I hope everyone had a great Thanksgiving! (here in the USA). We are winding down another year at Rolemasterblog so maybe Peter will do a “Year in Review”? We have lot’s of ongoing projects and some cool stuff planned for 2018. Personally, I have so many irons in the fire it’s feeling a bit overwhelming! I thought I would do a quick overview from my persective:
I got a couple emails on my last blog regarding Shamans so I thought I would expand the conversation to include “Magic-Users”.
First off, my over-arching point about Shamans is an extension of my discussions on Clerics and Priests in general. The Rolemaster Cleric is really just the Channeling archetype; there are numerous variations that could be treated as “sub-classes” or unique Professions (like Shamans or Animists). Herein lies a systemic problem with Rolemaster–what determines whether a class idea needs a whole new profession with base lists and individual skill costs or whether it can just be a variation of skill selection using an established profession? Why have an Animist/Druid and not the Shaman? Why should there be a “Barbarian” profession and not a “Mercenary”?
The original Rolemaster probably ignored a few key class tropes in their original work. Paladins comes to mind of course, but in my mind one of the most important is the Shaman!
If Clerics/Priests are defined as members of an organized religion, than perhaps we can define a Shaman as a leader of a decentralized or non-organized religion. Maybe the society or group worships a local god, or a real god under an avatistic identity, but the belief system lacks the more coherent structure and trappings of an organized religious institution. If you are gaming in a “classic” fantasy setting, you’ll probably have, or encounter a variety of primitive societies: Orcs, Goblins, barbaric tribes etc. These groups will most definitely have a version of a “Cleric”, but different than the type found in Rolemaster that casts Absolutions and Channels.
Over the past year, I’ve touched upon some new Spell Law concepts: a different take on “Channeling“, a new way to look at “Summoning” and the concept of “Links” or “Threads”. When I work on creating new spell lists for Rolemaster and Shadow World, I tend to come at it from a different perspective. I think many new lists featured in RoCos and the Guild Companion were devised from a Profession-centric approach. ie a new profession class is generated and then spells to support the concept are created. I’ve also done that with my Hierax Guard and a few others.
Somewhere in our deep dark roleplaying history someone made a mistake. They had misread the racial description for Elves and rather than making them immune to normal diseases had made them immune to normal poisons. This had a consequence of making it impossible to get an elf drunk.
When my last campaign started I wanted to correct this error and pointed out the rules where it shows the immunity and resistance roll mods to show the players that we had been doing it wrong all this time. I was amazed at the players reactions (if those that wanted to play elves.) The ability to drink anyone under the table was really important to them despite the fact that is was a blatant mistake on our part.
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.
It’s been a while since I’ve done a “Weekend Roundup” of interesting articles and news that might be RPG related, a good Shadow World hook or inspire a GM or player. Lots of good stuff since my last one…Shall we begin?
Banished to the Void? Does anyone know what’s going on?
How do the peoples of Kulthea see the Flows of Essaence?
Here in my home state of Maine! 50 skill ranks in boatbuilding?
Is feeding an army even an issue with “Create Food”?
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.
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…
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.