1st Adventure Idea pt 2

I want to use JDales NPC generator to create all the NPCs for this adventure. If you have not seen this already it gives output like this.

The nice thing is that it will do down to 0th level.

The above NPC will just be one of the pirates on the ship. If the characters are 1st or 2nd level then 0th and 1st level pirates should be a fair challenge.

I would like to include a variety of NPCs, such as a scholar as the ship’s quartermaster, thieves as basic pirates, and laborers as deck hands.

Then add in a couple of named NPCs as the captain and first mate.

However the players decide to approach this, the GM should be able to pick out some suitable NPC stats.

I have one really minor sticking point. If you look at the example above, that 1st level laborer is a child of 11. This is because Core Law ties level to age. What I want is low level threats, not a kindergarten pop-up pirate ship.

This is not a suitable Rolemaster villain.

The solution is simple, I just write my own descriptions. The players should never know the villains level or stats.

What I want is a fun and interesting first experience of Rolemaster. I also want the player characters to win. It would be a really crappy session if you died before you have even finished creating your character. This is Rolemaster not Traveler!

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1ST Adventure Idea

Following on from my last post…

I am thinking of an adventure for 1st or 2nd level characters. The intention is that you run this before you finish your character creation. If you are going to start at 2nd level, run this at 1st. If you are starting at 3rd, then run this at 2nd level.

An adventurous interlude will give new players a chance to use some skills before they have spent their last round of DPs, so they can make some last-minute changes or improvements before starting for real.

It also means that if anyone takes a nasty injury that is going to take weeks or months to get over, that time period can be glossed over as they will be starting the campaign for real long after, and one experience level, after the end of this training wheels adventure.

My initial idea is for this:

Someone/wealthy merchant/relative of a character hires the characters to retrieve a stolen item.

The item is now aboard a merchant ship in the harbor.

The ship will leave on the dawn tide tomorrow.

The characters need only retrieve the item to claim their reward.

On board the ‘merchant’ ship the characters can discover a disproportionate amount of weaponry.

There is no cargo.

The crew will be outwardly respectable, but below decks they are rough and ready.

I will create the crew from the Reaver culture.

The item will be found in the captain’s quarters, in the captain’s possession.

This little adventure can be solved by stealth, sneak in, steal the item back, and sneak out.

It can be achieved by force, if you are extremely lucky, by storming the boat and taking the item.

The expected route will be an attempt at stealth that will only get them so far, a confrontation with the captain and some of the crew. A fight on the deck of the ship, allowing movement over different levels of deck, rigging, ropes for swinging on, and gang plank.

A chase scene as part of the getaway.

The merchant ship is obviously really a pirate here in disguise, which will give the new GM a chance of a recurring villain, as this ship can turn up in docks and ports repeatedly through the characters’ careers.

If they are successful, it also gives the GM a potential quest giver in the initial merchant.

All of this can be done just using Core Law.

I will also put together a rag tag crew of several different player races, to help differentiate the crew and showcase some of their strengths and weaknesses.

With no monsters or magic, I think pirates is a good source of ‘obviously the bad guys’.

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Those ‘between the years’ days

I confess that I haven’t so much as read Core Lore yet. I started to, I read the first dozen pages, but I have no one to play it with at the moment, we have an ongoing 5e campaign, and one of my main RM players is busy with other stuff, so my game is on hiatus again.

I then decided that I would wait for Spell Law to arrive, hoping that it would be before Christmas and I could then read and make characters and maybe run a one-shot in this odd week between Christmas and new year.

No Spell Law, and my reading goals have gone awry as I had books for Christmas which have been taking my attention.

I am impressed that RMu is still the No.1 best selling title on DTRPG nearly a month after its release. That is no mean feat. It has been momentarily displaced by War Hammer and Traveler, but to take the top spot back again is even more impressive. It is much more common for titles that lost that top spot to start to slide down the rankings.

So far the book has sold between 500 and 1000 copies. I hadn’t realised that the RM community was that big, and I am assuming that the magic here is that old Rolemaster was such an iconic game system that there are a lot of people that played it decades ago and are curious about the new edition.

We, as a hobby, are terrible for buying games that we will probably never get to play. I hope that those people that are not Rolemaster die-hards are not just buying Core Law just to collect it.

This is where ICE struggles a little. There is no introductory adventure included in Core Law, and with all attention focused on the core books and getting them published, there is not likely to be an official introductory adventure coming any time soon.

I think that is a real pity.

I think that I will use this idea to make a Core Law only introductory adventure issue of the fanzine and kick that back into life.

But, for that to happen I will really have to read the rules and make some characters. Maybe this is the motivation I need?

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Is it out yet? Yes!!!

