RPGaDay2018 Day 4: What is your most memorable NPC?

Sorry, I am already playing catch up on this. I was kind of hoping to post every day and sometimes multiple times a day.

So my most memorable NPC was probably a Spacemaster mercenary, “Doc Murray”. He used a lot of the character enhancing meds, so he could haste pretty much on demand and could ride out stuns and bleeding criticals, if I remember correctly. The character was originally inspired by Rogue Trooper from 2000AD but without the blue skin.

He was pretty much a tour de force of heavy weaponry with the light machine gun and grenades as his weapons of choice. There were times when he joined the characters as a mercenary and they needed extra muscle and he returned to hunt the PCs down as it was known that he knew them and could get close.

Despite appearances he was not an Armsman profession but a Criminologist. This was before I had moved over to No Profession but I found myself gravitating towards using Criminologist more and more for NPCs as they were simply the best ‘all rounder’ and if you wanted to put an NPC into multiple adventures the generally low skill costs across the board made the Criminologist a good choice.

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RPGaDay2018 Day 3: What Gives A Game Staying Power

I think there are two elements to this but they could be rolled into one, ‘playability’ but I want to break them out into ‘characterisation’ and ‘compulsion’.

The real answer is probably “A great GM” as that can make any shit really enjoyable just as a crap GM can make the best game unplayable but I don’t want to go there.

Characterisation

What I mean by characterisation is the ability for the player to play exactly the character they had envisioned. This is one thing that I think RM does extremely well as there are very few hard limits. If you play ‘no profession’ then there are even less limits than stock RM. By that I mean in RM2/RMC a fighter can only learn spells from open lists and up to level 5. There is no fireball or even shockbolt on those lists so now if you really wanted fireball then you needed to look at a different profession and for that you are looking at importing companion professions and before you know it you are in massive bloatiland. This is not a NP rant but the case is still true that RM really allows you to build your character the way you want it to be. There are no arbitrary rules like magic users cannot wear armour or clerics cannot use edged weapons and all that stuff.

If the players are really invested in their characters then I think they are more likely to really buy into the world and the story. If the players want to keep on playing to find out what happens then that will give the game staying power.

Compulsion

Some games or actually settings or even just campaign concepts just have to be played. They are so compelling that they bring out the best in GMs and players alike. Games like these I think come with a certain amount of ‘scaffolding’ in that the players just know how their characters should act or speak. I mean things like a pirate based game has such an iconic central theme that everyone knows how a pirate should behave, you can almost smell the salty sea air and the seaweed encrusted docks. The same can work with oriental adventures as the whole culture and customs thing is so easy to envisage. If the game experience has just the right balance or elements to make the game compelling then the players will keep on coming back.

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RPGaDay2018 Day 2: What do you look for in a RPG?

For me there are two ideal components.

  1. A compelling setting, either a world I want to explore or a genre that I can get excited about. Right now when I am not playing RM I am dabbling with Ghost Ops. In actual play it is super light and fast to run but is miles apart from RM in just about every way.
  2. The absolute minimum of rules. I have a brain, common sense and imagination. I can fill in the blanks once I know the flavour of the game. I know many GMs and even players dislike it when things come down to arbitrary GM decisions but I quite like that. I would never simply decide that an attack hits or misses but on the other hand there are times when I don’t want the characters to drown just because the rules say they do, I want them washed up on strange foreign shores.

So I think my perfect game is one that absolutely demands to be played so much that it is all you can think about when I should be working on other stuff but has a rulebook I can memorise and run without referring to. That may be a tall order but I have played a few of them. To be honest even RM fits into that definition if you have a setting you love. All the heavy lifting is done during character creation, resolving most skill checks and role play situations require no rules. It is only combat that chains you to tables. (I am assuming here that each player has their spell lists printed out as part of their character record)

 

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Rolemaster Profession Review: Taking a Look at Witches.

In a previous blog, I offered up some suggestions on a obvious core profession that should have been included in Rolemaster: The Shaman.  Today I thought I would dive deeper into another profession that could also be core to the system: The Witch.

For that follow other blogs and specifically The Other Side, Tim is an avid “witch guy”. (I think he actually designed the witch for some version of D&D). Anyway, Tim wrote about witches in early D&D and referenced some work by Tom Moldvay. You can read that blog HERE. The first take away is Tom’s summary of core witch abilities:

According to Moldvay a witch class should include the following:
1. The ability to use herbs for healing and magic.  

2. The power of fascination, like a super-charm ability.  

3. A combination of both Clerical and Magic-User abilities.

4. The ability to practice sympathetic magic.  

5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era.

6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.

To me, those abilities draw from standard western tropes, and at the time helped form the basis of an alternate D&D profession. But let’s look at these in the context of Rolemaster.

