BHanson’s Shadow World File List

UPDATE 3-7-24. Due to the server change at ICE (to a .uk) these links don’t work anymore. You can find most of these files HERE.

Now that the Rolemaster Forums are back up and running, I thought I would index the various Shadow World files I’ve posted there and some notes on updates and editing I have in my queue. This is partly for me, to help keep track of things, and partly as a quick guide to these file that are buried in lengthy forum thread.

Please note that some of these files may be here on the Rolemasterblog, but to access these links to the RM Forums will require a Forum account–otherwise you cannot see or access.

Here we go:

  1. SW Healing Chart. This was a quick reference chart for cinematic healing, but taking into account cultural access to healing skills. I use it between adventures to quickly establish healing times & costs without a lot of more complicated calculations. It was included in my Master Atlas, but probably needs to fleshed out.
  2. RM/RMU Class Comparison. Another chart from my Master Atlas, this was a quick guide to mapping RMU professions to classic RM professions with notes specific to SW.
  3. SW Research Chart. Small chart to generate research results.
  4. Invoke Chart. I’ve blogged and written about invocation quite a bit. This chart allows PCs to call/pray for their gods intervention. This is a common mechanism in my SW campaign and brings the gods into gameplay in a less abstract way.
  5. SW Lore Table. Incomplete, but the start of summarizing skill levels/competence level and knowledge of various skills and lores.
  6. SW Metal Chart. Summary of SW metals and alloys with a unifying “breakage” number that use for material RRs and enchantments/imbedding.
  7. Master Herb Chart. Collated list of all herbs, plants, and poisons found in all RM books. May need some updates to include Terry’s more recent books.
  8. SW Crystal Summary. Crystals play a key role in SW, but Terry never really fleshed out a full system for the. This chart assumes that all “Essence Crystals” are basically the same–even if know as Zirix Crystals, or Essaence Crystals or Jewel Slime etc. It needs some work, but I use crystals as PP storage devices that can be drawn upon or recharged with channeling skill.
  9. Cantrips. Really this is part of BASiL, but in the thread.
  10. God Invocation Summary. This chart is used with the Invocation chart. Summarizes modifiers to SW’s gods responses and specific things they may do.
  11. SW Encounter Chart. This is a comprehensive chart for random encounters by region. Includes weather and Essence effects. Inspired by the encounter tables in the AD&D DM’s guide. Needs a little updating but I think a very useful tool!
  12. Void Knight Base List. Spell list for a organization I use in my SW campaign and features in “Priest-King of Shade”. It needs some touch up.
  13. Soulless. This is my effort to consolidate the concept of the Unlife, traditional fantasy Undead, corruption and possession. In my SW campaign, the Unlife possesses or inhabits creatures to various degrees.
  14. Hierax Guard. Organization dedicated to fighting Demon’s. Uses the Void Knight base list.
  15. Xiosians. My interpretation of the Xio Warriors mentioned in a few places and a way to integrate them into the larger SW story.
  16. History of the Earthwardens. I went through every single SW book and collated all the references to the Earthwardens. This is my conclusions.
  17. Notes on Tech & Languages. Quick excerpt from my Master Atlas.
  18. Elves. Again, this is my fleshing out of Elves: how they came to be and their place in the larger story. Plus a Shadow World explanation of the various types of Elves beyond the Tolkien archetypes.
  19. Alchemy Notes. I use alchemy skill a lot in my game. This is my simplified but flexible rules on alchemy. I plan on expanding on it at some point.
  20. SW Trade Goods. Treasure is more than gems, jewelry and gold!
  21. SW Civilization Summary. Chart from my Master Atlas with overview of the various ancient civilizations.
  22. Cult of Hraask. I wanted a “spider/insect” spell list grounded in SW.
  23. SW Cultural Skills. This is part of SWARM rules (Shadow World Alternate Role Master) and my “build a character in 10 minutes. Includes specific SW cultures rather than the broader types in RMU.
  24. SW Professions. List of vocations and skill packages for quick character generation.
  25. SW Background Table. Random background table, SW specific.
  26. SW Material Strength. Unifying method for breakage, VS RR’s and imbedding, enchanting and weapon runes.
  27. Weapon Modifier Chart. Combat modifiers and stats for specific weapons rather than general modifiers used in RM.
  28. SW Racial Chart. Conversion of bonuses to RMU. Probably will need a re-edit after RMU publication.
  29. Orhanian Base Spells Lists. God specific lists for Clerics and Followers. Kuor. Valris. Cay. Shaal. REann. Eissa. Phaon. Teris. Oriana. Jaysek. Kieron. Iorak. Iloura.
  30. Charon Base Lists. Orgiana. Inis. Kesh. Andaras. Ztaar. Scalu. Moralis. Klysus. Nynaku.
  31. Religious Organizations. Orhan. Kuor. Valris. Teris. Cay. Shaal. Phaon. Reann. Kieron. Iorak.
  32. Religious Organizations. Charon. Inis. Ztaar.
  33. History of SW in narrative form. My Master Atlas version.
  34. SW Languages. My notes, needs some work.
  35. SW Special Armor. Cool armors.
  36. SW Archaeology. Notes on ancient SW civilizations.
  37. SW Antiquities. Price chart for ancient stuff!
  38. Jaiman Tradegoods. More trade items specific to Jaiman cities and cultures.
  39. Iron Wind Base Lists. Lyak. Yarthraak. Gaath. Athimurl. Dansart. Thargondaak.
  40. SW Notes on Currency. Summary of various coins and currencies.
  41. Shrapnel & Swarm Crit Chart. I use for explosions or insect swarms.
  42. SW Trade Goods: Drugs & Alcohol. Small file that needs more work!
  43. BASIL: Essence Lists.
  44. BASIL: Channeling Lists.
  45. BASIL: Mentalism Lists. Still working on these.
  46. Legends of Shadow World. Chapter 1, Chapter 2, Chapter 3, Chapter 4, Chapter 5. Alternate all Priest PCs.
  47. Priest-King of Shade. Small module that takes place in SW Agyra.
  48. The Book of Pales. Summary and overview of the Pales.
  49. SW Religions and Channeling Handbook.