RMu is out and available to buy as of today.

https://www.drivethrurpg.com/product/416633/Rolemaster-Core-Law-RMU?affiliate_id=730903

This is the first book but it gives us characters, combat, and the regular GM fayre [poisons, disease etc]. You also get many of the customisation options.

What we are missing are spell law, creature law, and treasure law.

As we have a lot of non-human playable races, you can fudge some of the classic foes, your orcs, goblins and trolls etc. using the playable races and build them as basic NPCs.

Even without magic you can run a cool Robin Hood themed game or anything set in the real world or alternative history settings. There are many cool Crusades historical novels that spring to mind as potential first settings.

What I am going to do next is start reading and do a series of “Read Together” posts working through the chapters, and if I get any problems I can put them to JDale on the official ICE discord.

In the meantime, happy reading.

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Fun is more important than realism.

I know that the cornerstone of Rolemaster has always been a more realistic D&D. It all goes back to throwing yourself off a 100′ cliff and knowing you cannot die because you had 63 hit points and the damage from a 100′ fall was 10d6.

But, realism in fantasy is just a bit weird. How do you calculate the psychic shock from confronting an entity from a different plane? We have a Fear mechanic, but how do we know it is ‘realistic’. Ultimately it is all made up and game balance is of greater importance than realism, and this is a game and not a simulation.

The problem with that is when something is compromised in favour of game balance, and the compromise works against your character. “Yeah sure, in the real world that would work, but it is unbalancing in the game so it doesn’t”. That would upset some players.

We can fix these things on an ad-hoc basis by ignoring the compromise if it would make sense narratively. The danger is that at some point you will meet a player that will argue that if it worked once it should work every time and will then attempt to engineer the situation that the compromise was designed to avoid. There is always at least one!

It is no secret that I was very opposed to the size rules. I found them distinctly unfun. I remain unconvinced that they fix anything at all. Having said that, I haven’t seen the finished rules, so I don’t really have a valid opinion. In all the playtests I ran, they did not add anything to the experience but did suck the fun out of combats.

This is the sort of ‘problem’ that VTT automation will simply make go away. It will know the sizes and it will auto calculate the results. There will be no shifts to forget. There is one major problem that I cannot really see an easy solution to. There were originally two size effects. The first was multiplying the hits damage and the second was shifting the critical severity. The hits multiple is optional.

How can any published encounters account for such widely differing danger levels? If games that prefer the increased realism of modifying hits delivered will be doing massively more, or less damage than the book says, how can a published adventure ‘balance encounters’ to a ball park level?

In a sandbox, balancing encounters isn’t so much of a thing. If you are stupid enough to confront a dragon at 1st level, that is your own fault. In an adventure intended for 1st level to 3rd level characters (the starting range for RMu) you want encounters that are challenging, but not suicide. You can die in any encounter via stupidity or bad dice rolls, but planned encounters that can only be survived via exceptionally good dice rolls remove all layer skill from the game, and are distinctly unfun.

I was planning an encounter recently and I wanted foes that had a ‘glass jaw’. I wanted them to do large amounts of damage but to have extremely poor defences and low hits. The reason for this was that I wanted to put my characters under time pressure and so the fight would ideally be over quickly, and not turn into a slugfest.

Adding the Frenzy skill/ability to weaker foes does the trick, they gain OB, lose DB, and double damage. Frenzy and no shield makes things extremely easy to hit and do good damage too.

Would this encounter have worked with the full size rules in play? I am not sure it would. The characters were fairly low level, so being able to hit 175 on the tables would only happen on an OE roll. Dividing the damage down for the smaller characters, or those using smaller-sized weapons would have just dragged the encounter out. The critical shift would have been less important as the fight was intended to be finishable just by taking the foes’ #hits down.

This isn’t a thought experiment, this is a real encounter from a real game that I don’t think would work under the size rules.

The issue with it making published adventures extremely unpredictable is also a very real problem. If RMu is going to be played, it needs playable material.

If RMu is going to be played it has to be fun.

If RMu is going to be played it also has to be fast at the table.

There are enough long in the tooth detractors that will remember the endless page flipping and book hunting of previous editions. If we want to win over these people, people who may be willing to come back and try RM again, RMu needs to dispell their fears that RM is slow and more work than fun.

Ultimately it all comes down to games have to be fun, or they won’t be played.

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Quickie Dungeons?

This was a tip published for D&D, but it is equally applicable to any fantasy games.

Build dungeons quickly with a map, some one- to three-word room descriptions with fantastic monuments, and a handful of potential encounters (good and bad).

Casting this into Rolemaster throws up so interesting ideas.

  1. Three Things. This is an improvisational theatre technique. When you want to improvise something you only create three very general facts about the ‘thing’. Then if your attention or focus falls on the thing, you create three more facts about the thing. You can continue to drill down as greater detail as you need.

