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?

Assorted Musings! Rolemasterblog, Rolemaster and random topics!

So I’m heading to Spain for some vaca time but wanted to get a few blogs scheduled to post while I’m gone or getting prepped. I still have some work to do on 50 in 50 adventures so I thought I would post misc. points for thought and/or discussion. In no particular order:

  1. Noble Games has a “cloth bound” edition of Spell Law for $195 and a “leather bound” edition for $95. I have the a copy of the leather bound Rolemaster book which has SL, CL, AL. Anybody remember these Spell Law products? Did ICE do leather or cloth bound versions of other products?
  2. Why/how is the BASiL Essence Pt 1 being downloaded at a ridiculous rate? As of Thursday its averaging 50 downloads/day. It’s hard to imagine RMBlog has tapped into a secret reservoir of RM players. Some sort of ‘bot’ doing this?
  3. In reference to a recent blog post on Summoning. Peter, the idea that summoning a creature means drawing a concept or consciousness from a alternate plain that then manifests in a physical form is a powerful concept. For me it raises some setting issues: in reverse, how can players visit these alternate plains? Do they DeManifest there physical form while visiting these plains and then reconstitute upon returning? (btw: read the Punch Escrow for some thoughts on this via a technological solution).
  4. Following up on #3, we are confronted with the setting driving the spell mechanics. Yes, once RM was a bolt-on for DnD, but those days are long gone. RM needs to pick a setting (Shadow World by default given the amount of existing material) and build the rules around the physical and meta-physical world described.
  5. New games are as much about the setting that they create, or imply, than the actual game mechanics. NO ONE is really choosing RM first and then selecting a non-conforming game environment, barring an experienced minority. The new reality is that rules and setting are synonymous. Based on some ‘googling’ many RM users initially adopted RM to play MERP. Since MERP is no longer an option, my advice is to put resources into a setting and then adjust a default rule set to support it. That’s what I have done with BASiL(Brian’s Alternate Spell Law) and SWARM (Shadow World Alternate Role Master). Much of what I did with those projects was to adjust RM to integrate with Terry’s SW. Shadow World sets meta-physics for magic and death, diverges from standard RM profession standards, incoporates hi-tech, connects with Space Master etc. My theory is that creating a great adventure setting drives rule adoption. I’m not sure continually rewriting rule sets (planned obsolescence) drives new customer growth.
  6. 50 in 50 is starting soon. Many of these are simple ideas than full fledged adventures, but I’m excited that RM Blog will be publishing real content.
  7. I’m even more excited for the RM Blog 50th level adventures.
  8. One profession that really struck me when I first started with RM was the Astrologer. It was quite different than the D&D tropes we left behind, and IIRC, city maps in the early MERP products had color keyed buildings for Astrologers. I’m not sure if Astrologers fit into the Tolkien world, but by integrating them into the world build, it inferred the profession with social context. Interesting.
  9. I’ve read a lot of good blog posts about waiving the need to roll dice for simple actions as well as simplifying rules to reduce dice rolls. I agree with the former but not the latter. Players like to roll dice! They are chomping at the bit to make rolls during combat! Is that just my group?
  10. After “50 in 50” and “5 of 50” I had a few other themed adventure challenges: “5 Adventures for Evil Groups”; “5 Grand Heist Adventures”, “5 at 50′, (underwater adventures)”.

#RPGaDAY 8th, 9th, 10th and11th

So this is my third instalment of #RPGaDAY. Most of the questions this week seem to be about different systems so it will be hard to relate them Rolemaster.

8th What is a good RPG to play for sessions of 2hrs or less?

This depends on how you read the question. I think RM is a good candidate for this. One of the cool things about RM character sheets (booklets?) is that they hold just about everything you need to play. This is especially true if you include combat tables and spell lists in the character sheets. Bolt on things like Combat Minion and you get a game that you can get into and start playing very quickly. If you need to create characters in that 2hrs then having the first session exclusively dedicated to character creation will get all the characters made with time to spare. So my answer is RMC.

9th What is a good RPG to play for about 10 sessions?