ICE Forums back online.

The ice forums are back up! Now we have three active places for rolemaster players; ICE forums, this rolemaster blog, and the discord server. Hopefully they will all remain active and help grow our small but passionate community.

Memorial Day Weekend Musings

Hard at Work

For those of you that are enjoying a holiday and long weekend despite the pandemic and social distancing, we wish you the best in these trying times! Due to the out of service status of the Rolemaster Forums, ICE is a bit of a “black box” right now, but nonetheless things still seem to be happening.

  1. Conversation over at the Discord Servers covering ICE, RM and all their products and games. There seems to be 50 active members so that’s something.
  2. Navigator RPG. Peter has published his Navigator game system and will be expanding into fantasy and other genres at some point. (correct me if I’m wrong Peter)
  3. New “50 in 50”! So, while I still owe #50 from the last challenge, we are moving ahead with another 50 small adventures, game hooks, plot devices etc. I have mine already fleshed out, I’ll discuss in a sec.
  4. Emer IV. The last redesign that will complete the continent seems to be moving forward with artwork. As I have mentioned before, while we all like new Amthor material, there is already a lifetime of content between Jaiman and Emer modules already published!
  5. Belatedly, I finally got “The Lair of Ozymandius” out as part of my 50in50 contribution. I think it was only 2 years late!

Although I’ve had to shut down my businesses, staying at home didn’t end up being very productive for writing. Fortunately, now that things are loosening up I’ve been able to get a lot of material written that I’ll be releasing over the rest of the year. Not sure what I’m going to do about BASiL Mentalism with the forums down. My queue looks like this:

  1. Edit of Priest-King. Just completed the first pass through with notes by Nicholas and now have to feel in a few areas that I left out.
  2. #50 of the 50in50: The Tower of the Elephant, which is my own interpretation of the famous Conan story.
  3. New 50in50. For this new challenge, I’ve decided to do 5 adventure hooks for 5 different categories: The Weapons, The Tombs, The Towers, The Heists and The Magicians. I’ve got 5 mostly fleshed out, so once we start publishing these won’t fall behind (hopefully)
  4. Chapters 3-5 of Legends of Shadow World. #3 is mostly complete and I have to polish up #4 and #5 which are more basic battle arenas.
  5. SW Players Channeling Guide. I consolidated all of my various Shadow World religions, spell lists and errata into a book with a focus on player use.
  6. Book of the Pales. I’ve been picking away at this, but got a burst of work done so I can see the end of it. sort of.

If you want to see any of my product, you can see it here: https://www.drivethrurpg.com/browse.php?author=Brian%20Hanson

If you like something, rate it! Thanks to everyone who emails or messages me.

Combat in 3D environments.