    In RPG terms this could be describing a room as being dominated by a pair of statues of angels (1), an altar stands between the statues (2) and the floor is made of chequered black and white tiles (3). At this point you can possibly imagine the room, but much of it is vague. If your players think that floor is suspicious, they want to know more, so… Each tile of the floor is made of marble with only the faintest hint of coloured veins (1), the joins between tiles are near perfect and no caulking has been used or was needed (2), the tiles running along the centre of the chamber are worn and scratched from the passing of hundreds of feet over years or decades (3).

    You can keep drilling down to almost forensic levels, if the players have the interest or the means of discerning ever more detail.
  2. A handful of potential encounters. This one is something that Rolemaster has traditionally been very bad at. For two reasons (at least). The first is that no one has ever thought to publish books of encounters. If you ever get the chance to read the rules of Forbidden Lands the random encounters are fantastic. You are not just looking at the combat stats of a random monster, but you also get roleplaying advice on how to play them, strategies and context, why they are doing what they are doing.

This one is about as basic as they get. Now, the interesting thing is that they include no game mechanics. If you replaced “page 64” with Creature Law/Creatures & Monsters/Creatures & Treasures and the page number, this could be for any flavour of RM.

The second reason that published encounters are harder than one imagines is that your version of RM is the sum of all the optional rules. Almost invariably the optional rules in the companions made the player characters more powerful. Sometimes it is neglible, sometimes the power creep was obvious. But, as soon as you tweak the player characters any published encounters go out of whack.

If you have to roll your own encounters, tweaking all the monsters to fit your version of RM this stops being quick, by any reasonable meaning of the word. If you are using published encounters, you are going to have to rejig them to challenge your players. Flexibility is Rolemaster’s greatest strength and weakness.

3. The last part is the quick dungeon map. There are dozens of random dungeon map tools. This one is more interesting for the GM that wants something not entirely random but fast and customisable.

https://probabletrain.itch.io/dungeon-scrawl

Take a look and have a play.

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Rolemaster (u) tips?

I started this blog in November 2014. At that time I thought Rolemaster Unified was imminent.

Now, I again feel that it is just around the corner. There is a scene in Hitchhikers’ Guide to the Galaxy where the planet Margrathea is closed until the galactic economy is strong enough to afford their designer planet-building service.

I kind of feel the same way now. I set the blog up waiting for RMu, I started the fanzine in April 2017, again expecting RMu to be right around the corner. This time I hope that it is third time lucky.

What I would like to gather together are some Rolemaster tips, not version-specific, but generic Rolemaster tips that will be as useful to old hands like us as they would be to new blood. The kind of people we need RMu to bring in.

I will then turn the tips into articles and start regular posting again. As you may have noticed I took a bit of a break this year. Then if I can get the posting habit back, I can kickstart the fanzine again.

If you have what you think would be a good tip, or piece of GMing advice, you can contact me via the contact form on the ‘about’ page. https://www.rolemasterblog.com/about/

I will gather them up and start posting again.

Campaign Themes

Can you boil down the overarching theme of your campaign into just one or two words?

And, why would you want to?

I have been thinking about this idea, and the essence of it is that if you know what your campaign is about at a conceptual level, it becomes easier to guarantee that each adventure sits within that theme, and you are not drifting toward something generic fantasy. It is also a useful prompt for when you are knocked into improvising. If you have to start making stuff up, if it is bang on the theme, it should be easier to reintegrate the stuff you made up on the fly with the stuff you have prepped for future sessions.

The theme of my Rolemaster Classic campaign is Deception. Dark Elves have deceived the dwarves into believing they were attacked by surface elves. The person the characters beleive is the villain is actually trying to prevent a brewing war between elves and dwarves. This person will use any means available and is one person against an entire conspiracy of dark elves.

Powerful artifacts that all sides want have been hidden in plain sight and protected by deceiving magics.

The list goes on. At first, the characters had no idea what was going on, but they have slowly started to pick at the loose threads and are getting a glimpse of what lies behind all the lies.

It is possible that in the next session they will work out that their early patron had been lying to them.

If my players flounder, such as when one of my ‘obviously brilliant’ clues goes right over their heads, I can easily make something up that will fit the overall theme of deception and misdirection.

If I need to get my characters back on track, I can have one of the opposing forces misdirect the characters back towards that groups natural opposition. The dwarves share evidence of elven treachery, the elves portray dwarven reprisals as unprovoked attacks, and the dark elves are just trying to drag both sides into conflict. It gives me enough levers to pull.

By sticking to my theme I am also signposting, bit by bit, what kind of powerful magics they are eventually going to have to face down. I am not going to go from deception, deception, deception to fireball.