This time I don’t think RM fits the bill. As a rule of thumb is seems that most GMs are levelling characters up every 3 sessions or so. In a mini campaign of 10 sessions that would advance the characters three or 4 levels. There is not really that much difference between a 1st and a 4th level character. At those lowest levels fighters are king and even the pure spell users have little more than shock bolt. Looking at the time, some players take forever to level up their characters so levelling up 3 times in 10 sessions takes a fairly big chunk out of your available playing time. So RM is not a good option for this particular format.

What does work well (shameless plug!) is my own game 3Deep. The game is set up for emulate TV series and episodes. With that in mine you can easily turn a 10 session mini campaign into 10 related one shot adventures and the whole into a ‘season’. Character creation is fast (roll five stats, pick a culture, spend 7 skill points and then flesh out the backstory) and there are no levels, experience is handled by improving stats and/or skills. While I am blowing my own trumpet the latest version of 3Deep will be available to buy from RPGnow and Drivethru from next week!

 

10th Where do you go for RPG reviews?

For me, my favourite RPG blog is http://www.stargazersworld.com/ which gives me a mix of reviews, news and opinion. they have a small team of bloggers and interestingly they like to experiment. Right now the blog is experimenting with being sponsored by Patreon.

11th Which ‘dead’ game would you like to see reborn?

Do games die? If that were true then there would be no RM2 players. The game is going on for 40 years old and has not had a new book published in decades and yet it is still probably the most popular version of RM there has ever been with many actives groups. Even in my previous answers I harked back to Car Wars with is a game from my youth. I honestly do not believe games die as long as people want to play them.

If you cannot stand the heat…

A Lamprey

So far we have sent the characters up the creek without a paddle, half drowned them and made them fight under water against a new and unknown monsterous race. Today, it is apt to make their day go from bad to worse!

The river they have been careering down so far has been randomly generated and designed to make it virtually impossible to swim out of or row out of.  anyone reaching the shallows would be facing swimming rolls at something like -90 and taking krush criticals should they fail.

Now, I suggest giving them a bend in the river that has formed a bit of a calm pool. The river widens here and the rate of flow slows and the characters get a chance to reach the bank.

Finally, staggering to the bank it is time to reintroduce the Orcs that we had start this whole thing off in the first place. These have been tracking the river down stream assuming the characters will be killed in the rapids and their bodies washed up in this pool or another one further down stream. This is easy pickings for the orcs which is why they hand out near here in the first place.

This pool is also the domain of a huge lamprey. Once upon a time the orcs attacked a group of adventuring heroes just like the characters now. That party included an alchemist who was adept at making potions and the group regularly enhanced themselves with these. A perfectly normal lamprey fed off of one such magically enhanced hero and in drinking the hero’s blood also consumed a potion of Enlarge designed and dosed for a human. The same thing happened again with its second victim. The second potion was one of Extension used by the hero’s magician to extend the duration of his defensive spells. The final victim of the lamprey was the monk who had cast Strength III on himself. The combination of all this magic infused blood on the poor fish turned it into a huge monstrosity and trapped it in this pool. It now spends most of its time lurking in the mud at the bottom of the pool waiting for a victim of sufficient size to satisfy its hunger.

So returning to a current party they have just escaped or slain the freshwater merfolk and ended up in this pool where they can finally emerge from the river. As they do so they will be confronted with a band of orcs in front of them who have arrived at the same time. There should be just enough orcs that the party should not be certain of the outcome. I will not be specific as this is largely dependent on how the river run went, that could easily have broken many bones on its own and the fight against the merfolk.

The orcs know full well what lurks in the pool and will not go too close. They would prefer to use slings and spears to hold the characters off. They know full well what is coming next.

A Lamprey
Lampy The Lamprey, victim of mixing too many potions.

Warning: The image at the bottom of this post is really disturbing! It is a real, but dead, lamprey. It is just to give you a sense of how horrifying a lamprey is. That is a real one, we are dealing here with a fantasy 30′ one!

Behind the characters rising out of the water is Lampy the Lamprey. This is a 30′ long, 3′ diameter blood sucking fish.

