Zweihänder Read Through – Introduction and How To Play

This is the first in a short series of articles on Zweihänder. If you missed the introductory post you can find it here

NOTE: I find that when I start out on these sorts of read throughs I can quite negative. I have preconceptions of how I think things should be and then when I don’t find it it is discomforting. Then as I get through the book and I see how things all hang together and I am more familiar I get more comfortable and consequently more positive. Just bear that in mind if this comes off as a bit negative.

So, a little background… When I was at school the role players in my year fell into two distinct camps. I was in the DnD camp and we played a wide range of games from DnD to Boothill to Bushido, Runequest and Call of Cthulhu, Champions to Rolemaster and in pretty much that order. The other group played Warhammer. I have no idea what happened to them as there was virtually no crossover between the social circles. I don’t know why.

Today I want to look at the Introduction and How to Play chapters. The books proper starts with a monologue from a character called Danziger Eckhardt, who tries to set the scene and this does a fair job of holding up the Grim and Perilous motif.

I have intentionally referred to Zweihänder as Rules Dense rather than rules heavy. The reason for my distinction comes from my first impression of the game. The Table of Contents is five pages long. That isn’t actually true, it is six pages long if you include the abridged version. In the contents you will find two, three and sometimes four entries for every page. The entries are vertiably packed in.

ZWEIHÄNDER is built with modularity baked into the
rules and able to be modified without upsetting the inherent
balance of the system.

as Rules Dense rather than rules heavy. The reason for my distinction comes from my first impression of the game. The Table of Contents is five pages long. That isn’t actually true, it is six pages long if you include the abridged version. In the contents you will find two, three and sometimes four entries for every page. The entries are vertiably packed in.

Now the book really starts. There is a personal bugbear of mine that crops up at the start of many RPG manuals. I have strong opinions on this and it just so happens that Zweihänder is the first game I have written about since I have been looking at since I have tried to address the issue myself. The bugbear is How to Roleplay.

Some games are not intended to be beginner games. If you are not a beginner game then you don’t really need a primer on how to role play and what an RPG is. If on the other hand you are pitching your game at entirely new role players then you do need a decent tutorial section to help people get into and fall in love with our hobby.

I am just going to refer to Zweihänder as Z from now on as I am going to use the games name so often that typing that umlaut on the a is just a pain in the arse.

Z does the usual thing of a couple of paragraphs on what is a GM, what is a Player and what is an RPG. What this tells me is that Z is a cannibal game. It is not really committed to bringing in new players into the hobby but is going to get its audience from existing gamers, most probably the existing Warhammer world.

This is not a criticism of Z specifically, I recently realised this about so many games and how it can be addressed and how incredibly hard work it is to do right. You cannot blame people for not seeing something you have seen.

The opening texts are topped off with some GM advice about keeping play moving and about creating house rules. This is the exact text that completes the section on house rules.

ZWEIHÄNDER is built with modularity baked into the rules and able to be modified without upsetting the inherent balance of the system.

This is of note, as one of the common refrains from the RM community is that RM is modular and one can swap in any of the hundreds of optional rules or alternative methods and the game doesn’t break. I read this as another shot across Rolemaster’s bows.

The real conclusion of this opening chapter is about setting or lack thereof. In my circles the lack of an official setting is seen as a weakness but Z dodges that bullet. The thing is that Z is a retroclone of Warhammer FRP and as such all the previous settings are perfectly in tune. The germanic flavour of Zweihänder is obvious in its very name but look at the names of previous warhammer settings Stromdorf, from The Gathering Storm; Reikland; Marienburg and Middenheim. Z appears to have perfectly aligned itself with the previous Warhammer settings. It will be interesting to see later if the bestiary reflects the denizens of these previous settings. If they do then Z is not without a setting at all, it just doesn’t own the rights to its setting.

Chapter 2 is much more interesting.

How to play Zweihänder

Chapter two is a compact eight pages, less if you strip out the art, that cover how skills tests are made, difficulty factors, types of skill test (unopposed, opposed, secret) and fate points (good and bad). It comes at you thick and fast. At first glance it looks like Z is a d100 roll under system until you get to the opposed tests when suddenly it becomes obvious that it is a blackjack system.

