Artists wanted.

We’ve discussed the difficulty in finding good artwork or artists for our projects. In that vein, if there are any artists, mappers or layout professionals that read this, I have work for you. Among the various projects:

1. A banner graphic for Rolemasterblog.com

2.  Finalized art, layouts and maps for Priest-king of Shade.

3. City map for Non-ta-taku.

4. Layout and item graphics for BASiL.

5. Layouts for Legends of Shadow World.

6.  Layout for Book of Pales.

7.  Art, layouts and maps for Empire of the Black Dragon.

if you have ability, talent or interest let me know,

Rolemaster Deconstruction: Daily X Magic Items.

Back from vacation and thought I would dip my toe back into blogging with a short deconstruction article! Today I wanted to address “Daily X” items and the mechanics around it.

When I first started with RM, the Daily X magic items were great: they softened the power of traditional permanent items found in D&D and they worked well with the Imbedding spell lists. These items were also a great way to augment player shortcomings or add spell capability to non-magic users.

My only real issue is the “Daily X” part itself–that the spell abilities “recover” at the start of the next day. Sort of an instant charge that occurs at 12:01. I’ve had players abuse this before; they scheduled attacks right before midnight hoping to use their Daily X items right before, and then again, right after midnight. Certainly that’s an annoying exploit and a sensible GM may arbitrarily stop that…but that’s not how the rule reads.

To avoid this type of rule abuse, I changed “Daily X” definition to a per/hour calculation. So a Daily V item could be used up to once per 5 hours or a Daily I every 24 hours. This certainly nerfs the Daily X items, but I also have Battle Runes, permanent imbeds and other options in the BASiL lists to fill in those gaps.

Rolemaster & Fantasy RPG’s. What are monsters really?

Since this is my last blog post for several weeks I thought I would write on a more general topic: Monsters. While “Monsters” are the mainstay of fantasy RPG’s, they were not entirely embraced by Rolemaster. Again, probably due to the influence of the generally monster-less Middle Earth and Pete Fenlon’s original campaign.

Even my earliest experiences with RM coming off of AD&D, I always appreciated the monster-lite approach that was in sharp contrast to the Gygaxian Naturalism found in the Monster Manual and Fiend Folio. The parade of fantastical creatures felt like an endless one-up manship that could never be slated.

Even Rolemaster’s “Creatures & Treasures” generally avoided the term monster and looking through it, there were very few truly bizarre creatures. The standard dragon/griffin/unicorn mythical tropes were all there but the homogenization process of monster creation was lacking. Shadow World introduced a few cool “monsters” (artificial creatures) but these were setting driven and fit into the conceptual world framework.

In the real world, “Monsters” are imaginary, fictional beings. What then would you call creatures that were as real and encounter-able as horses, giraffes or alligators? In a few recent Post, I discussed whether monsters should be treated like any other race or creature; those with intelligence should be considered a “Race” just as much as a human or Elf.

The larger issue of course is whether the term “Monster” becomes less an abstract idea then a defining rule mechanic. For instance, D&D created spells for summoning or controlling “Monsters” and spells for summoning or controlling “Animals”. Suddenly we have a delineating wall–a need to classify creatures as monsters or animals. A simplistic approach would be to define “Animals” as creatures that exist in our real world, while “Monsters” are fantasy creatures that exist in the rule books. Doesn’t that sort of feel like ‘breaking the fourth wall’ from a rule perspective? Another mechanism would be that Clerics/Druids can Summon/Control Animals while Mages can summon/control Monsters. Again, that feels quite arbitrary doesn’t it?

These are real questions I ask myself while I work on various spell list re-writes. Putting aside Gates/Summons/Calls, how does one define creatures in terms of spell mechanics. These rules should be flexible enough to address different settings (than Shadow World), different game styles, but still be strict enough to avoid vagueness or excessive rule lawyer-ing.

Since I think it’s impossible to delineate a creature from an animal from a monster in general rule set terms it requires more concrete attributes. Some possible game mechanic criteria:

  1. Creature size. For me, this was the first and foremost important criteria. 1st level spell users shouldn’t be able to “spell” super-large creatures easily, if at all, not matter what their deadliness.
  2. Creature intelligence. This gets to the general difference behind animals and intelligent beings and allows for spell limitations due to intelligence levels.
  3. Creature morality/alignment. Rolemaster doesn’t use alignments, but for settings that do, perhaps limiting spell users on a creatures alignment might make sense.
  4. Creature natural environment. Requiring that a creature is indigenous to the local environment makes sense as well.

