Perhaps more than any other spell, and dating back to AD&D, Illusions have been misused, misunderstood and abused. Some have argued that Illusionists, if played “correctly”, are the most powerful spellcasters in RPGs. That assertion relies on two bedrock principles: creativity of the player and an expansive interpretation of the limits of the spell.
I am sure that bulk answering these questions twice a week completely misses the point of #RPGaDAY but to be honest I don’t care.
Yesterday Sparta commented on a post I wrote at the beginning of July. The significance of that is that we are obviously reaching new people and they are looking at what we are writing. This is a good thing. I have no idea but it is entirely possible Sparta and others found the blog through the #RPGaDAY hashtag.
This past Tuesday, the group ran through the final chapter of Legends of Shadow World. Unlike the back to back nature of the first four chapters, the group was able to return to Eidolon, rest, heal and gather resources for the final task. They felt prepared and more optimistic…until the mission briefing. Apparently even a group of 50th level PCs can feel apprehension!
I am having a frustrating week this week. I had so many plans, my wife is away at the Edinburgh Fringe so I could really dedicate loads of time to just writing (and horse riding whenever I get stuck). As it happens I have spent the week mostly in the car going from one place to another and have achieved very little and I have the same in store all weekend! This was supposed to be the week I tackled my Rolemaster for young players project (GameMaster Kids). For a bit of light relief I was going to put some more meat on the bones of my HARP/FATE hybrid under the working title of FART. I am way behind with my 50 in 50 adventures and that just about sums up my week.
In last weeks BLOG POST, I discussed issues I had with high level Essence spells; specifically combat oriented spells from the Open and Closed List. These posts are a result of the intersection of two projects: BASil (my rewrite of spell law) and 5 of 50 (50th lvl adventure series). This puts me in a position of familiarity with spell law and creating and testing high level adventures.
So I am continuing with the #RPGaDAY but I have more exciting news!
The August issue of the Rolemaster Fanzine is now for sale on RPGNow and this is the Shadow World special.
This issue has a reprint of two of my favourite BriH Shadow World articles from the blog, the interview with Terry and chapter one of the Loremaster Legacy, Terry’s novel.
Whilst not RM related I am really pleased to be able to link to my game on Amazon. This is my latest achievement and it is really nice to see the book in print. The PDF and print version should be on OneBookShelf this week and the Kindle edition the week after.
Von l’edor, First Secretary to the High Scion hastily adjusted his robes and consulted his schedule book once again. This meeting was highly unusual; unscheduled with no information provided to his office. He hoped his last-minute apologies to the Delgaran Trade Delegation would suffice; the Laan merchants were generally insufferable and easy to offend. He made a notation to provide them with a cask of Vermillion House Red—a rare vintage that should appease their egos.
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?
So here goes.
1st What published RPG do you wish you were playing right now?
I have had a hankering for a while now to play Car Wars, the Steve Jackson Games game from the 80s. I know it wasn’t released as a RPG we we always played it as one. The original rules are available for free. All I am lacking is another player or 5. It is one of those games where you could while away a lot of down time just designing and building cars. Fast and simple mechanics, what not to love?
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.