So most of the time you have to roll under your skill on a D100. Skill values seem to be around the 50 to 70 mark so a Z character seems to be about the competency of a 4th to 7th level RM character. If you just added the skill to the d100 then you can use Z characters in RM easily enough or roll under your RM skills to use your favourite RM character in a Z adventure. I will return to this later in a different post to see if I can refine these rules.

So at this point it looks like a basic roll under system. With opposed tests we get a mechanic called Degrees of Success and Degrees of Failure.

You calculate Degrees Of Success by adding together the tens die (a result between 1 to 10) and the relevant Primary Attribute Bonus the Skill is derived from. For example, if your Character has a Primary Attribute of 45%, your Primary Attribute Bonus is ‘4’. Whoever succeeds at their Skill Test and has the highest Degrees Of Success automatically wins the Opposed Test.

So basically you want to roll as high as possible but still under your skill total, with the exception of rolling a 01-09 as the 0 on the tens die counts as 10 not zero. So now we have a blackjack system. The net effect is that being highly but rolling badly is still better than being unskilled but rolling like a demon, most of the time.

I think the degrees of success mechanic shows how Z has evolved from house rules. I could be wrong, maybe there is a continuing theme of blackjack style rolls and checks but in this how to play chapter it sticks out like an oddity.

Fate points or to use the Z parlance pool of fortune are an intrinsic part of Z. This is no reflection on Z but I don’t like having a central physical ‘thing’ that the players have to handle. In Z you put one token into a bowl for ever player and one additional token. When players want to play a fate point then they take a token out of the bowl. In RM of course Fate points are personal to the character and are rare and precious and it seems mainly used to keep them alive when a fatal critical comes up. In Z you refresh the bowl every start of session.

Every fortune point played then goes into the GMs pool to be used to make the characters lives miserable. I am a fan of fate points as I would rather have structured and above board cheating than under the counter cheating. Even as GM I think having fate points or fortune points is better than fudging dice rolls.

Grimly Funny

On the surface Z tries to portray itself as a challenging and gritty rpg. The name suggests, at least to me, a high fatality rate amongst PCs. The opening story is bleak an uninspiring but then the actual examples of skill use are at odds with the feel of the rest of what has gone before. The general feel of them is more positive from seducing ladies in waiting to letting the player make multiple attempts to pick a magistrates pocket.

Maybe ‘funny’ is too strong a word, but still the examples are much more positive than the surrounding narrative texts. I will be interesting to see how the feel of the game proceeds.

Next time I am going to create a character using the random method described in the rules. I have already taken a bit of a sneak peek and the stat generation certainly raised an eyebrow!

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Cliche Adventure Ideas?

First off, Happy New Year to the “staff” and readers of RolemasterBlog.com! I’ve been working on a few different blog topics and I have to keep re-adjusting whenever a new post or comment is put up.

I had a few thoughts on the starting adventures, caravan guards and Peter’s prison he just blogged about. I’m generally driven by up-ending common tropes to surprise my players and keep things fresh for people that have been gaming for decades. So a few random streams of consciousness:

Starting Level. I’ve always liked the early levels of RM; the players have to face real challenges both in terms of resources and abilities, and the grittiness of the system lends itself to low fantasy style gaming. However, we have been having a blast with our high level adventure series–my players get to use high level spells and we can ignore most of the low level book-keeping around food, money or equipment. It feels more like a Super Hero adventure within Shadow World. At this point we’ve walked away from a long term SW campaign and the group has fully embraced the a la carte adventure experience I’m providing: test Priest King adventures, play a high level tourney series, do a quick all cleric adventure etc. While we lose a fulfilling plot continuity and investment into a PC, the players get to enjoy a wider range of setting material, a more diverse experience with character types and offer better feedback once disassociated from any emotional investment in their PC.

Caravans. The whole starting adventure to Priest-King (page 79-81) was predicated on the players being caravan guards. As a plot intro to a regional setting the caravan device worked quite well. First, I’m not a fan of the Gygaxian/adventurer as a profession world. Players need an occupation and the Forgotten Realms concept of chartered adventure groups is a little to “on the nose” for me. (however, I need utilize the concept of salvage/adventure charters later in Priest-King). Having the players become guards is a plausible use of low level characters to expose them to challenges and pay their way in the world. Second, a caravan gives the group a bubble of security–the GM can use NPC’s to aid, direct and protect the PC’s while they are learning their way. Thirdly, the traverse itself provides an opportunity for world-building through NPC exposition and the geographical travelogue. In PK, the first adventure requires the players to travel over 800 miles with numerous encounters and intra party politics. It takes about one month orhan (50 days) and was a great primer for the group. I think it took 9 game sessions and by the time they reached the city of Shade they had leveled up, learned quite a bit about the area cultures and were also quite unprepared for what the saw at the end of the journey!