I am finding having defined my theme that it is making my GM prep more fun. It is a challenge to weave the theme into, not every encounter, but all the big encounters and when building NPCs.

What is your Rolemaster Passion?

Many of you may remember my struggles with characters that were risk-averse. They avoided committing to conflicts and always tried to either control everything or take the safest route possible.

I recently did an exercise called writing a passion statement. It is intended as a business activity but it worked well for RPGs and adventure design.

The exercise starts with completing this “Looking back at my roleplaying days I enjoyed…” but write for 10 or 15 minutes. No one else is going to see it. It is just about getting ideas out and on to the page.

Once you have that text, pick out what looks like the important ideas. Pick out as many ideas as you like. Just make a list of them.

Once you have that list, rate each idea on a 1 to 5 scale, with 5 being the things you enjoyed the most or were most important to your enjoyment. 1 is the least important ideas.

Now look at the things you rated 5 and try and build a single statement that encompasses all those ideas. It could be a single sentence, or a short paragraph.

My statement distilled down to almost one word.

I roleplay so I can be the hero.

I asked a couple of my players to do the exercise and their statements were very different. They were much more about winning, or achieving power or leveling, and defeating dragons and demons.

The overriding sentiment was that they wanted to win.

To me, winning and RPGs are kind of uncompatible. You win at an RPG by having fun. But, all my players are hardcore wargamers and in a wargame you have victory conditions. You can win. Winning is the goal.

I don’t think my players want to win rolemaster. They want to win each encounter, they want to defeat the orcs nest, beat the giant monster.

They achieve their goal by minimising risks.

They only want to take on challenges where they perceive that the odds are in their favour.

I can use this to tailor their adventures, encounters and the plot hooks I dangle in front of them. I need to make them more imperative, effectively limiting their ability to procrastinate. I can also launch adventures with a surprising turn of events, so there is no time to prepare and contemplate avoidance.

These feel a bit like railroading. But, as long as I know there is a risk of railroading I should be able to guard against it.

Their current adventure started with a lost child in an area with a lot of goblin activity. My characters have defeated a great many goblins. They will happily fight goblins because they have always won against goblins. They discovered the child at the bottom of a hole being attacked by a zombie. They had no real choice. They could not leave the child to die, so they had to jump down and fight the zombie.

Once they were committed, and they defeated several groups of zombies and skeletons, their confidence rose they did withdraw and rest, their healer was out of PP, but they are volunteering to go back down the hole. Their dungeon delve is hitting the right buttons, they are winning each encounter.

This also makes running the game more fun for me. I can now create adventures that I know the characters will engage with. There is much less frustration about prepping stuff just to have it ignored by the players who don’t want to take risks.

Two sessions down, and no one is dead yet

Last night was the second session after the restart, and the first combat since we got going again.

We are playing over Fantasy Grounds and between when I last used it for RMC and last night there have been tons of improvements.

The table resolver now how little Apply buttons after each result which seemed like a tiny change, but made a huge difference in the game session.

Putting marveling at the technology aside, the encounter I wrote months ago, suddenly seemed pretty tough when it came to run it at the (virtual) table. The party are mostly 3rd level, except the NPC healer who is 7th. The foes they were fighting were 8th level.

I threw one naga at them at first, and they surrounding it and beat it to a pulp in no time. That was to be expected. In the second encounter they took on two, one was up front, and a second dropped from an upper level down into their formation. That caused them a few problems. The grappling criticals shattered two elbows (two characters, one elbow each), and shatter repair is 12th level so out of power range for the healer. The characters won the fight and deleted a fair chunk of their herbs.

They then came across 3 nagas, and their healer was not with them. The healer is a centaur and didn’t physically fit into the tower. So this was a three on three fight against tougher opponents. The characters had control of the only easy exist, so could have retreated at any time. If they had done so, their healer could have joined in. The centaur isn’t particularly tough but does know Shockbolt, and is capable with a morning star. That would give them 4 vs. 3.

The dice were very much on the characters’ side at the start of the fight. I think two of the three attacks in the first round were open-ended, and they got two of the nagas stunned with no parry. One went down quite quickly to a critical. The characters then had numbers on their side. They kept one naga stunned, but the third started to take a toll on the characters.

At the end one PC was down, their main fighter, another had a shattered knee, the party thief. and surprisingly the remaining character hadn’t taken a single point of damage.

Patching themselves up again drained more herbs, and a fair chunk of magic.

I don’t know how long running three different combats would have taken me using books and dice. but I doubt that I would have got through all three in a single evening. We played for just under 4hrs last night. Overall, I was impressed. They were tough fights, and it could have gone either way. It was supposed to be a minor encounter on route to a destination further up the road. It actually proved to be a valuable team building exercise for the party, now they are one player less, the dynamic has changed.

All in all, Peter was a happy GM, with happy players.