PROJECT BASIL: CHANNELING

I’m starting the process of consolidating all of my uploaded files on the RM Forums over here to the Rolemasterblog.com. I’ve uploaded over 200 docs scattered throughout the Rolemaster and Shadow World threads, but to see them or download them requires a user account.

These are just the lists and not the associated notes that accompany each. For info on our Channeling mechanics, I blogged about it HERE and for Essence mechanics HERE.

Shadow World: Master Encounter Table

One of the earlier files I posted on the Shadow World thread was a master encounter table. I put a lot of work into it, included every creature, plant, herb, profession, race or group found in SW Canon products.  These encounter categories include: weather, accidents, essence, flora, herbs, creatures, creature (unusual), humanoids, groups, sub groups, vehicles, professions, objects, structures, events, special.

It starts with an encounter category table divided into simplified environmental zones with sub tables depending on the result. It also has two aux charts for distance to encounter and attitude/behavior of encounter if applicable. With just these tables it is easy to randomly generate SW encounters on the fly, generate a quick NPC group or other random event or encounter.

But oddly, I got fewer messages or feedback on the encounter chart than I did with many of the other uploads. I’ve included it below in Excel format so it’s easy to change, adapt or expand as needed.

Evil Healers?

All this talk about channelling got me thinking. There was also a thread on the forum of someone wanting plug and play adventures.

The problem with plug and play rolemaster adventures is that no published adventure can ever know what options are in play and which aren’t. As a rule of thumb you could optional rules relating to character creation in the companions made PCs more powerful, not less. If you accept that premise then any adventure written against the core rule books would be varyingly under powered when used with characters created with optional rules, spells and skills from the companions. As an example the core RMC core rules has no option for two weapon fighting styles which in many games are extremely common. Stunned manoeuvre is another skill that can have a huge impact on the outcome of a fight.

Any adventure where the PCs had twice the attacks and could shrug off stun results would have a huge advantage over adversaries who didn’t and couldn’t.

So bearing that in mind I am not going to give you any actual stats as you will have to build the enemy to fit your game and challenge your players characters. What I want to do is suggest what to me seems at first an unusual choice of villain.

This little adventure is completely off the top of my head, untested and unplayed. You should use it for inspiration only!

The Evil Healer

At first thought Healers would not necessarily seem the natural choice for an evil mastermind or villain. I think the prejudice comes from the idea that healers do good things to people and most people don’t want to piss off their healer. If anyone was going to coerce a healer and force them to do bad things, they are more likely to bad people themselves so a vengeful healer is most likely to be still on the side of ‘good’ or at the very least an anti-hero. Or that is what I was thinking until I stopped thinking of the healer as a one dimensional, personality free cliche.

Separate the person from the profession and  there are a multitude of reasons why you can justify an evil healer. Think how many stories there are based around experimenting on people or animals or even individuals that can get a twisted pleasure from being around the suffering of others or even their own.

For this adventure idea I want to think along the lines of having a whole ‘party’ of terminators after the PCs. What made the movie Terminator so cool was his unstoppable nature. In this little adventure at the heart of it is a simple band of brigands lead by an evil healer. The brigands have become incredibly successful as they are almost impossible to put down. Their leader can just put them back together and back on their feet again.

The healer will need the healing base lists including transference but I also  suggest adding Symbolic Ways, Light’s Way and Calm Spirits.

Back when this band started out the Healer assumed control buy using Calm Spirits to completely disarm literally and figuratively the original band of brigands and an crossbow bolt to the back of the head dispatched their former leader.

The current band is made up of two warriors, a thief and a monk. The skill level of each is up to the GM and the party that wander across this place.

The band’s hideout is littered with stones inscribed with magical symbols (using Symbolic Ways) that provide the band with a number of magical effects. Some are used as traps such as stones in the floor that when stepped on cast Calm spells. I will leave the level, number and position of these to the GM as having a single character ‘Calmed’ may be a big problem to a 1st level party but a Calm III may be more of a challenge to a higher powered group. As the brigands have been here for years any and every stone that is suitable has been enchanted to give the brigands every advantage. There are stones that will heal, protect and so on. All of these are well known to the brigands and they will use them to their best advantage while keeping them a secret if they can.

The band’s ‘lair’ is an old and now abandoned mine building. The stairs in the top left lead down into the collapsed mine tunnels. The rest of the rooms were once store rooms, workshops, dormitories, kitchens and all the other supporting services for a working mine.

The GM can dress this place as they see fit.