#1 Healing & Magic Herbs. That one is a bulls-eye for Rolemaster that has a much more detailed and integrated system for magical and natural herbs. Additionally, this doesn’t even need to be a basis of magical spells, just herb lore and/or various similar skills. Or, a Witch could use Herb Mastery as a Base list.

#2 “Super-charm”. This touches on the witch trope of casting glamours, using love potions and charming unsuspecting targets. It would be easy to use Spirit Mastery as a Base list for the Witch profession.

#3 A combination of Clerical and M-U. Again, Rolemaster can easily define a witch as a Hybrid profession using Channeling and Essence.

#4 Sympathetic Magic. Tom is probably referring to curses, hexes, talismans that are common in Witch folklore. Here we could give the Witch a “Curses” or “Disease” list.

#5 Secret society. As a Channeler, a Witch should have a patron god. It doesn’t have to be a secret god, just that the witch doesn’t practice within an organized religion. Or, the witch could worship an ancient “dead” god or a minor god of indeterminate morality. That doesn’t suggest that witches must be evil or suspect! Why can’t you have “good” witches?

#6 Nature Magic. Giving a witch nature based spells could make sense. One or two Druid or Cleric Open/closed would round out the witches base lists and their witch-like abilities.

So for those wanting a traditional witch, it’s fairly easy to bolt together the profession using existing skills and spell lists. Of course, RM Companion offered up a variant with “Candle Magic”, “Familiars” and other tropey spells. But we can’t discuss professions in my blogs without deconstructing the topic!!!

While Tom Moldvay offers a traditional package for a witch, does that work in non-westerncentric fantasy settings? What is a witch really, using the broadest sense of the concept. A few thoughts that use Moldvay’s foundation, but might be more flexible for various types of settings.

  1. The ability to use “natural magic”. Whether that’s herbs, nature, familiars or something else, a Witch accesses fundamental powers rooted in the natural world. You could argue these are Arcane Powers.
  2. Well-rounded. A witch is mostly solitary or lacks a open organized society or group to work within. Therefore they have a broad skill set for both offense and defense. This does not just need to be subtle charms or passive aggressive curses. A witch could easily utilize fire magic or other elemental powers in certain settings.
  3. Power flexibility. Whether a hybrid or just has access to a variety of power types, a witch should be versatile but not formally trained.
  4. Secret Worship. A witch should have a patron god, but worships secretly and protects the god’s identity. A witch will be secretive and elusive about their powers. This provides them with a sense of mystery and solitary nature, even if they operate within an organized society. (see the 50 in 50 blog HERE). Witches don’t have to be hermit crones living deep in a swamp.

Once you dismiss the specific powers of potions, charms, cackling and glamours you have a versatile, unique and powerful professional template. Using these 4 basic criteria, a witch could be very adaptable to many settings without regressing back to fantasy norms.

 

 

 

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RPGaDay2018 Day 1: What Do You Love About RPGs?

So we have RPGaDay2018 starting today. You should get a post a day for all of August from me and something to think about.

The answer to this question is sort of a rod for my own back. I suspect I am somewhat autistic. My mind tends to race with ideas constantly and if I cannot get those ideas out I tend not to be able to get to sleep. RPGs give me entire fantasy worlds to set my mind free in and then simply jotting some bullet points down may be enough to get the idea out.

One of the hardest things about blogging apparently is knowing what to write about. It is fine for the first few weeks when you have loads of fresh ideas but if you are in it for the long haul then constantly having to come up with fresh ideas can be a problem. With a brain like mine this is rarely a problem. In fact this is my 351st post on blog and I tend to write an average of about 600 words each time so that is over 200k words or the equivalent of an 800 page novel according to Google.

RPGs are also incredibly flexible. I can play with my friends in our periodical game two or three times a year, I can play One GM, One Player games several times a week when my player is back from university, I can play almost daily using PBP and I can solo play. Of all those options I use Rolemaster for all the regular games. I tend to Solo play either games I have bought but never got to play and much simpler game systems so the rules do not impinge too much on the stream of consciousness style of play that Solo play requires. Right now my favourite Solo game systems are FUDGE based, which is not something I ever thought I would say.

From a writing point of view RPGs keep pushing me into new directions. I am writing adventures at the moment with the goal of making them extremely flexible. You have seen this with the undead adventures where I am trying to make the level neutral. I am also working on making them HARP compatible and I have even bought the RMFRP single volume rules. Don’t worry I am not about to abandon RM2/RMC for RMFRP but I want to start statting things for all three ICE systems. You may even get some RMFRP stuff in the fanzine!!

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Load up the loot

As requested here are some thoughts on scaleable treasures for our adventure.