Level 8
Base Rate 90
Max Pace/MN Bonus Run/0
Speed MS/AQ SL/SL
Size/Crit Huge/LA
Hits 90
AT (DB) 3(0)
Attacks 110 HGr 100/Special ✓ *
Enc 1
Special Attack Lampreys suck blood. If its grapple attack delivers a critical it will suck 3-30 hits of blood per round, starting the round after the critical was delivered. Ripping the lamprey off yourself or off someone else will deliver 4 ‘A’ slash criticals to the victim. Fire or eletricity may (Very Hard maneuver roll) cause the lamprey to release its prey.

So as the characters face off the orcs, out of the water behind them rises the giant lamprey intent on attacking the person most in the water. It will attempt to grapple and latch on to the victim and drag them back into the pool and down to the bottom. As soon as they are dead i.e. drained of blood it will return for the next victim.

If the body is not too laden down with equipment it will just be left to float back up. As the death is probably going to be from loss of hits if enough concussion hits can be restored before the soul departs then the character can be revived without the need for life giving. That does make it rather important to finish off the orcs quickly!

This ‘misadventure’ is a potentially interesting way of weakening a party or even bringing low a very powerful party. It is unrelenting, the river is extremely difficult to fight but can deliver real harm to the characters. The orcs are do not need to be particularly numerous or high level. Many partys will almost discount an encounter with half a dozen orcs but in this case the orcs are just the trigger at the start and by the time they are encountered at the end they may be significantly more dangerous!

The fresh water merfolk and the Lampy are not things the characters are ever likely to have met before and tucked in the middle there was a Naiad. I have given the Naiad an additional power. She can rescue some of the characters by casting waterlungs on the characters. The mechanism for doing this is actually via another of the alchemists potions. The ‘drowned’ characters will not have known this at the time but the naiad had taken a draft of the potion and delivered it using a ‘kiss of life’ type action.

The anatomy of a story metaphor that we started with was put the characters up a tree, throw stones at them and then get them down again. Over the past three posts we have done the up the tree and thrown the stones. The getting them down again is the perfect time to throw the characters an adventure hook. Right now they are God knows where, beaten and bloodied. Now is a good time to kick them into a different direction.

Scroll down for the scary Lamprey photo!

 

 

 

 

 

 

 

 

A real lamprey
A real lamprey

But I am no mermaid

This post follows on from A River Runs Through It. We left the characters in the water in a fast flowing river, going over rapids and generally up the creek without a paddle.

I was once told the general anatomy of a story is ‘Put the hero up a tree, throw stones at him and then get him down again.’ Now it is time to throw some stones metaphorically speaking at the characters.

It is entirely possible that one or more of the characters may have drowned by this point. If you had one character go overboard early on during the river run they could have gone under and drowned long before the last character goes overboard. For now, we will let them believe they have drowned. Think of them as being unconscious rather than dead as that may have implications regarding automatic spells.

So everyone is by now in the water. Some have drowned others are keeping their head above water. We are not just going to wait for them to drown. Those that are still with us will feel something brush their legs under water. They can maybe see some massive sort of fish maybe six to eigth feet long and silver green moving deep below them. More seem to a circling and coming closer.

Let the characters worry for a couple of rounds and then have the first one feel a hand grab an ankle and drag them down. I would have a knot of the forms grab the characters attention in front while the first attack comes from below and behind!

As the character goes under they will get the first real look at what has them and it looks like merfolk! These though are bigger than your usual half man half fish types. That does depend rather on whether your characters have ever met any merfolk before.

What we have here are freshwater merfolk. These are bigger and more deadly cousins of the more common saltwater variety.

Any characters that have previously been ‘drowned’ have actually been rescued by a naiad. This water spirit has cast waterlungs on them once they were unconscious and towed them to a safe underwater cave. The naiad wants the merfolk gone from her river and the characters landing in her lap are the opportunity she has been waiting for. Once the merfold attack she will revive any unconscious ‘drowned’ people and quickly convey to them not to ask questions but go save their friends. The characters should then see the scene of the surviving characters being attacked and circled by the merfolk.

Freshwater Merfolk.

Freshwater Merfolk – Found in treacherous waterways such as rapids and below waterfalls; 6’6″–8’6″ from head to fin.
Crippling Flaw (Must totally immerse once a day in water, –10 to all activities for each missed day (at –80 a coma ensues, at –100 death occurs).