Much of the complex is still unused.

  1. This hall is used as both kitchen and mess hall. The corridor leading off of here ends in a natural chimney that draws the smoke from cook fires away.
  2. The centre of this room is set up for sparring and martial training. Around the periphery are assorted weapons, shields and armour that the band have accumulated over the years.
  3. These are the private quarters of a warrior.
  4. This is the groups main living area. Along one wall is an odd assortment of stolen furniture that is used for storing non-cash loot.
  5. This is the healers private quarters.
  6. These are the private quarters of a warrior.
  7. This room contains barricades and wall shields the group could use to defend their home should they ever need to. Invaders would be permitted to get this far and no further.
  8. unused
  9. unused
  10. The entrance hall is serving as little more than a tack room for the bands saddles and tack. The actual mounts are kept outside in a corral that is hidden from easy discovery.
  11. This room is piled high with junk. There is a way through but it is difficult to spot. The intention is to make it easy for band members to pass through but create the impression that the way is blocked to the untrained eye. The sort of thing they have done is lean bunks and pallets over the openings so there is no line of sight.
  12. This has been turned from a workshop into a gym for the Thief and Monk to hone their skills.
  13. The private room for a monk.
  14. This is the private chamber for a scout or thief.
  15. The thief’s walk in wardrobe.


The players should meet the brigands outside of their lair. They [the brigands] will attempt to size  up the party before deciding if they are a good target or not. If they decide to rob them then they will wait until the party are a long way from the nearest town or village and then try and steal their horses in the night. If the party look too tough then if they cannot steal them then they will kill them. Once the party are stranded then the brigands will try and pick them off. They never fight to the death. They know that as long as they can get home they will be healed up and can try again. Nothing is worth getting killed for.

The brigands can and will come back night after night and grind the party down if they have to.

Mobile Apps and RPGs

In the real world right now I am studying Android development and Java programming. As a roleplayer I simply cannot do this without thinking about how I could use this to make bespoke roleplaying tools for my phone.

I am also a big fan of open source software and freeware.

The only real problem with creating Rolemaster apps is that RM is such a closed system that ICE would never agree to anything open source that anyone could take, change, expand and share.

Anything I could create would have to be somewhat generic. The most generic of rpg apps has to be the dice roller and there are hundreds of those available.

Somewhere there is a middle ground of more useful than a dice roller but system agnostic enough to avoid the intellectual property rights belonging to ICE but also useful to the RM fan base.

Does anyone have any ideas?

Don’t It Make My Brown Eyes Blue

Rolemaster Logo

Imagine for a minute a player asks the perfectly reasonable question of “Can I remember what colour her eyes were?”

What I have always done in the past was ask for a skill check using the characters Memory stat bonus as the skill bonus.

When I moved from RM2 to RMC and the threshold for success went from 101+ to 111+ for most casual stat based tests success required an open ended roll. If that was reasonable 19 out of 20 trips to the shops for me would probably end in chaos and that could not be right. For me 1 in 10 trips to the shop ends up with me bringing home the right thing.

So I started thinking about these non-skill rolls. Not everything has a governing skill. Simple tests of memory, trying to catch a plate before it hits the floor or trying to lift a portcullis.

I have often thought that Stats in Rolemaster are largely irrelevant. Once you have rolled them you only ever use the Stat Bonus and never the stat. The exception is body development that uses 1/10th of the Con stat for base hits.

In eliminating the body development skill I have previously suggested using Con + 1/2 SD to find the Total Hits. That would give a starting character a typical 75 hits. That is more than the default starting hits under the RAW but that is not a bad thing. It gives starting characters a bit more longevity and is slightly more realistic than a starting character can take 18hits and a 10th level character can take 150hits. Why is the more experienced character so much more damage resistant?

I don’t use level so there will be no levelling up. I do use a RuneQuest style skill improvement. You roll higher than your current skill total and upon success you gain a skill rank.

I use a similar scheme for stat gains. During periods of rest & recovery you can roll against your stats. If you roll higher than your current stat then your stat increases by 1. You can only roll against stats that have been used. What that means in practice is if you used the Trickery skill you would put a small tick against the skill itself and against Pr and Qu. When it came to doing the tests for improvement then you could roll against those two stats and the one skill. This means that the skills you use tend to improve and the stats you are using tend to improve.

So going back to my simple memory test, to get a result of 111+ just to remember if your girlfriends eyes are Brown or Blue seems a bit of a tough call. That is a open ended roll for most people. If as a GM you wanted to put in a difficulty factor for recalling facts that character saw or heard weeks or months ago then the test becomes almost guaranteed failure pretty quickly.