We have so far been working on several power levels for a beginning party, mid level, high and very high level party.

I can also see four distinct bands for the loot. I consider myself a tight fisted GM and tend to give away little treasure. This is particularly true with adventures I share as I don’t want to break someone else’s game.

My original plans for the city of forgotten heroes was to supply magical weapons that had no real value and/or faded away after the next full moon. The big treasure was the jade throne, a one ton mass of evil magic. The sort of treasure that the party may have trouble spending down the tavern.

My first instinct was also to provide magical runes in the form of entire books and potions that may or may not be spoiled. Single use magic and it may or may not be kill you(!).

Not that generous at first appearances.

So we have four levels of wealth miserly, poor, wealthy and rich.

At the rich end there are some nice stock items in Creatures & Treasures.

The Lich King

At the palace location we have the lich or lich-like ruler. Here I would like to see something necromantic, you would be hard pressed to convince anyone you had turned yourself into a lich by accident so the ruler must have had necromantic leanings.

So in order of decreasing power…

Robe of Kazlauskas: This robe was made by Kazlauskas before he became a Lich. It is made of a very fine black cloth with strands of silver lining the bottom of the robe, and it has a belt of silver links. It protects its wearer as AT 4 with a DB of 30 without maneuver penalties. The robe can cast 40 charges per week of the following Essence spells (30th level effect, charge cost in parentheses): Stun Relief II (2), Cut Repair I (3), + 50 Lightning Bolt (5), + 25 Fireball (4), Protection II (2), Telepathy (4), Perceive Power (4), Detect Invisible (2), + 20 Ice Bolt (2), Ache (2), and Shield (1). Artifact.

Kawfigu’s Ring: Forged by Kawfigu the Necromancer long ago, this gold band imparts many powers to whoever wears it. It protects the wearer as a Robe of
Protection. All RR’s against spells cast by the wearer are modified by –15. Further, they may cast up to 50 power points per day (up to 5th level) from the Sorcerer’s base spell lists (at no personal power point cost). Most Potent.

Talisman of Absorption: This talisman can absorb magic spells cast at its owner. The attack level of the talisman is 10th, and any spell failing to resist is absorbed. It can absorb 50 + (1–100 open–ended) power points before becoming inert. Potent.

Whispering Sword: This + 5 short sword uses the two–handed sword table for attack (still using one hand, short sword skill and fumble range), whispers when swung, and floats in water.

I like the Whispering Sword as this has great role playing potential with it giving dark whisperings when in combat.

It is entirely up to the GM whether to include these magical treasures or not. If they are added in then the undead ruler should make full use of them. For a more powerful game or richer game then you can add more than one of these items to the lich king.

The Librarian

I don’t think the Wight librarian needs magical treasure but I can imagine a locked chamber where the most restricted books were stored. There is one book in particular in C&T that is both a great treasure and has the potential to completely mislead the party.

Book of Yesh: This book is an ancient artifact in which much magical lore is written. It contains the names of many Demon Lords and the rituals necessary to summon them. It also describes how to make protective pentagrams which can decrease or negate the chances of a demon–summoning harming the summoner (depending upon the type of demon and the materials used). It lists all the various “Black Channels” spells and how to perform them. It fully describes both the appearance and power of many powerful ancient magic items. The book is 1’x20″ and 7″ thick and bound in black cloth with silver trim. It is virtually indestructible and is written in elvish with a single large “Y” in the center of the last page. Most Potent.

Of the stock items that is the only one I would adds significantly to richness of the location. What you can do though is add runes into the books that have survived in the library. This is a useful mechanic so that if the party are in serious trouble you can make a tome of medicine available that has a rune of the correct healing spell. So a treatise on blood may yield up a rune of clotting. A tome on anatomy may give up a rune of shatter repair and so on. I would suggest that the GM wing this and use it to advance the story and enhance the game session rather than slavishly following a table of random magical items.

The Gate House

I have been thinking about the gate house captain and guards and I simply do not think that the captain and guards should be carrying treasure. If any other adventurers had ever travelled this way before then they may well have killed the guards and captain before. The chances of any magical treasures surviving is slim.

There is an opportunity here to offer a minor magical weapon to a low level party. We can do this by putting a slain body on the road close to the gate house. Someone who didn’t make it. If the party can get to the body and retrieve it or at least loot it then you can give a beginning party a magical weapon, needed to harm the non-corpreal undead.

So those are my thoughts…

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Crowd Sourced Adventure – Weapons and Goodies

As we’ve been working on our group project, I’ve been fleshing it out on paper.  Sometimes it helps the brain to organize things (as you get older).  As I’m filling out the creatures in different areas, I’m running into the possible weapon/armour combos the party will encounter.