Innate Spell Caster, has the following mentalism lists to their own level. Speed (closed mentalism), Self Healing (open mentalism), Attack Avoidance (open mentalism). They gain 3PP/level.
The fair skin of a merman’s torso blends at the waist into the silver and green shimmering scales of their fish’s tail. Freshwater Merfold are very uncomfortable above water but can breath air if they must.  They are fond of sunlight and like to bask in shallow streams.

Unlike their sea born cousins they do not build manors and palaces. They are much more ‘barbaric’ by comparison. Freshwater merfold wear strings of animal skulls, bones, precious stones, or gems as raiment. Average lifespan is 30 years.

Level 6C
Base Mv 90
Max Pace Dash/+25
Speed MF/MD
Size/Crit M/-
Hits 80D
AT(DB) 1(35s)
Attacks 95 Melee/60 MCl 30
Enc 1-10
Bonus EP E
Outlook IQ Aggressive

For weapons they prefer daggers, knives, short swords and short spears. Things that do not compromise their manoeuvrability in the water or weigh them down.

Next time we will put the characters in even more trouble.

Is Rolemaster Worth Saving?

This is a bit of a gloomy post but if you don’t like it skim down to the ‘…and finally’ which hopefully is a bit more fun!

Over the decades I have bought a great many role playing games. Many of them, or most of them, got played once and are now just on top of a wardrobe. The death blow for all of these games was either I didn’t enjoy running it or my players didn’t want to play it.

It doesn’t matter which side doesn’t want to play, if either withdraws their support the game is dead.

My first RMU play test ended when my players didn’t want to play it anymore. These are all players that have played RM2 and RMC since the early 1980s.

My second play test is going a bit better especially since I have adopted JDales new tables.

Now what happens if the RPG community treats RMU as so many of us have treated other games, that it is condemned to the top of the wardrobe? What if the existing RM community condemn RMU to the wardrobe of oblivion?

The first reaction is to say “stick to RM2/RMC/RMSS/RMFRP (delete as applicable)” but that is not going to work. If ICE is committed to RMU then there will be no more legacy publications. All the new Shadow World material will be HARP or RMU compatible. There will be no more companions and no more guild companion articles. I guestimate that 95% of all the forum discussion is about RMU in the beta boards. If you are not playing RMU then the ICE community will wither away for you.

The second option is to house rule just about everything you don’t like in RMU so you get a working system that your players will play. That fixes it for you but not for the RPG community.

This is a rather gloomy look into the future but it is a real possibility. The RM community is not big. RMSS did not convert all the RM2 players. RMFRP did not convert all the RMSS players. RMC is the most recent version of RM that you can buy and none of the RMSS and RMFRP players will have converted. Very few RM2 players have converted to RMC. It was recently revealed that the core books have only just achieved Silver status on RPGnow. What that means is that 250 copies of the core rules have been sold up until 2 weeks ago. 250 copies in 4 years is not a lot of sales!

Given the really negative impression touted online about chartmaster, rulesmaster and rollmaster any new version of RM has to overcome these prejudices and misconceptions and go on to enthuse a new generation of players. That is not going to be easy in this world of thousands of free or almost free games and in a time when OSR and simplified games are rising in popularity.

I suspect that ICE have a massive marketing challenge ahead if RMU is to be a success. Given the effort so far in getting RMU as far as beta two and the current ‘behind closed doors’ changes, I think that the greatest effort is yet to start for the RMU team.

…and finally

My adventures regardless of whether I write them for my own game or for publication always have a title. I frequently take a film title or a song title or lyric. I was on a long journey recently and one song stuck stuck in my mind. The song was Here Goes Norman by The Undertones.

My gut reaction was when hearing the song was a sort of Bates Motel style of adventure but then I thought what if Norman was the victim in the story? Think along the lines of The Hunchback of Notre Dame with the outsider vilified by the public. So with the title of There Goes Norman what adventure hook does that inspire with you?

Player Combat Charts

Do you give your players a copy of their combat chart for rolling their own attack?

I know lots of people do this but I am not one of them. I believe the objective is to speed up combat. Everyone has one copy of every chart they use so there is no page flipping back and forth through Arms Law. The GM only then has to manage the NPCs attacks.

