideas, or want to try their hand at putting out there work to embrace a simple trick. What am I talking about: the “80% rule”, which is also known as the “Pareto Principle“.

The Pareto principle (also known as the 80/20 rule, the law of the vital few, or the principle of factor sparsity) states that, for many events, roughly 80% of the effects come from 20% of the causes. … 

Similarly, you can get 80% of the work done with 20% of the effort. Don’t worry about page setting, sentence structure, spelling or graphics. Get the bulk of the idea down, the rough narrative finished or the new spell list outlined out. Don’t sacrifice the perfect for the good! When you hit a writers block or run the idea or creative process out, either take a break or work on something different. This 80% rule isn’t hard and fast, it’s a guideline.

I’m a big believer in the 80% rule in many aspects of my life. This makes me a prolific writer but an imperfect self-publisher. Most of my material is pretty raw, but the trick to my writing is the 80% rule–get the bulk of the idea, concept, narrative or story down in writing and move on. The rest of it–finalizing, small details, proofing, editing, layout is the more arduous work that takes time, perhaps expertise and PATIENCE. I would rather be prolific than perfect. Now I’ve started to go back through my various projects: BASiL, SWARM, Legends of SW, Book of Pales, Empire of the Black Dragon, and Priest-King of Shade and finalizing it. I had hoped to have editorial support for some of these works, but now I’m just pushing ahead on my own. So now I’m dealing with the other side: the last 20% takes 80% of the time!

What does all this mean? Writing is EASY! However, writing good, finished ready-to-print material is HARD. Peter and I pumped out 50 adventure seeds of varying length in just a few weeks. Sure, much of our work could use competent editing and feedback, but it was down on paper. 80% was easily done. After that, the adventure hooks need layouts, formatting and finishing up.

 

the take away is this. Don’t be intimidated by the lack of professionalism or polish in your material. And if you have an adventure, world setting, or just an idea send it to RolemasterBlog. It doesn’t have to be “published ready”–follow the 80% rule and just get it out there. Maybe we can help polish it up. Maybe it really is ready for a free download. Or maybe an experienced GM can fit it to their game or campaign.

 

Seconds ticking away

Following on from my last post about movement and mounted combat I have been thinking about combat rounds.

There are three combat round lengths in the ICE world. RM2, Spacemaster and I guess RMSS use the 10 second round. RMU uses 5 second rounds and HARP uses a 2 second round.

If was obvious that the 10 second round didn’t work for modern day and Sci Fi. There is no way you can only squeeze  the trigger of a gun once every ten seconds. The fix was to introduce fire phase 1 and 2 into the standard RM2 phased combat round.

If everyone was using firearms, which was not unusual in modern settings then it left anyone who had to move wading through molasses. If you could not get from cover to cover in a single move then you would get ripped to pieces.

Splitting the round into two five second rounds does improve things slightly but there is always going to be a disparity between how long different tasks take. Picking a lock could be seen as a 10 second activity for a skilled thief but it becomes more of a stretch at 5 seconds and surely for the typical PC two seconds is not likely?

Is it better to have some actions take multiple rounds compared to some actions happening multiple times in a single round?

I think I am inclined to go for the very short round and things just take as long as they take. We are used to bows taking rounds to reload. I think those times are a little exaggerated in RM2/RMC but that is because they have been rounded to an easy number of whole rounds. I know that I can shoot five arrows in twenty seconds from a galloping horse and be on target. That does not marry up with one arrow every 2 rounds for a short bow in RM2. One arrow every two rounds in HARP is closer to my observed reality.

But lets ignore combat for a moment. A real dramatic plot device is the hero in action movies defusing the bomb with 3,2,1… seconds to go. If you are in combat time, the rest of the party are keeping the enemy at bay while you are defusing the bomb then ten second time chunks do not fit well with this staple of the action genre. If you treat bomb disposal as a static action you really want to avoid partial or near success as either of those leave you with having another go 10 seconds AFTER the bomb went off.

The more I think about this the more I think the 5 second round is not the right choice for RMU. 2 seconds is tried and tested in HARP and works without compaint. Sure it means rejigging spell casting, durations, movement and critical results (bleeding) but they are rebuilding all of RM anyway so now is the time to do it and not in a future companion as an optional rule.

What do you all think? 10, 5 or 2?

RolemasterBlog Fanzine Issue #0005

So issue 5 is out on both RPGnow (http://www.rpgnow.com/product/220906/Rolemaster-Fanzine-Issue-0005) but more excitingly it is also on Kindle (https://www.amazon.co.uk/RolemasterBlog-Fanzine-September-2017-Issue-ebook/dp/B075D79LH7/)

I also hope that by the time you read this it is also in print on Amazon (https://www.amazon.co.uk/dp/1549678930)


I find the simple fact that anyone can write, publish and distribute a book now in virtually no time and at virtually no expense is very democratising.

This month I am trying to train myself to try and write 2,000-3,000 words a day on RPG related stuff. The fanzine is about 7,000 words but it also includes an adventure and a monster complete with stats. These take longer than just writing an essay or prose.

My guilty pleasure is the other game I have written, 3Deep, which is also available in print on both Amazon and RPGnow. I have both books on my bookshelf and I get a lot of pleasure just to pick them up and flick through them.

We have touched on something a few times recently and that is that you cannot truly divorce setting from rules. The rules exist to bring the setting to life. My game is billed as ‘generic’ and is sold without a setting. The fact that I am one of the ones who says that you need to have setting and rules in harmony how have I squared the circle?

My core rulebook is intended to be used with a setting companion. Each setting has its own companion that not only gives background and flavour for the GM wanting to play with that genre but any necessary rule tweaks. In this way the core magic system can be tweaked to create super powers for a Marvel style game or Mental abilities for Stranger Things.

So rather than being truly generic what I have built is something I conceive to be adaptive. The rules are only half the equation. Referring back to my challenge of writing 2k-3k words a day, my core rulebook is about 26,000 words in length but by the time you add in the obligatory tables and art that turns into an 80+ page rulebook.

3,000 words a day gives me about 20,000 words a week. I have nearly finalised my page layout style by begging, borrowing and stealing from the best looking books I have seen recently. So I theory I can write an entirely supplement in a week to ten days. Give me another week to edit it and another to do the page layout and I think I can publish a 60 to 80 page companion at a rate of one a month.

To make that even more impressive is the fact that I only really write this stuff while Mrs R is watching crap on TV. She rather likes period dramas such as Poldark, The Queen and Downton Abbey as well as Strictly Come Dancing. If you are not in the UK none of those may mean anything to you but the point is that I am just making use of time I would otherwise be wasting in front of the TV.

So far I have only hit the 3k target a couple of times but it is getting easier each day to get in the writing ‘zone’ and start getting productive. This week I wrote less but I did have to read a game for a review for a different blog.

I know that none of you care about my game or my insane desire to produce supplements but this does relate back to Rolemaster as well.

As long as we steer well clear of ICEs intellectual property we can, between us, produce non canon companions. ICE are not going to support RM2 any more but we could. Our 50 adventures are one such project. Brian has a  wealth of projects on the go from adventures to SWARM to BASiL and I even tried to tempt him with another cute acronym the other day, anyone fancy an alternative to Arms Law called BAAL?

So, in theory(!) if RMU turns out to still be one to two years away, and that is entirely possible. What bits of the companions did you find the most useful?

For me it was probably new open and closed base lists for the three realms and new base lists for the core professions.

What about you?