The octopus *could* wield a weapon, particularly if it’s being controlled by a sentient will.

The guardhouse would certainly have weapons .

Certain non-corporeal undead could wield weapons.

Heroes and Rouges Companion (RM2) has one of my favorite treasures “Ghost Shirt.”  Paraphrasing: A wispy shadow that appears around the wearer’s torso, protects as AT 16 encumbers as AT4.  A non-corporeal undead could easily wear this item or BECOME this item once dispatched.

For the possible Executioner at the possible Gallows location in the courtyard we discussed, I’m thinking of a non-corporeal controlling the skeleton of the Executioner who is wielding an executioner’s sword or broderak.  The party will think they are fighting a skeleton, but are really fighting the non-corporeal.  (Just another little twist we throw in with the pseudo BBG in the castle/manor.)

The ‘ruler’ in the castle/manor should have a crown, perhaps a spell or PP adder.  A scepter or sword?

 

These are just ideas I’ve been thinking of as we’ve been working along.  Are these things we would wait to add?  Do we finish off the module details, then add the loot?  I’m having a blast with this group project and maybe I’m getting ahead of where we are because of that excitement.

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Catch Up Time

I have been away for a couple of weeks but I am back and it is time to catch up.


When you see that list you cannot help but think how great it would be if we could have created fully statted out adventure modules rather than just plot outlines, locations and hooks.

I still think it is an impressive list especially for our first concerted effort. So to the latest pair of adventures.

First up is Time Bandits of the Motley Faire.

The Time Bandits of the Motley Faire sees the characters come across a faire that provides entertainment, supposedly without the use of magic. However, a group of thieves are also with the faire, and these thieves are using temporal magic to carry off a series of heists for which they have not been caught.

 

Despite the ‘Time Bandits’ reference that adventure title is not my fault!

Next is The Claw!

The Claw is an odd item that can be found in a curiosity shop. A gruesome object, the owner of the shop would dearly like to be rid of it. For the claw keeps regrowing every night. If it isn’t kept on top of, eventually the severed limb will regenerate the entire body to which it was once attached.

 

Once upon a time I remember a D&D ‘trap’ that went along the lines of deep in some dungeon there was a ‘market stall’ selling frozen meat for the characters to buy. The trap element was that the meat was actually frozen troll meat and when the characters defrost the meat overnight the troll regenerates and they have a surprise encounter with a troll.

This whole concept seemed to sum up everything that was wrong with D&D in the 1980s. Why would there be a market stall in a dungeon, why would the characters buy rations from anyone who thought that this was a good place to sell food and so on. There is so much wrong with this that I don’t know where to start really.

The Claw is almost a cliche of the Edgar Allen Poe style horror story. It could be a fun distraction for the party but Albert Stepfoot and his gang of street kid informers could be a useful addition to any campaign as a way of introducing story hooks to the characters.

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All is quiet in Rolemaster world.

I have literally 5 minutes to spare so I thought I would get in a quick blog! As RMBlogs reader have seen, activity is WAY DOWN on the blog and even the RM Forums are pretty slow moving. Let’s chalk it up to the dog days of summer, real life commitments and a temporary lull in the conversation. I have 5-6 posts stewing on the dashboard that I hope to get to, some polishing up on the 50in50’s and then of course the rest of my projects.

So what have I gleaned from quick and random perusals around RM land?

  1. It feels like RMU is close. There was a flurry of activity on the development forums on several topics and it looks like some tightening of the rules. Generally though it feels like most everything is now set and close to publication. That is just my sense–no inside info.
  2. GenCon. I was sad to see Terry had to cancel  his GenCon game. I think his presence would have been a big hit and brought some exposure to Rolemaster and Shadow World. On the other hand, it’s time for newer younger players to take up the banner and run with it via RMU and new products.
  3. Real life news. No not politics! There has been a ton of cool archaeology news lately. I should do a weekend round up soon!
  4. According to Terry, my SW submission and Lethys are on the shelf! He has asked Nicholas to find a new editor since he is busy with his own projects. That’s discouraging… I’m leading towards just publishing it for free so I can have closure and move on to the next one.
  5. When things free up we are going to put together a super edition of the Fanzine with a compilation of updated SW material. I promise Peter!

ok, back to the grindstone. If anyone wants to put their big toe into the land of RM or RPG blogging now would be the time! And it would be a great help.

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Snakes On A Wagon Train

Snakes On A Wagon Train is quite obviously one of my 50in50 creations.

Reading it back now it has a certain wild west feel to it. It also makes quite a good introductory adventure for low level characters if you want an investigative adventure rather than out right hack and slash.

Sorry for the very brief post today but I am writing on my phone today as I am on route from Reykjavik to Husavik for a week’s horse trekking.

 

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