I believe that the term “Monster” is just too arbitrary to be useful in game mechanics. Remember, that the “Monster” you just killed probably had a mother somewhere!!!

 

Rolemaster deconstruction: critical tables.

We’ve spent quite a bit of time deconstructing Rolemaster, analyzing RMU and trading thoughts on various house rules.  One thing is evident, that while some tinkering may be necessary, the critical charts are the core of RM differentiation and perhaps the most beloved mechanic of the system.  I think these critical charts work so well is that they provide expository for combat damage. Where most early RPG’s relied upon simple hit damage, critical charts allow a GM to provide flavor to the combat without having to ad lib damage effects. So while some see charts as crunchy or clunky, I see a powerful tool for combat narrative.

A year ago, Peter blogged about the RM critical charts, but I wanted to take it one more step–how do the original critical charts stand up after almost 40 years?

The 3 basic weapon critical charts are the Crush, Slash and Puncture that elegantly handle the imaginable ways most weapons can deliver kinetic damage. More importantly, almost any damage delivering device a GM can think of (traps, spell effects, environmental) can probably utilize these 3 core crit charts to model effects. I can’t think of any other critical types that are needed, nor why any of these three are unneeded. They stand the test of time. A+

The next three important critical charts are the Heat, Electricity & Cold tables. While they provide the basis for the Magician spells, they can also be used for extreme environment effects (magma, blizzards, natural lightning etc).  A+

Martial Arts. Of all the attack forms, having cool martial arts requires a novel mechanic. Again, while basic damage delivery is mundane and uninspiring, critical charts provide the  cinematic approach that brings unarmed combat the “fantasy movie” treatment. I’ve played Monks in AD&D–besides the special level abilities, the damage delivery is as boring as all the other weapon attacks. A

So what other Critical Charts remain that I don’t use?

  1. vs. Large & Super Large Creatures. 2 critical charts help balance the system geared towards human size combatants. Interestingly, both of these charts go up to 251 and also accommodate special weapons: magic, Holy, Slaying. For an early RPG, this isn’t a bad band-aid to sizing problems, but it’s still a band-aid. D
  2. Impact Critical. Found in Spell Law, this chart is for other elemental spells that delivery damage due to mass/velocity and not from a special property.  It’s a cool crit chart, but is it necessary when the Crush critical table could do the same? Alternatively, this might be the better chart for Falling/Crush and Bash attacks which currently use the Crush Crit table? For someone looking to par down the charts, perhaps this one is redundant? C
  3. Tiny Animals. Like the “Large” or “Super Large” charts, this table is meant address small creature damage. While I like the Beta sizing rules (which would just adjust crits down) there are other solutions as well. D
  4. Unbalancing. This is an interesting chart. If you read the effects, it does seem like there is a focus on stuns and unbalancing. However, much of the crit results are similar to the Impact and Crush crits and it should be obvious that any major impact from a weapon or creature should have a “unbalancing” effect.  New RMU beta rules already incorporate unbalancing and various stun effects into all critical types. It’s interesting, but I think it’s redundant. Crush/Impact/Unbalancing should be consolidated into 1 chart. B-
  5. Grappling.  In RM, grappling is a poorly executed mechanic so this crit table helps define it without adding much to a workable system. Grapple/entanglement/ensnare crit chart needs to be reworked, but more importantly there needs to be a core mechanic to address this in general: penalties to MM and ability to escape etc. B-

So of course there are tons of other critical charts found in Companions and Shadow World books. They are a great add-on and cool but are there any that should be “Core”? I have 3 that I use that compliment the 8 I use from above:

Stress – Mental. I use this for mind attacks, spell failure, concentration issues, time or dimensional travel, meditation or even secondary fear effects.

Stress – Physical. For failed MM’s, slips, fatigue issues etc this results in tears, sprains, and bruising.

Shrapnel – This is the great catch all for secondary explosion effects, insect swarm attacks, shattering objects etc.

That’s it for me — 11 perfectly distilled critical charts that handle almost any situation or damage effect. This of course excludes unique spell crit charts (nether, plasma) that I might use in special circumstances or is required by a spell list.

What do you think? Did I miss anything that could be “Core” or one that is widely useful that these charts don’t address?

Rolemaster deconstruction: questioning the undead.