I do something similar with Spell Law so everyone has a copy of their spell lists so the spell casters are not queuing up to get their hands on spell law to see what spell to cast.

I think combat tables are different. Here is my thinking.

Now imagine this. The players had discussed their plan. They were going to take out any patrols on the castle wall, dumping the bodies over the wall into the marshy ground beside the moat.

The players attack a knight with surprise, from behind. They make their roll, add their OB and I then have to tell them the knights AT and DB.

The knight has a DB of 90! Yes, that is right a DB not dependent on shields or being aware of the attack. Telling that to the player is certain to raise an eyebrow at least. Do you honestly think that the characters are still going to throw the knight, armour and all over the wall and into the moat?

Or how about the poor knight is wearing cursed armour? It looks like AT17 but protects as AT2. What will the players think then?

I think giving the combat table to the players, for me, is giving away too many spoilers. Those situations do not come up every day or every session but they do come up.

I have ‘cured’ my players from excessive meta gaming. We had a situation where all the players fell into a detailed and somewhat heated discussion about their plans while they were in easy earshot of an informer. There was no possible way for the characters to share the information that the players were sharing without vocalising it so I rolled a perception roll for the informer and he heard it all. Several crimes were part of their plans and one of the bad guys was the local sheriff. Things got hot for the characters pretty quickly and one of the players said that his character would never have said all that out loud in the middle of the market. The obvious answer was to ask well how did you think the characters were having this discussion? Other players were still interacting with people in the market while the discussion was going on. I was still describing the evolving scene as more stalls opened and more towns folk filtered into the market and so on.

From that point on the players all accepted that all their communications are their characters communications unless they have explicitly said they are passing a note or using some kind of magical method.

Bandying around the foes AT and DB to me seems to be too much information to be giving the players. I think it has the potential to change the characters tactical thinking based upon things the character simply cannot know. If there are two enemy in from of you and you don’t have a very good OB, you are going to pick the one with a poor DB, it is simple self preservation surely?

Which Version of Rolemaster Do You Normally Play

For the past eternity, or so it seems, there have been small polls running here that ask a random question.

I recently did a reshuffle and so we have a whole new set of questions going on now but I thought I would share some of the results.

Today it is the results of the Which Version question.

I am not that familiar RMX (by which I mean I have never even seen the rules) so I don’t know which family it falls into but even without RMX the RM2/RMC camp is by far the largest segment.

It is nice to see that we have 14 RMU playtesters here.

I suspect that because just about everyone who writes on here is in the RM2 and RMU camps it is not unsurprising that RMSS & RMFRP are less well represented. On the other hand it could be that RMSS and RMFRP are less popular  systems.

I don’t really know.

Any thoughts?

Play Test Session #2

This actually took place a while ago now but what with Christmas and the #12daysofRolemaster this post got pushed back somewhat.  My playtest player is back from university soon and it suddenly dawned on me that I never posted this write up. It was also useful to me to come back up to speed with where Gao is.

We left Gao out cold after losing a sword fight with a couple of assassins. Unbeknownst to Gao the assassins had left him for dead. The Emperor had used the body of the assassin that Gao had disabled to cover himself with fresh blood and had played dead.  Eventually the assassins had been discovered by the palace guards, the alarm raised and a running battle ensued as the assassins attempted to flee though the Forbidden City.

The Emperor had been recovering in bed when the assassins had attacked having been magically healed by a court healer (lay healer). The Emperor’s wounds and Gao’s had me go over the healing rules in Arms & Character Law. I did really want to use the rules as written but there is no way on earth I am ever going to apply those healing rules. The rules would have had Gao laid up in bed for 10 days given the Injuries and Recovery roll and by chance there would have been a permanent injury because of an even double roll! In my RMC game we use cinematic healing and the same will apply here. The issue is not just with, possibly, realistic healing times but also the plot was supposed to follow this thread. The Emperor has witnessed first hand that Gao saved his life on the night of the first attack and saved it again on the second when someone had obviously arranged for the guards to be elsewhere. When no one can be trusted at court Gao is the shining exception. Thus the Emperor can entrust Gao with the task of finding who the assassins are working for. If Gao is laid up for 10 days then this is ridiculous and any trail would be stone cold by then and even the Emperor would not sit on his hands for nearly two weeks doing nothing when assassins could strike at any time. One option would be to massively up the level of the Lay Healer. The way the spell acquisition works in RMU a 25th level Lay Healer would be more than capable of solving the whole conspiracy anyway without Gao so the whole adventure is moot. Option ‘B’ is to go back to Cinematic healing. This heals Gao’s broken bones in 10 hours rather than 10 days and giving him his #hits back is not a problem.