Prison. The second to last adventure in our 50 in 50 is the Lair of Ozymandius. I blogged about it a year or two ago and now it will be published on RPGNow as part of the RMBlog series. It’s quite a bit more involved than the 1 page adventure seeds we’ve been putting out over the last year. I also like the idea of starting low level players in unfamiliar or uncontrollable environments: prisons, on the run, slaves etc. In Lair of Ozy, not only do they start as prisoners, but they also have no memory of who they are or what their skills are!

In summary, while I tend to avoid overt fantasy tropes, there is an opportunity to put a unique spin on these set-ups. If you are not intending to run a campaign from the outset, these might be the best adventure frames for starting adventures and as an introduction to RMU or the RM ruleset as a whole. Especially with pre-gen characters designed to meet the specific challenges of the adventure.

Plan for a campaign, but design like a tourney module!

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Prison Break!

So, I think I have enough of an outline to create the wagon/caravan starting adventure based upon yesterday’s post.

Another cliched starting adventure is starting the party in some sort of jail or prison.

This cliche has the advantage of pretty much forcing the characters to trust each other as if they are on the run then they probably don’t have anyone else to turn to.

I am thinking that the starting point would be the evening before the prison break out. The setting would be a that the characters have been bought as slaves. The remote house, probably in the mountains, is a gladiator style training camp. How the characters end up as slaves can be part of their backstory.

So word goes around that a group of gladiators that have finished their training are due to be sold in the next city and are being shipped out in the morning. The carts that are going to transport them arrived today. These gladiators would rather die fighting for their freedom than die for someone else’s sport. They have a plan and anyone who wants to take their chances has to be ready when the word goes round.

The actual break out is structured so that the players get a limited about of information about the layout of the castle, their characters movements have been severely limited. I am imagining a castle like Eltz in Germany.

So we offer the GM a encounter for every location. These would be things like a fight going on in the main courtyard against three gladiators and three guards, the gladiators are being pushed back. The characters have the option of joining the fight and putting the numerical odds very much in the escapee’s favour or using the fight as cover for their own escape. There could be fights going on in on the walls, the courtyard. We can have physical challenges such as filling a stairwell with fire, collapsing ceilings raining tiles down from a great height. Someone can release the hounds.

The players would have complete freedom as to how they want to approach their escape and there will be plenty of action going on around them at all times. The only part that is contrived is that the characters will be the only escapees to make it.

Once outside we have a chase scene with the characters having to deal with extreme mountainside terrain and being hunted by dogs and men. I can envisage a single road up to the castle and that holds the castle guards, thus baring it to the characters, the guards then send dogs into the woods to hunt down the escapees.

We can use the sound of other escapees being hunted down and caught to keep up the sense of tension. I have checked the Large Dog stats in both RMC and RMFP and they are identical. 4th level, AT3 (40), OB 45 and 65#hits. For a bunch of first level characters more than one dog at once will be a serious challenge unless they cooperate, one on one my money would be on the dog!

I would like to work in a false reprieve into this scene. The characters think that they have succeeded at escaping the dogs and guards but then some new threat confronts them.

So I know that RM2, RMC and RMFRP use identical stats. RMFRP and RMU both have the carnivorous flying monkey as a monster. It is not in the RMC C&T but I can include these stats in the adventure.

So the second part of the escape down the mountain changes the emphasis from hunted by dogs to a threat from the sky as the flying monkeys track them. A flying monkey is 4th level, AT4(30), OB 70MBa/60MGr/60SB« and 65#hits. These will be a serious challenge. These will be encountered as singles or pairs depending on how strong the party is at combat. What weapons and armour they had picked up and so on.

The chase comes to an end with the characters arriving at a cliff edge, a river below them. They have the choice of fighting a gathering group of carnivorous monkeys to jumping off the cliff and into the river.

The final act has the characters being swept down river and into a cave. There are lots of opportunities here for skill tests, swimming is the obvious one, endurance (body development) rolls to keep themselves or each other afloat as they tire.