What if we didn’t use the stat bonus but the actual stat? So Joe average has a memory of 50. What colour are his girlfriend’s eyes? Roll 111+  on 1d% OE +50. That pretty much gives a 60/40 chance of failure which in my experience seems pretty realistic, or is that just me?

So what about lifting a portcullis? Now with an average stat of 50 you, as GM, have scope to put a difficulty factor in there. Sheer Folly is a -50 so trying to lift a portcullis on your own would still require an open ended roll. That also seems realistic. If the character had the Athletic skill then by all means let him or her use it but you cannot make simple tests of strength dependent on such a skill. You cannot tell me that someone with a strength of 90 cannot lift something heavy without learning to play football first?

The final missing part of the puzzle is the racial differences. High Men are about the strongest commonly played race and they get a +10 strength bonus. Elves get a bonus to Memory. If you were to roll these Stat based tests as Stat + Racial Bonus then you would retain the flavour of the races.

Using this method what you get is more competent PCs, greater flexibility as a GM to challenge the characters and Stats gain greater importance beyond just a measure for finding the stat bonus.

 

Solo Roleplay Part III

So this time I am going to show you how you actually do ‘solo roleplay’. I am going to use the Mythic GM Emulator although it is not my favourite. There is an online version here.

So here is an opening scene for you. Take you favourite character, in your favourite setting and right now they are in a copse of trees over looking a ruined and abandoned manor house. It is dark, the moon has risen but is hidden by a thick layer of cloud. An owl hoots near by. Somewhere in that house is rumoured to be the blood stone. An artefact in the form of a worn and rounded granite rock the size of your fist that bears the thumbprint of one of the gods. If the legends are true placing the blood stone on the chest of a deceased person will return them to life for seven days.

So that is our plot, opening scene and character. One a piece of note paper jot down any NPCs from the characters past that may have a bearing, past villains that are still around, other adventurers they know if in the region or anyone else that could possibly crop up. Also make a short list of any ongoing story arcs that could come up again. These are the start of your thread list. The top of that list should of course be trying to find this blood stone.

So if you were playing this in a conventional game you would probably ask about lay of the land, maybe available cover, approaches and so on. There is no need to ask any of those, just make it up. It is a ruined manor so chances are it does have a drive way or road in some disrepair leading up to it. It probably has out buildings. Your setting will give you most of these answers. If this is Pern then there could be a ruins of the dragon culture. If nobility travel by carriage then there is probably going to be stables and a carriage shed. You decide. The first question we are really interested in is what can you see and what can you hear. Asking the question “Can I see any light down there?” is the perfect Yes/No format question for this style of play. First of all you make your perception roll. Use all the regular Rolemaster modifiers. Looking for lights on such a dark night is pretty easy as they stand out. If you fail the skill check then it is irrelevant if there is light to be seen or not as you didn’t see it. If you made the check then if there was a light then you saw it. So we need to know the answer. Turning to the mythic engine we need to decide how likely the answer is to be yes. I think the answer is unlikely. The stone is not being held by something as simple as a local bandit or such. If it was that simple it would have been recovered centuries ago. Of course your answer could be different, it is down to the sort of game you want and the world you are in. So my question looks like this in the GME (GM Emulator).

You can ignore Chaos for now. Click the Ask a Question button and you will get an answer. So in this case even if you made your perception roll there was no light to be seen.

Our adventure continues with the here doing any other investigations he or she thinks of and slowly approaching the house. Maybe you have been making stalking rolls to approach quietly, maybe you rode up the drive on your mount. That is entirely up to you. My character has circled to the rear of the ruins quietly and is looking in through a gaping window opening trying to see if there are any signs of recent habitation. This time the perception roll was made and I got this answer.

An extreme no means not only no there is no sign of recent habitation but as definite as you can be that there was no recent habitation. I would say that even the floor in this room has collapsed down into the cellar below, the ceilings have gone and the beams that held it up lying scattered across the yawning hole in the floor.

My character out of interest in this example is Silas a 5th level Illusionist.

Maybe you want to check in more of the ground floor rooms first? So we sneak around a bit, making a few more skill checks, perception rolls and so on. Eventually you make your want into the ruins and a successful perception check about hearing any movement in the house forces the question and gets this response.