3D Combat Risers - Deluxe Set - Clear Mithril
3D Combat Risers for Game Simulation

Back in 2016 I wrote this BLOG that I want to revisit a bit due to some recent work. I wanted to start a discussion on combat in 3D environments with a focus on 3 “terrains”: underwater, aerial. and zero g. While there are specific challenges to each of these, they all share 1 specific trait–the ability of characters to maneuver and fight in 3 dimensions. Before I delve into this, a small disclaimer. There is probably rules for each of these in one of the dozens of RM supplements. I don’t have any of them and I’ve read even fewer. I might be going over “old ground”, but for purposes of this blog, we can also discuss how this might work in RMU. I’m not aware of any rules in the new version for 3 dimensional interaction.

Rolemaster combat assumes combat will occur on a hard surface and attacks will come from front, flank and rear (and maybe overhead on occasion). When you add in a third level of coordinates AND the ability of a players to rotate, turn and pivot simultaneously then things can get more interesting. How should this be handled? There might need to be a separate set of rules for each situation, but conceptually they are similar enough that a shared mechanic might be possible.

Underwater. For anyone experienced with snorkeling and/or diving knows that it can take time to feel comfortable with varying degrees of orientation underwater. But with some skill it’s easier to swim upside down, inverted or rotate comfortable and maintain perspective. But non-native swimmers don’t move through liquid easily or quickly. The resistance of water, lack of fins or flippers and encumbrances of clothing and equipment make movement slow, fast weapon attacks extremely difficult and thrown weapons entirely useless. From a pure movement mechanic perspective, perhaps a simple approach is to set a underwater movement rate/rnd and then establish a % of activity from normal baseline. Other rules could be developed around increased damage from vacuum spells, decreased damage from heat/fire etc.

Zero G. In some respects, Zero gravity is the opposite of underwater: inertia, momentum and mass over enhance basic movements and there is no real force except hard objects or force to offset momentum. Not having real life experience in zero gravity it’s hard for me to intuitively model game mechanics. One idea I have is to leave movement rate the same, but require MM roles to maintain orientation, change or stop an action and orientation roles anytime a change occurs.

Aerial. It’s easy to think of aerial combat in terms of our own experience with lift and thrust. Assuming a magical flying mechanism does not require momentum to generate lift, than aerial combat is a combination of underwater and zero g. A bit of limitless rotation and orientation but with two resistance forces: gravity and inertia.

There are really two overarching issues to tackle: environment specific mechanics that effect movement, combat, spells, breathing etc and the resolution of player orientation, attack vector, environmental awareness and perceptual capacity. This last piece feels like it could be dealt with using a simple unifying mechanic.

In my own adventures, Priest-King has a significant amount of underwater adventures, Empire of the Black Dragon has both underwater and zero g and Legends of Shadow World has some zero gravity as well. I generally GM it with a loose hand and the players tend to find fixed “anchors” to launch from, provide protection from some directions and minimize disorientation.

Does anyone have any thoughts or innovations?

Thoughts on mortality.

I’m not sure that’s a good title for this blog post, but I’m writing this “on the run” but look at that picture. To me, that could have been my roleplaying group back in the early 80’s. How about you? If that seems familiar it’s because A LOT of Rolemaster players are in their 40’s and 50’s now.

First, I should say it’s fantastic that we can enjoy the same game we have played for 30+ years or have rediscovered RPG’s later in life with friends and family. However, my second thought is that everyone I’m seeing on the RM Forums (out of commission right now), RolemasterBlog.com and the new Discord server are all around my age. Where are the new young Rolemaster players–like in that photo? We know that RPG market is growing

Before this starts off like a lot of our blog posts with critiques of ICE let me say this. I.C.E. is a “virtual company” with no real employees or hard assets. They are leveraging their existing IP and putting out a few new products through a mostly volunteer basis. I have no expectation that they ramp up into another serious production/print/gaming company.

The issue that I want to raise is about authorship. Who will be writing new products for I.C.E. in the future? My brother Matt developed the SW Players Guide, built the Nomikos Library resource, contributed to most of the ICE material published in the early 2000’s and was on the ground floor for RMU development, but he’s mostly moved on to other endeavors. It seems like Nicholas and perhaps one other person does the bulk of the writing for HARP. RMU is being shepherded by a small volunteer group of 2-3 people and Terry is the sole author for Shadow World. While I’m not a published ICE author, I do write quite a bit of content–but I’m 50. I can see myself writing stuff for another 10 years, but that’s not that long. RMU and Priest-King have both been in development for 10 years and that doesn’t seem that long ago. Terry is 60. He has a impressive publishing resume, but how long will he be inspired to write? Nicholas has a busy and demanding career; how much work can he realistically do?