The river ride takes them into a cave system where we can wash them up onto a shore. They then have to make their way through the caves to escape.

This one is unfortunately populated by Lizardmen (Sohleugir). As it happens these are actually weaker foes than the dogs or the monkeys.

When the characters emerge from the caves they are effectively free, out of reach of the slave owner on the different side of a mountain range so noone is ever going to associate them with any eventual rumours or new of the gladiator escape.

So we have three four foes, human guards (or do they need to be human? I think evil elves would be quite cool). Hunting dogs, flying carnivorous monkeys and lizardmen. We have environmental challenges of the burning and collapsing castle, a mountainside rush through steep forested terrain, whitewater ride down the river and then a cave exploration.

So that is my second suggested starting adventure.

What would you add?

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The City of Spiders Now a Copper Seller!

Copper Sales Medal

The City of Spiders, one of the first supplements published in the 50 in 50 series (there are still some more left to publish; I’m working on finishing off one that Brian sent me but damaging my back, my arm, my shoulder, my finger and Christmas have all got in the way!) has just reached the Copper best seller rank on RPGNow.

This is the first supplement to achieve a best-selling metal rank, although when RPGNow sales are merged with DriveThruRPGs in a month or so, many more are going to achieve this.

So, thank you anyone who bought this supplement. If you haven’t, well here’s The City of Spiders on RPGNow. Showing off its shiny new medal!

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The Cardinal Rule of Adventure Design

The Cardinal Rule of Adventure Design
A good adventure should maximize meaningful player decisions.

Matthew J. Finch

Yesterday I was obviously not that enamoured with the idea of “caravan guard” as an adventure backdrop. I admit that it can be done well. The best example I have ever seen of the caravan guard was the entire Battlestar Galactica franchise, created in 1978 and still going now. It encompassed a line of book adaptations, original novels, comic books, a board game, and video games (according to Wikipedia). At the heart of it Starbuck and allies are just caravan guards. Replace Vipers for horses and Cylons for Orcs and we are back in fantasy land.

The caravan guard vehicle does have a lot of things going for it. To start the characters are unlikely to be commanding the entire security of the caravan so you have a superior officer who can simply tell them to go there, do that, hold them off while we get the wagons away. You also have a stock of disposable NPCs in the form of other guards and the wagon drivers and their families. One can create a body of guards and let the PCs decide who they like and who they don’t. Each NPC can impart a nugget of setting information so you avoid the info dump where you tell the players all about the world and they forget 90% of it even before you finish telling them. They can learn bits and bobs as they go by talking to NPCs.

A big enough caravan is basically a town on wheels.

If the cardinal rules at the top of the page is true then we need ways of separating our PCs who are subordinate to the caravan commander and to some extent the caravan’s owners.

One such adventure could have the characters given some money and told to ride ahead to the next town. They are told to secure food and fodder that the caravan requires and get it all organised before they arrive the following day. A simple enough task. The money the characters have is enough to serve as a deposit on the goods they are securing but not enough to make it worth while absconding with.

The characters ride over the hill and late in the day arrive at the town. Now we can force a meaning for decisions on the players.

Let us look at the town. This is not intended to be a roll a d4 table, I just had four ideas off the top of my head.

  1. The town is a burned out ruin and there is nothing to buy.
  2. The town is already host to a second caravan and there is no spare food to buy.
  3. The town is in the grip of an epidemic or plague and to enter is to risk death or at least infection.
  4. An illegal toll is in place blocking a bridge between the characters and the town. The town folk do not support this as it is killing their trade.

My first thought on looking back at them is that they are a bit static. The first, the characters have to return and tell everyone about the town. It is more likely that the characters will then be sent to a further away town or one on a more dangerous route. It is still not the characters making any meaningful decisions.

The second option could be a source of conflict, you could present the characters with decisions to make, maybe they get offered work with the new caravan, abandoning the original caravan. They could try and trick the other caravan out of their supplies. They could learn of some rivalry between caravan drivers. There is potential for many role played challenges here but it does still feel like a jumping off point for a ‘real’ adventure.

The third option is actually beyond the abilities of most first level characters to help. Elves would be OK as they are immune to normal diseases, anyone else is likely to fail a RR and die. Maybe a mini quest to find some herb or ingredient to formulate a cure?