So the answer is no, you cannot here any movement but we have an event. The focus ‘move away from a thread’ means things just got more difficult for the character. If this adventure is the only one on your threads list then the result applies to this adventure. If there are several threads on the list then roll randomly to see which thread it applies to. The meaning  is often cryptic. I am going to assume that this is the only plot on the thread list so this applies to this thread. Things are about to get more difficult. Recruit wounds could mean that Silas is about to get hurt. My first thought is that the floor may give way, it is an old house and we have already seen one collapsed floor. As the floorboards crumble and disintegrate under his feet Silas attempts and fails and acrobatics roll and ends up on his back in the cellar looking up at the clouds as leaves, broken bits of rotting wood and dust rain down on him. I roll the normal falling damage and luckily he takes just a couple of hits and no critical.

I am going to end the first scene there and start a new scene. The reason is that the first approach and investigation was all about stealth and caution. After the fall, stealth has somewhat gone out of the window. Think of it in cinematic terms. We would certainly had the director shout “Cut!” immediately after the fall and the next shot would be down in the cellar. I like to start and end my scenes when the director would shout “Action!” and “Cut!”.

At the end of each scene ask your self is the character in control of the situation? If the answer is yes then reduce the Chaos by 1. If the answer is no then increase it by 1. Silas is not in control so from the starting point of 5 the Chaos is now 6 for future questions. We can also use the GME to evaluate this new scene.

You can see the new Chaos level of 6. The Scene resolution says that the scene has be altered. This means that what you may have been expecting is not what actually happened. I was expecting a store room or wine cellar but that is not what we now have. The GME also says NPC action. Someone else has caused this altered scene and finally we Adversity dispute. The first thing that comes into my head here is that someone caused that floor to give way and it plies that someone else is also trying to get this stone. From Silas’s prone vantage point, looking up he can actually see that the joists of the floor above have been sawn through. Some one did this on purpose. Looking around he can see that the cellar has been cleared somewhat and there are signs that this has been used as a resting place. There is a bed roll over their and some cooking pots in the corner. We also add the unknown NPC to the NPC list.

Starting at the bottom of the manor house and working up is just as good as starting at the top and working down. There is a doorway out of here into a second cellar chamber. It is extremely dark so that question comes up again about can we see any light, torches, lanterns, that sort of thing. A successful perception roll is made and the GME is asked the question. This time the answer came up as a Yes. Logically if there was an NPC or monster in the next room then they would have already reacted to Silas coming though the ceiling so the light has to be reflected light from somewhere. I decide that in that next chamber are is the surface evidence of an excavation. Someone is digging some sort of tunnel or shaft. There is light playing on the ceiling from a torch or lantern down below the ground.

I am going to stop here. I hope you can see how you can build the story up. If you go with your first instinct when you see these cryptic hints from the GM Emulator and what they could mean. The setting and surroundings are what you would expect from the scene you are setting. The results of the Emulator, the altered or interrupted scenes can force you to add twists to the story. If Silas were to hear the NPC talking to themselves down the shaft that could beg the questions are they male? Are they human? Can I understand the language? A yes or no there will relate back tot he character and the languages they know. It could add a political twist to this adventure. If Silas were to cast Long Ear I (Essence’s Perceptions 5th level) what can he learn about the NPC from their mutterings?

Solo roleplay like this can be great for creating adventures, you play it solo, let the GME take you through all sorts of twists and turns. Keep notes and then put your players through it. It is great for creating interesting back stories for your PCs. How they earned that first 10,000 exp.

Imagine your GM wants to run a political campaign set in an Arabian setting. You will be starting at 3rd level. You want to play a mystic. Do some solo plays at first, second and third level in this setting with typical Arabian nights type plots and see what spells/lists you actually want or end up using.

There is of course one more use for solo play. My wife likes to watch shows like Strictly, The Voice and this new Let it Shine which I cannot bear. With solo play and an online GM emulator I can pick up a solo adventure as and when I want to. Over time you pick up a rich list of NPCs and interweaving threads. You can play game systems that your normal group cannot all agree on and otherwise sit idle on your shelf. I bought myself HARP at Christmas 2015 and it is never been played  as our group are die hard RM players but with Solo play I have been on several adventures and got to know the rules.

Solo play cannot replace proper face to face play amongst friends but then PBP doesn’t replace that either. Solo play is just another aspect of our hobby that can be used by any player or GM. It is hard at first to know what you can just decide and what you should ask the GME. You don’t want to turn the game into 20 questions and you don’t want to ask world breaking questions either. ‘Does my God strike down the infidels?’ is a perfectly valid question but it is highly unlikely and the chances of an exceptional NO answer are quite high. What is the worst possible thing that can happen if you are hoping for a divine intervention to save you? There is a fair chance it involves a gate and a couple of Pale Vs.