The “Undead”–a popular creature class drawn from a wide range of cultures, legends and mythology. Rolemaster has Egyptian Mummies, European Vampires, and Ghosts combined with the established D&D creatures like Wraiths & Ghouls. But are all of these actual “Undead”? If not, what are Undead? Are they:

  1. Animated corpses? If they are just magically infused bodies/skeletons are they truly undead anymore than an enchanted sword?
  2. Re-Animated corpses via a “spirit” or “will”? Is the body/corpse/skeleton infused with a soul or spirit? Is that Undead or is that a imbedded intelligence?
  3. A non-corporeal entity via a “spirit” or “will”? Does a persons dis-embodied spirit define an Undead?
  4. A being created via a spell or magic ritual? Does a entity that becomes something else, post death or beyond death meet the definition of an Undead?
  5. A possessed corpse? Is a corpse possessed by another entity an “Undead”?
  6. Something else?

Certainly in it’s more simplistic form an Undead is merely a creature or entity that is functional “after death”. The problem with that all-encompassing definition is that it embraces a wide variety of  Undead tropes.

  1. Only be hit by silver weapons.
  2. Only be hit by Holy weapons.
  3. Only be hit by Magic weapons.
  4. Only be affected by “turning”
  5. Can or cannot be banished.
  6. Immune to stuns/bleeding etc
  7. Causes a stat or level “drain” of one sort or another.
  8. Affected by the “moon” (if only one) or sunlight.
  9. Susceptible to “Clerics”.

So what is the underlying mechanic or philosophy behind Undead? Are animated corpses “undead” or just magically infused meat puppets? How does one draw a spirit from beyond? How are Undead created? How are special Undead created? Why do typical Undead need to follow common western European tropes (Mummy, Vampire, Wolfman, Zombie?). If you were to create a world from scratch, would you just populate it with common fantasy Undead? Is there a better, more consistent way to create Undead? What is “draining”? How does it work? How do you recover lost stats or levels? What spells protect against Undead? What type of Undead Does a Clerics spell turning work against a animated corpse? Does the Clerics patron god allow for powers against Undead or that specific type of Undead? If you allow many types of Undead, should they require different spells to deal with them? Do the Undead fit into the setting, afterlife and “soul” mechanics of the world?

Once you take away the Judaeo-Christian concept of Undead/Possession and symbology (crosses, silver, holy water), I’m not it’s clear what the strict definition of an Undead might be.

What do you do?

 

Turning Tropes Upside Down: Feral Elves and other thoughts.

When I was writing “Priest-King” a few years back, I ended up locating the module in SW Agyra and started fleshing out the geographic area. The land to the immediate south was Chaal-chu and in Terry’s description (Master Atlas p.34) was this fascinating tidbit:

In an (apparently) unique and frightening aberration, there
are Half-elven Eritari tribes in Chaal-chu who are cannibalistic.
They believe that feeding on their full-mortal cousins the Thesian
tribes will extend their lives.

I blogged about Elves back in June and last year as well, so it’s known that I’m not a fan of Elves in general. It’s hard to beat immortality and although the system tries to balance things with stat bonuses and other mechanics, it still doesn’t feel right. Elves are just too good. However, “Feral” Elves or Cannibalistic Half-Elves–sign me up for that!!

This is another great tidbit that is sprinkled throughout the Master Atlas, the idea of a primitive, regressed, Elven tribe, is ripe for gaming opportunities. Maybe these cannibals are more animal cunning then intelligent and wise. I visual them as  Reavers — terrifying!

This trope subversion is another reason why I like the Malazan series so much. In that setting, Erickson has included traditional “monster races” as normal races:

For instance, one of the powerful ancient races are the Jaghut, which I think are Ogres. Another race are T-Rex like creatures that had advanced technology!

We have racial stereotypes in our real world and so too in our fantasy settings: gruff Dwarfs, barbaric Orcs, flighty Elves etc. Why not flip some of these? Why not have a powerful, peaceful nation be made up of Orcs? For me, I’m going to enjoy my feral, cannibal half-elves! I know my players will too….

Getting your Rolemaster Fix.

It’s now been 7 days that the official Iron Crown website and our favorite ICE Forums has been down due to domain expiration. Per Nicholas yesterday:

“Hosting & domain provider being a royal pain.”