The last option is, at first thought, more of an encounter than an adventure.

So let’s try a different tack.

The characters are with the caravan, the light is fading, rain lashing down, the river to the side is swollen and threatening to burst its banks. Far off the howl of wolves hangs in the air. Up ahead there is a bridge over the rushing river. The caravan makes to the bridge as fast as it can manage, lightning flashes and horses rear and shy. The wolves howl, closer this time. Everyone is on the ground trying to get the carts and wagons over the bridge and calm the horses, the weight of the water pressing against it is making the bridge shift and creak. The last few wagons are make it across when with a lurch the bridge gives way and crashes into the water. A flash of lightning reveals two wagons on the far bank.

And the characters are ordered to get back across the river and protect those wagons, find another crossing and bring them back. That is the start of their real adventure. We could throw a mix of challenges at them with the wolves for a combat encounter, some skill based ones, driving the wagons over rough terrain, survival skills, maybe someone is injured, which was why one of the wagons was too slow to get over the bridge, so the NPCs are dependent on the characters for aid. Region Lore would be needed to know where to find a different crossing. Maybe this was the safer of the two crossings? Maybe the other lies in goblin territory?

Now that sounds like more of a starting adventure. If the characters survive then they will have earned their first little bit of hero kudos.

Here is another idea…

The caravan, unknown to the characters, is transporting a stolen religious artifact. So during its journey all of the above things happen but in addition the caravan is being pursued by a force of 1st level monks, replete with martial arts, shuriken, halberds, staves and all that sort of stuff. A couple of nights after they leave town the characters are on guard duty when they are forced to fight of a group of these monks. A couple of days later on a long descent down a hill side road a driver is killed by a thrown shuriken, or maybe a poison dart from a blow pipe. The cart builds up speed and then crashes over. In the ensuing chaos the monks attack again.

It turns out that the caravan is carrying a holy item that belongs to these monks and they want it back.

This would now give us an over arching story. It could turn out that the artifact is stolen and the caravan captain is the villain on the piece, the caravan is a cover for a smuggling operation and the characters hired to protect him from the monks. The climax becomes a showdown between the other caravan guards and the caravan captain against the characters and the monks. The victorious characters end up winning the friendship of the monks and learn that the caravan captain is rumoured to be the brother to a notorious pirate than is often seen in and around the town the caravan was originally heading to. Maybe the smuggling operation involved the pirates?

As an introduction we have lots of encounters here.

We can stage a couple of monk attacks. We can separate the characters for a couple of days with the swollen river and bridge incident with wolves and goblin attacks. We can have the second caravan competing for food and supplies from the original list. That would give the characters a chance to try and learn more about the monks. Has the other caravan been attacked? Do they know who they are? Where do they come from? You could give a chance for the characters to see a wanted poster for a notorious pirate and they could mistakenly think that their own caravan captain is the pirate but then have the facts contradict them. The poster is new and says that two days ago the pirate burned and sank a convoy of ships. So the captain cannot be the pirate but the likeness is uncanny. You then get the wagon crash and monk attack. Finally the climax with the big reveal that the characters are working for the villains, maybe provoked by the characters overhearing a conversation about how they are going to be disposed of once they have arrived at the port. If the characters try to escape the caravan they run into the monks and get to talk to them and learn their side of the story. If the characters try and fight their way out of the caravan it could provoke a monk attack and the characters and monks are now on the same side. If the characters suspect nothing (damn that failed perception check) then when the other caravan guards try to do them in that coincides with a monk attack and again the monks and characters are now on the same side.

Actually, I don’t now see this as the climax. This is the penultimate scene. In the confusion the caravan captain has made a break for it on horseback with the artifact. The characters can steal horses and give chase. There is then the final showdown between the characters and the caravan captain. This could take place in the final town and the previous scene in a warehouse when the characters were expecting to get paid. The chase is through the town’s cobbled streets and ends at the dock. There is the final showdown and as a backdrop you keep referring to a tall ship making its way into the harbour. If the fight is over quickly then the ship hoves too, turns are heads back out to sea. If the fight is drawn out then the ship gets close enough to the harbour side for pirates to leap from the rigging and try and rescue the caravan captain and the artifact. They then try to fight a withdrawal and get away.

Now that sounds like a proper first module. It has heroic rescues, kung foo battles, monsters, pirates and dastardly villains.