If you have any questions about Solo play then ask below in the comments.

5th Excepting Perception, Stalk & Hide and Body Development, of all the skills in all the books which one would you say is the single most important for a player to take?

Brian: Attunement. In our rules, every spell ability in an item, power storing, recharging etc all require attunement skill. Plus, many althan/ka’ta’viir devices use mental interfaces which can be accessed with attunement. So even non spell-casters should have some ability, especially at higher levels.

Peter: Lore skills particularly those relating to herbs. Whether you use Herb Lore, Herbalism or Lore:Technical. I suspect that my game is a bit more hack and slash than Brian’s but being able to select the right herb and apply it is a key skill for my players.

4th In my opinion the best bit of RMU is…?

Brian: Hands down it’s the size rules (which may be changed or modified). Such a useful tool for scaling deadliness of a creature, spell, object or trap within the rule frame. I understand that many people didn’t like the math, but it really is fantastic.

Peter: This was a hard choice and I am wavering between two possibles. I love the experience rules. I first saw them in HARP and I am really pleased to see them being used as the default rules in RMU. I was using the HARP rules, house ruled into my RMC game but now I am using the RMU rules in their place. My other love is Spell Law, pretty much all of it from the completed spell lists to the use of the spell aquisition skill as spell mastery.

Interestingly Brian and I are on different sides of the RMU size rules argument. I found the rules cumbersome, awkward and terminally slow. They initally really applied mostly to Arms Law and I though I could just junk all of Arms Law and rewrite my existing combat tables to fit RMU, which I probably will do anyway. That was before I saw Creature Law and the normalised creatures. It is a tribute to RMU and all flavours of Rolemaster that it is so modular that something as central as these rules can be changed without breaking the system.

3rd Of all the companions and ‘laws’ which book could you not be without?

Brian: I don’t really use any of them now, but Companion I had a lot of material that could have been “core” or included in RM. Paladin being the most obvious. Arcane magic was ok, but I didn’t feel it was necessary to classify it as a realm. Battlerunes were very cool and we just rolled them into Open Essence at the time.

Peter: No surprise here but the RMC Combat Companion is my book I could not be without. I thnk it is one of the ‘lost’ books because of IP issues and mine is falling apart but I have scanned and OCRed much of it into word and the condensed combat tables I hand typed into Excel. What you get is a few professions if you use them, armour by the piece which I derived from HARP I believe, weapon katas and fighting styles which puts two weapon combo back into RMC and the jewel in the crown the condensed combat system. There is a sample below and you can see that you get the 10 armour types, criticals that are not split into Slash, Krush, Puncture but rather customised to the type of attack, so arrow criticals for bows, dagger criticals for short blades and the like. You get many weaons per page and the size modifications tucked into a corner. You can run entire combats without having to turn an page if the weapons are similar enough. The only drawback is that the same criticals come around again a little too often. That is why I have excel versions of these pages. There are only 18 attack pages of which 6 are frequently used. Those 6 I have rewritten the criticals keeping the effects the same in terms of hits, bleeding and stun etc., the location the same but just changing the prose descriptions. I started with two copies and used to swap between sets for each game session to keep the criticals varied but I now have a couple of pages with three versions after being inspired one evening. This book and the condensed combat system really triggered my appetite for simplifying RM as combats became so fast and exciting to run that it made everything else look slow by combarison!

2nd Best layout/structure in a RM product?

Brian: One of my favorite is Uda Tyygk, in the Iron Wind. Hidden fortress, the Thyfuriak. Very cool. Reminds me of a toy I used to have: the mountain fortress from MAC (mobile action command)

http://www.ebay.com/itm/1976-vintage-Matchbox-Mobile-Action-Command-RESCUE-CENTER-playset-Lesney-MAC-/381878473020

Peter: For me it has to be the MERP campaign book Northern Mirkwood. This book has everything, the floor plans vary from the great halls of Erebor to towers and orc holds, every one of them I have reused time and again. The master military charts with every NPC, and class or adverary clearly detailed make off the cuff encounters dead easy and the amount of unique content to make the region really stand out as being different from any other woods or forest. This was also the first MERP campaign book I bought and with my only other experience of ‘modules’ being D&D ones, this book completely changed my concept of what a rpg suppliment could and should be.