Let’s tie the two together. I.C.E. was founded by young people in college, most in their early 20’s. The growth in RPG players is: overseas, youth and females. Does I.C.E. now need to recruit new, relevant writers to appeal to today’s player demographics? What happens in just the next decade as we all enter our 60’s and even 70’s? Will our writing be relevant or we just existing for the small core of die hards our own age? Who takes over after that? Does ICE sell it’s catalog to a young upstart company or established gaming entity?

Rolemaster Survey

Survey says... Good answer - Survey says | Make a Meme

Another cloudy day of stay-at-home quarantining, so I thought I would throw this out to our faithful blog readers! Please respond in comments by #, answer as few or many as you would like.

  1. Favorite magic item. Do you have a favorite item found in a RM book or module or something you made up yourself?
  2. Best 1-5th lvl spell for a non-spelluser to have. What single low level RM spell would be the most useful to a non-spell user?
  3. Favorite spell. What is your favorite RM spell. Why?
  4. Favorite weapon. Most of my players seem to make weapon choices based on the attack chart and/or how common it might be as a magical item. However, weapons can be a great component of a character build. Putting aside efficacy, what RM weapon is the coolest?
  5. What is the best adventure module you’ve played using the RM rules. It doesn’t have to be a ICE product.
  6. Favorite profession. Why?
  7. Favorite setting. Do you have one or do you just run adventures without a setting?
  8. Favorite Shadow World NPC. If you are familiar with SW, do you have a favorite?
  9. Coolest skill. Yes, perception might be the overall utility skill, but what skill (from any RM edition) do you think is the coolest?
  10. Best non-cover artwork. We’ve discussed cover art quite a bit in this blog and elsewhere, but interior art is also important in providing tone and atmosphere. Do you have a favorite piece of interior art found in an ICE product?

Shadow World Spin Cycle: Assassins of Dol Amroth

MERP 8106 Assassins of Dol Amroth - [PDF Document]

While the purpose of by “spin cycle” blog articles is to re-purpose MERP and other modules for use in Shadow World, Assassins of Dol Amroth (AoDA) is an excellent module for quick, easy to run adventures in any setting.

Cover Art. First, the cover is another great Angus McBride piece, showing a female assassin ready to ambush a shadowy mounted figure. Is she the hunter or the prey? There are small details like the soft boot covers for stealth, the gargoyle broach and the color patterns on the inner cloak (is it reversible?) that add a lot of depth to the scene.

Scope. Rather than a hybrid regional overview with adventures, “AoDA” is a simple product comprised of 3 adventures: Murder on the Docks, A Home be the Sea and The Hill of Shades. There are 18 pre-set PC’s; 6 for each adventure with stats and descriptions. The professions are basic MERP: Warrior, Scout, Thief, Ranger, Animist, Bard and Mage that could easily be adapted back to RoleMaster.

Adventure 1: Murder on the Docks. This is a short, simple adventure, pitting the group against a formidable assassin in a run down warehouse. Reading it through the first time, some things weren’t made clear and there wasn’t a clear segue into the next adventure, but it did keep the theme of “Assassins”! Total of 6 pages with artwork, most of it dealing withe warehouse layout. I think it’s good for a short gaming session.

Adventure 2: A Home by the Sea. In a run down manor, the PC’s will encounter another group of Assassins. Again, this is really a self contained adventure that could be played in a single session. Of the eight pages, most of it are lengthy room descriptions for the manor layout. This was true for Adventure 1’s warehouse descriptions. Kudos to the author–many MERP modules had only the briefest descriptions for rooms.

Adventure 3: The Hill of Shades. The denouement of the module is the players confrontation with the Assassins guild in their secret hideout. Again, these are straight foward single session adventures, but easy to use and great drop in for a campaign to build player experience.

Overall, this product is more a generalized adventure series than a true Middle Earth product, but it’s fun and basic. Artwork is generic and most has little to do with the content and the layouts and maps are about as weak as you’ll see in any ICE product. However, if you need some filler material or want some challenges regarding assassins then this could easily work. For Shadow World, this is a great drop for virtually any city.

2019: A record year for Dungeons and Dragons.