It also has no magic, which is good because 1st level characters are notoriously bad at magic. All you need is a town about a weeks drive away from a port and a river. That must exist in every home brew world everywhere!

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Precious little darlings

I appear to have launched myself into something along a 12 days of Christmas run of daily blog posts. It was not intentional, it just sort of happened.

Today I would like your help.

What I want to do, over the next 12 months is produce at least ten 1st to 3rd level adventures. I would like to avoid the cliches of “You are guards on a wagon train”. I have the inspiration for two.

The first has the characters start as passengers on a ship carrying food. The town they land and disembark at is in the grip of a harsh winter and the people are starving. The ship they were on is full of food stuffs and that is loaded into wagons and carted out of the town. All the while there is an angry and starving mob being held back by soldiers. The town is quite obviously on the verge of food riots. A fellow passenger who is obviously quite affluent joins the characters on the gang plank and casually says that the characters had better join him in his carriage as that mob looks like it could turn ugly. From there the characters get invited to stay with the local land owner, who is quite obviously not starving and is really quite obnoxious and make jokes about the peasants being revolting and how he would drown the ring leaders in the harbour if he didn’t need them to work the fields in the spring. From there I can offer the characters several adventure hooks around the rebels trying to overthrow the unjust land owner, the cause for the unexplained harsh winter (defiling a sacred place), the town erupting into riots and the characters having to rescue an innocent.

The second one involves the heroes arriving at a village where they learn that rogues are blocking the road ahead and demanding tolls. That is their opening encounter but along the way they meet a druidic type woman that has her own mission to find a unicorn that has been sighted in this area. There is a back story to the lady who is trying to find an antidote to a magical poison, thus the need for the unicorn. She wants to ask the unicorn to allow her to wash its horn with purified water and use the water as the base of her antidote. This figure serves as patron to the characters and a source of healing.

So the reason I want to create all these starter adventures is all Ken Wickham’s ‘fault’. If we are going to get RMU in 2019 then Ken is quite right in that we need starter adventures. I want to include a 1st to 3rd level adventure in the fanzine each month. The longer that RMU takes to arrive means that there will be a greater stock of starting adventures. We can even offer new GMs a choice of adventures, imagine that!

It is a long time since I have had to write beginner adventures but anything that helps make RMU a success is a good thing as far as I am concerned!

As per normal the statting of these adventures will be to the limit of what I can get away with. It does mean that they will be playable in any version of RM but the finer details of NPCs, for example, will fall upon the GM to create.

p.s. There are bonus brownie points if you can work the top image into an adventure. It is entitles “I will protect you!”, it actually has three exclamation marks but I thought that was excessive.

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ZWEIHÄNDER Grim and Perilous RPG?

I know that Zweihänder is not Rolemaster and not directly Rolemaster related but…

Zweihänder is one of the best selling games of 2017 and 2018. It is a D100 based game. It is also detailed, gritty and simulationist. A typical character sheet/record runs to 8 pages. That all sounds rather familiar doesn’t it?

It comes as a single volume core book of nearly 700 pages so this is not a light weight game, one could fit all of RMU A&CL, most of SL and get started with CL into 700 pages!

When I looked at HARP I found that there were some really nice ideas that could cross over to Rolemaster. It would be interesting to see if the same is true of Zweihänder.

How Zweihänder got to its No.1 position is a matter of record. I don’t know anyone who has paid full price for the game. It has been in every sale it was eligible for and in between it has been Deal of the Day on DTRPG again and again.

While the success of Zweihänder as a gritty, “rules dense”, simulationist game in this age of ever simpler games is a really good thing for ICE and Rolemaster but there is another side to that. The two biggest concerns should be that Zweihänder has already occupied RMUs prime spot in the gaming landscape, I’ll come back to that one later. The other concern is Zweihänder’s price.

The standard price for the core book is just $9.99. In addition there are a great many free supporting supplements. There are 41 free or PWYW supplements as of this morning including translations, new monsters and card decks and game art collections. On top of that there are 9 supplements at under $2. As a GM or player the prices are not a barrier to getting the game or having new things pretty much as and when you want them.

What Zweihänder lacks, so far is really meaty companion style supplements. What appears to be the house style is to create more tightly focused supplements so imagine if RoCo 1 had been split into a group of small cheap supplements one with the new professions, one with arcane magic, one with the new monsters and one just for GMs with the very high level spells, and rules variations etc. That is how Grim and Perilous Studios appears to be working things. There is a GM’s Notebook supplement at $5.99 and a players folio at $5.99.