So on with the adventure!

Gao wakes up in a comfortable bed overlooking a tranquil palace garden being attended by many servants. His aches and pains have gone but he has no memory of anything since being in the fight with the assassins. Soon after he is awake an official brings him the Emperors gratitude and a request to attend the Emperor in his chambers. What happens is the Emperor explains that no one can be trusted except just a few of his closest advisors, including the court healer who could easily have declared the Emperors original chest wound fatal and allowed him to die though inaction. Simply by healing the Emperor he has proven his loyalty. As no one else can be trusted it falls on Gao to find the traitor that is plotting against the Emperor. There are some clues to start off with. The assassins’ weapons all bear the makers mark of an honoured sword smith here in the Forbidden City. Furthermore, three of the assassins that were killed have been identified as men sentenced to months in a cangue (punishment cage) for violent crimes. It is possible that these men had bought their freedom in agreeing to slay the Emperor. Gao gets a set of documents that give him freedom of movement around the city and a rank equivalent to an auditor or tax collector that means he had great authority. This comes complete with an over robe bearing a square badge displaying a Peacock known as a Mandarin Square.

The audience ends with Gao being given a fine quality Qi Jian. I am not normally in favour of giving out free bonus items but the combat last time was so disappointing and the fact that with only one PC the chances of him being out numbered is great I think he needs a bit of added fire power.

Gao leaves the palace and decides to investigate the sword smith first. What follows is three failed perception rolls cumulating in an open ended downwards which leaves him completely miss informed. The emperor had sent a couple of trusted guards individually to shadow Gao with two ideas in mind. If they are loyal then should be able to lend him some assistance if he gets into trouble. If one is loyal and the other is not, then chances are the traitorous one will try and kill Gao and the second will still be able to assist him. If both are traitorous then Gao will die but two more traitors have been exposed.

The player had been trying to see if anyone was following him through the narrow streets of the city or looking suspicious. The failed rolls had meant that the guards were not spotted but at this point I made a mistake. I thought that with the open ended roll leaving Gao completely miss informed I would tell him that one of the stall holders was paying a bit too much attention to him. This send the player into a spin of paranoia and and at one point the player was considering doubling back to kill the stall holder. I think in retrospect I should have ignored the OE downwards and just treated it as a normal failure. That cost us a great deal of the game session, we live and learn.

Eventually we arrived at the weapon smiths abode. It is a double storey building with sloping red tiled roof and a central courtyard. Dragon shaped ‘gargoyles’ project from under the roof tiles carry rain water away from the walls and ornate iron gates, again with the dragon motif give access to the courtyard.

Gao has the vocational skill for Oriental Administration so he knows how to act as a tax collector and his plan was to inspect the weapon smith’s order books to see who bought the weapons. Gao decided to go in heavy handed and try an intimidate the weapon smith. Seeing as he is dressed in official mandarin garb and has all the right credentials I gave Gao a +20 to his intimidation attempt but as it happens he didn’t need it, he succeeded with his natural skill. Furthermore, Gao makes a Vocational skill roll to understand the order books and the abbreviations and marks. This is only partially successful but he gets the weapon smith to explain what he doesn’t understand. It turns out that weapons were ordered and paid for by a Magistrate here inside the Forbidden City. The only address is for the palace and the weapons were collected in person so he does not have a delivery address. These blades stuck in the weapon smith’s memory because he made 4 sets of 8 blades. 8 is the luckiest of numbers representing fortune but 4 is the number of death. Most of his orders are for pairs of blades as these are both lucky and bring peace.

Gao decided that he was probably dealing with an innocent here and commanding the weapon smith to report any more orders by the magistrate directly to the palace for approval in future he left the workshop.

Leaving the shop Gao again totally failed to spot anyone following him or acting suspiciously.