If you hadn’t seen the headline already, D&D was the best year in the game’s 46 years. You can read more about it HERE. Some interesting takeaways: 39% of players are female and sales of the introductory boxed edition increased by 300%.

Now, we can all comment once again on “what if’s” and marketing and product strategies that I.C.E. could employ with RMU, but I’d would rather focus on the broader issues:

  1. The rising tide raises all boats. Rolemaster and other systems all road D&D’s coattails and benefited from D&D’s popularity and market growth.
  2. Back in the 80’s I vaguely recall that the female RPG player market was not even 10%: 39% AND GROWING is fantastic and shows how much popular culture has embraced, and been embraced by women.
  3. In general, this is a positive trend for RPG’s–15 years ago, it felt like the industry was dying.
  4. D&D has it’s share of famous people players–what about Rolemaster? I think Joe Abercrombie (famous for a fantasy writer) mentioned playing Rolemaster on a blog post. Anyone else know of a famous RM shout-out?
  5. Finally, not being familiar with D&D since the early 80’s (although I did play Pathfinder with Matt a few years ago), is RM/RMU that much different than 5e? I’ve read that D&D has embraced skill systems and other attributes that were novel 40 years ago. RMU aside, what makes d100 RM worth exploring by some of these D&D players.
  6. Europe. Sales increased by 65%. That’s a good fact.

It’s nice to see a hobby that I’ve enjoyed for 40 years still popular, growing and well represented in mainstream pop culture!

ROLEMASTER PROFESSION REVIEW: THOUGHTS ON THE MYSTIC.

I have to say that I was surprised at the lack of love for the Mystic in Hurin’s and Peter’s recent posts. Why? Because Mystics ROCK!!! I’m not sure I ever played one, I started GMing almost exclusively early on, but I’ve always been intrigued by the profession. Like the Astrologer, Seer and Alchemist, I thought the Mystic was a new profession concept in the early 80’s that upended the “boring” D&D classes I was accustomed to.

So what is the Mystic? Unless Terry or another original ICE developer weights in, we’ll never know exactly what they had in mind 40 years ago–but to me it’s clear that the Mystic is a pure spell caster Assassin/Spy. I’m not sure Peter or Hurin are picking up on that–and if you only look at the spells it might be tougher to see the “Mystic DNA”. First, take a look at the skill costs:

  1. Ok armor DP costs. That’s typical for Mentalists in general, but it implies a more combat oriented profession.
  2. Stalk & Hide: 2. That’s the lowest skill cost for any pure caster, and implies the stealthy nature of the class.
  3. Perception: 2. Again, this is only beaten by the Seer and matches the Illusionist.
  4. Ambush: 4. That’s not low, but it’s by far the lowest for a pure caster. The Mystic ambushes!!

Just based on those skill costs alone, we already have the basis for a stealthy, perceptive character whose primary attack is ambushing.

Base Spells. So there is not much appreciation for the Mystic spell lists, but let’s take a closer look:

Confusing Ways. This is a fantastic spell list with some great utility. The first 5 spells: Distraction, Confusion, Blur Vision, Fear and Stumble are all combat effective and still fall into the character concept. Most of the other level spells are as useful, although the lack of spells lvl 16-19 could be easily corrected.

Hiding. Again, this is another solid list with some cool spells: 3rd lvl Shadow, 7th lvl Screen, 10th lvl Shadow Mystic and 13th lvl Flattening. The combination of Hiding and Confusing Ways spells with some combat effectiveness makes the Mystic and formidable character class!

Mystical Change. The “piece de resistanance” of the Mystics spell lists, this allows the caster to change their appearance or impersonate other creatures or persons.

For me, those three lists and the skill costs are a great character template. I would also argue that the Mystic’s low level spells are almost all useful–which isn’t necessarily the case for other pure spells users (I’m thinking of you “Mr. Boil Water”!).

I think the confusion with the Mystic is with the other 3 spells: Liquid, Solid and Gas Alteration. Those spells seem off-brand, or perhaps another mentalist type given how core the skill costs and the other lists feel.

Personally, I would jettison the 3 alteration spells and maybe drop a weapon skill down to 4 and make a few small tweaks to some other skills. I’ve never been a proponent of a mandatory 6 base lists: a profession needs just the right amount of base lists, and often it feels like some base lists are just there to meet that arbitrary requirement.

A slight bump to combat abilities and those three lists makes for a great Assassin archetype. The Mystic is a great profession and one that deserves more respect!!!