The worry for ICE and RMU, I imagine, is if Zweihänder is RMUs biggest competitor then Zweihänder has to some extent sucked the money out of the market. It is hard to sell a game of four $20 books when your competition is selling a single volume for $9.99.

The mini supplement model makes a lot of sense. If you imagine the product life cycle of write, test, release and earn income from. Working on a GM’s supplement of 40 pages, releasing it, working on an arcane magic supplement, then releasing it, then a players folio and releasing it; this cycle means you are giving fans something new much more frequently. The net cost is probably similar to a full RoCo once you take all the parts into consideration. The difference is that people can cherry pick what they want or need at that time. New books come out more frequently and if the take up is good then your titles will fill the top selling slots on DTRPG which is a great marketing ploy.

The low price points though, I think are a big threat to ICE and RMU, if they have to revise their projected earnings down by a factor of eight or more!

What is coming up?

I am planning a few posts about Zweihänder, just like I did with HARP, but I will pick out the bits that I think are the most relevant to Rolemaster fans and to RMU. It is going to take me a while to read all 692 pages of the core book so this will be the edited highlights of each chapter.

This will definitely take me well into 2019, but I promise to try and not bore your with it!

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HARP Read Through – Gamemaster Guide

I have decided to get this HARP read through finished. I have skipped the chapter on treasure generation. Not because there is nothing of real value in it, it is just as competent as the generation in C&T but in a more condensed package, as one has come to expect from HARP.

The final chapter is the Gamemaster’s Guide.

This chapter starts with a few pages of basic GM tips. The stand out tips are probably these two:

Don’t let the dice rule the game: This issue is more one of style than anything else. Some GMs make all dice rolls in front of the players while others do not. This applies mostly to those GMs who do not make every roll in front of the players. Part of a role playing game is telling a story, and sometimes a roll of the dice can have an adverse effect upon the story. If this happens, then feel free to change the result to one more suited to the situation.
Don’t fudge dice rolls and get caught: If you fudge dice rolls, don’t do it often, or let the players catch you doing it. This provides you with the ability to make things interesting without killing characters by accident. Fudging dice rolls should always be done sparingly.

I picked these two out as I know that GMs definitely fall into those that fudge and those that don’t. All Rolemaster games are deadly and HARP is no different. The idea that fudging dice is actually introduced as a GM tip in the core rules, to me, makes it look like an officially sanctioned technique. Other tips include not killing characters, such as:

Don’t kill characters needlessly: If a character does something stupid that will get him killed, especially if you ask the player “are you sure?” before letting him go ahead, then let the dice fall where they may. But in other situations where random chance would kill the character, you might want to provide a way out for the character. Include a secret door where
there wasn’t one originally, or have back-ups fail to show up on time.

It feels to me as if the way that HARP gets around the lethality of the RM-style combat system is by putting the onus on the GM to moderate the results. Maybe I am being too mean. It is a built in flaw of the all the RM variant combat systems that there is a death spiral that isn’t found in D&D or Pathfinder.

Wounds in both HARP and RM frequently come with penalties to actions, stun results and additional hits. When you hit certain break points of lost hits you get more penalties. In HARP you get a -25 when you have lost more than 50% of your hits. The more penalties you get the harder it is to hurt your opponent and the harder it is to parry them to protect yourself. Once you start to lose you are relying on a lucky strike and open ended roll to turn the tide in your favour. DnD or PF don’t have this, you can fight just as well with 1HP as you can with 60HP, no accumulating penalties and no death spiral.

It feels to me that the HARP solution to the death spiral is to cheat.

So what other tips are there?

I really like the profession and culture customisation tips. These include customising clerics to reflect their gods’ aspects and custom magicians. It then goes on to discuss setting and cultural customisations.

Next we get a section on using language and lore skills and relating ranks to level of knowledge.

The final part is all about experience points. The experience system is the same system as is currently used in RMU. The experience system is based around goals rather than kill points and criticals. What we get here is three pages of advice and examples of exactly what makes a particular goal worth a particular level of experience. And that is it. The last pages are the character sheet, skill sheets and a full index.

So what do I think of HARP?