Before the session started I had not decided if one, both or neither of the guards following Gao were actually traitors. I try and have one combat per session but with all the faffing about with fake spies earlier I decided to just roll and see if either of these guards had it in for Gao. As it happens the first I rolled for turned out to be a traitor. I also habitually roll the Empathy, Reasoning and Self Discipline of my casual NPCs so I can get an idea of how to play them. This first guard has a 12 Empathy, 92 for Reasoning and 19 for SD. It is not a great leap to guess that he has worked out that Gao is now heading to the guard house and this is not good for the traitors. Gao is heading straight towards him when Guard 1 draws his Qi Jian and attacks. This fight turned into another grind it out, chipping away at #hits. Neither combatant moved much, the first guard caught Gao flat footed etc. but the attack roll was abysmal and after that they stood in the street and parried and counter attacked at each other. Gao slowly increased the percentage of his OB to attack once he realised the person fighting him was not getting through. The worst critical inflicted in 6 rounds was 5AK. Previously I had not read up on the changes to stun so this time rather than having Dazed, staggered and so on we just had the different levels of stun (-25/-50/-75). This didn’t make much difference but the important thing in this fight was the fact that the traitor guard is alive despite being unconscious.

That is where we left this session. Gao is down to 12#hits and is standing over the knocked out guard.

Next time…

I am hoping next week to be able to continue this game using RMU Beta 2. I am using the Beta RAW with the exception of the changes listed in JDales New Tables thread on the forums and next time I will be using double the #hits damage as discussed on the forum.

 

Monster Weekend

I have spent the weekend thinking about monsters. I have said many times before that I am a monster snob. I think Gelatinous Cubes and Black Puddings are better suited to nouveau cuisine than for battling player characters. I just cannot buy into them.

I think I put my finger on what it is that a monster needs to have for me to want to use them and it comes down to two factors.

Really?

I like my monsters to feel real, like they could actually exist. If you tell me that Orcs are an evil corruption of Elves then I can kind of get that. The reason they exist is that someone made them. They are evil because they were intentionally made that way.

I can buy into Dragons. Technically, I have seen just as many living dragons as I have dinosaurs. I have no problem in believing dinosaurs were real so why not have fantasy dragons in a fantasy world?

Puddings, cubes, cloakers and mimics just do not reach my credibility threshold when it comes to monsters.

No Fear!

My second criteria is the fear factor. I like my monsters to induce a sense of fear in my player characters. I don’t mean necessary the Resistance Roll inducing game mechanic sort of fear but the ‘Are we going to get out of this alive?’ sort of fear. In a recent game session the characters slowly retreated from ground floor to first floor to the attic as the monsters surrounded and closed in on them.

One of my favourite monsters is the Drider. Think spider centaur. The top half is a dark elf failed priestess of an evil spider goddess and the bottom half is giant spider. the reason for their existence is a punishment for failing to meet the goddesses standards. My players characters nearly met one once. They looked up at her nest and retreated. With a Drider you have to think an plan in three dimensions. They would throw amazing shadows down cave passages as they advanced. Retreating may not be an option either if you are being hemmed in by web filled passage ways. All you can hear is up ahead is the scuttle of spider legs on stone while silently above you another drifts down on a single strand of web out of the dark.

I have written something like 27 adventures in the last two months and one of the recurring themes is that of trying to scare the characters. I don’t think a straight, in your face, battle is that scary. Players know that most of the time the odds are in their favour as they are the heroes of the story. The GM is not out to kill them. At least I am not out to kill my players characters.

Give them a foe they cannot see, or cannot count, or do not understand and all of a sudden this is a not only a battle but it is a puzzle or trap on two legs (if you know what I mean).

These monsters are easily killable if you can catch them or split them up into manageable groups and that is the challenge. En mass the heroes may die, if they cannot control the fight the heroes may die.

So this brings me back to my thinking this weekend about monsters. A Kobold is not scary because you know it is weak. When you reach a certain level a giant is not that scary once you have killed eight of them. So I have been planning monster variations. Twists on existing monsters. These are subtly different from their brethren, just enough so that when they meet the heroes it makes the players think ‘That is not right!’.

After all, I do think there should ever be a ‘comfort zone’ in a dungeon, should there?