While we are all waiting for the larger ICE community to reconnect via the RMForums, here are a few ideas to get your Rolemaster fix:

  1. Read some older RMBlog articles. There are 481 posts here on the RolemasterBlog going back several years. Some are “meh”, some are good and many of them are pretty great I think!
  2. Vote for your favorite blog post! In the comments below, note which older blog post is one of your favorites, sparked a creative thought or made you look at some aspect of RM or rpg’s in a different way.
  3. Write a blog post. We always need new contributors–write a blog entry and send to Peter.
  4. Comment. Even older posts could use your insights or thoughts.
  5. Check out the RolemasterBlog “50 in 50”–our project that wrote 50 small adventure hooks and are publishing them over the course of a year.

In general, contribute and get involved. Sure, there are a handful of us that probably sound over-opinionated; but we also all agree to disagree at times. Your thoughts not only matter, they are greatly appreciated!

Hopefully, ICE will have things up and running soon!

 

Rolemaster Deconstructed: Action Resolution Mechanics

Happy Holidays and Seasons Greetings! This is going to be a short post and not as well thought out; I wanted to link to a few RMForum comments and the ICE website is still down with an expired domain. (That’s not good for brand equity). So while I wanted to dive deeper into skill bonus and penalty ranges I’m going to skim over that for now and just open up any thoughts on d100 resolution.

While Rolemaster is a d100 system, success is measured in a variety of ways and using some different mechanics.

Maneuvers: This is probably the most “pure” mechanic where a success is a 100/101 or better modified by penalties and skill bonuses.

Combat: Weapon tables go to 150 and there is no real emphasis on a 100+ result. There are a number of penalties and skill bonuses.

Resistance Rolls: RM uses a lvl vs lvl chart to generate a threshold number the resister needs to make.

SCR: hmm..I haven’t used this one is so long I forgot how it worked in RM and RM2…some sort of table?

Anyway, the point is that those are 4 different mechanics that seem close..maybe close enough to “unify”? Can we design a 101+ mechanic for all action resolution? The hardest one would be combat; giving up the individual weapon charts would be hard for me! Has RMU mostly done this? Does this need be fixed?

Rolemaster Skill Deconstruction: Perception, is it even a skill?

PERCEPTION: This skill affects how much information and how many clues a character gets through observation. It may be used to notice the right things, to find carelessly hidden objects, to see that pile of old clothes in the corner, to notice the imperfection in the wall that hides the secret door, the trigger for the trap ahead, the ambush. These are the type of things that the GM cannot mention to the players because to do so would call them to special attention that the character’s perception might not allow. (ref. Character Law)

Arguably one of the most important skills for any character to have is Perception. At least in my player groups, it’s a skill that is taken at least 1 rank every level. Why is it so important? Perception is the gateway for the game narrative. This is critical for table top role-playing where most information is provided by a GM through exposition. Information can be provided or withheld based on a players perception skill–it’s a throttle that can increase or decrease the game experience!

Like many elements of Rolemaster, the perception skill was probably based on the “find traps” or “detect secret door” ability in D&D. But RM perception is a massive expansion of that specific ability and it’s not just an active skill, but can be used as a passive one which greatly improves it’s utility. In my game it’s almost automatic that a player will announce that they are going to make a perception check. Basically what they are asking, is for any “hidden knowledge” based on a skill roll. For me, that’s very reductionist, it lowers the roleplaying experience down to a randomized game mechanic. And because every character in the group has perception, it’s also not uncommon for every player to make a perception check to maximize the probability of a successful result. Even if every character has an average +50 skill bonus, one of 4 or 5 players is going to roll high. At higher levels every character is a “crack observer”. No absent minded or myopic mages in my groups!

As a GM, I usually WANT the group to find secret doors and other mysteries to enhance their enjoyment or reward them. So having them able to perform successful perception checks can be important. On the other hand, these rolls also take some of the narrative control from me. Either way there is no denying the importance or impact of the Perception skill.

So what makes up perception? Quality of eyesight? Tactile sensitivity? Smell? Hearing? If that’s the case, than perception is based on innate physical abilities. Can you train up better vision? Teach yourself better hearing? Probably not. Perception should be purely physical based with an added emphasis on any racial ability.

Or is perception a trainable skill with “rules”, “systems” and processes that can be taught and learned? Aren’t spies taught the ability to notice small details? Are policemen taught to “detect” things? Aren’t soldiers taught to detect tripwires and boobytraps?

If perception is mostly physical capacity then perhaps it shouldn’t be a skill at all. However, if it is a trainable skill shouldn’t it be considered quite specialized and not classified as a general skill? Shouldn’t it be left to professions like thieves, assassins or mystics? Wouldn’t that make it more interesting for game play and give a cool niche role for certain profession types?

What are your thoughts?