I think there is a lot that is very good in HARP. I also think that if HARP had existed back in the 1980s I probably would have picked HARP over RM2. I have always said that I prefer lighter rules. I have also said that I wished there was a setting and HARP had a setting, Cyradon. I don’t own Cyradon so I cannot comment on it.

Incidentally, I bought into HARP because I have lost my SpaceMaster rules and campaign notes. I wanted to run something Sci Fi so I bought HARP SF as an alternative. Having looked at HARP SF, I wanted to see what HARP Fantasy was like.

HARP’s weakest feature is its combat rules. They lack the variety of critical of RM and fights turn into fairly repetitive turns of the same critical after same critical.

HARP’s strongest suit is its scalable magic system which has features that RM lacks despite it being a more condensed system.

I have found something that stood out and was noteworthy in every chapter. It is a good game and I can see how and why lots of elements made its way into RMU. I wish that Cascading RRs had made their way into those rules as well but maybe it was too much of a simplification for RMU.

If I were to run a convention game or game night at a store then I think I would probably choose HARP over RMC or even RMU right now. The reason being that it is an easier system to pick up and get going with but I can also see a clear upgrade route from one to the other once RMU has been released. HARP would keep new players going until RMU is released be it 2019/2020 or surely before 2030?

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Merry Christmas

Not a real post this morning, just wishing you all a Merry Christmas.

I am about to spend the first hour stood in a field feeding horses. Friends of ours have young children who are likely to have been up several hours ago excited at Father Christmas having left gifts. We are feeding their horses so they don’t have to haul all the kids up to the barn.

As a consequence I have every pocket in my jacket stuffed with apple’s and carrots to treat the horses. So I am doing my own little Santa delivery round feeding treat to the horses that have been good this year.

I cannot imagine I will be doing anything RPG related today, although one never knows, I may bash out a quick blog post while Queenie is droning on.

Have a great day everyone.

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Spell Law Deconstructed. Channeling & Spell Failure. Pt. II

Rather than responding via comments on my last post, I thought I would just post another blog addendum. For those that haven’t read one of my older posts on Channeling, you can find it HERE.

So a few thoughts, but first, a clarification! When I suggested the idea of no spell failure, I didn’t mean to suggest an automatic SUCCESSFUL spell casting. I was probably too vague; it was a new idea and I threw together the blog post in a rush. What I meant was no spell failure roll–so while the Diety might not grant the spell (to be discussed in a minute) there might not be a negative effect normally attributed to a failed SCR. The concept akin to a surge protector–the diety acts as a buffer to any negative backlash. Of course an “active” god can always punish a follower in a number of ways at anytime…

Per my previous Channeling blog, we have a Channeling SCR due to a casters attempts to cast a higher level spell, cast quicker than normal, or under other non-optimal conditions. But now I’m thinking that if they don’t make a successful SCR that’s it, no failure roll, they just don’t get any reaction from their god. In some ways that adds more cinema to the action than a purely mechanical resolution.

A few other thoughts:

  1. Great feedback. My “deconstruction” posts are about stripping away memes, tropes and mental models, so I appreciate everyone that is willing to think outside their comfort zone. One of the great benefits of the RMBlog is the differing viewpoints, and the willingness to absorb other peoples ideas!
  2. The ongoing debates between rules among the various RM versions really woke me to caring less about rules. To me, Rolemaster will always be a versatile and fundamental toolkit and game engine no matter what version. I feel the lack of adventure material (not rule companions) is the real challenge. RMU may not convert everyone, or even sell that well, but new adventures, campaign books and modules will continually expand the RM ‘verse.
  3. I think everyone hit on a key point: Channeling is SO specific to setting that RM/Spell Law might be better to eliminate the realms in the primary book and create a framework where spells could be allocated to differing magical systems.
  4. I would also re-iterate that the concept of Channeling may require a re-think of imbedded scrolls and magical items. Should you be able to imbed a Channeling spell onto a scroll and then have ANYONE (even an evil opponent of the Diety) use Runes to cast the spell. Does that make any sense? Not to me.
  5. Ultimately, Channeling works best for me if it’s in direct correlation with the God(s) and their aspect and power. That requires a Channeling Realm to be developed simultaneously with the settings Divine plan. The idea that all clerics, followers or holy warriors have access to the same base powers is pretty boring and un-original.

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