Rolemaster Profession Review: taking another look at the Shaman.

The original Rolemaster probably ignored a few key class tropes in their original work. Paladins comes to mind of course, but in my mind one of the most important is the  Shaman!

If Clerics/Priests are defined as members of an organized religion, than perhaps we can define a Shaman as a leader of a decentralized or non-organized religion.  Maybe the society or group worships a local god, or a real god under an avatistic identity, but the belief system lacks the more coherent structure and trappings of an organized religious institution. If you are gaming in a “classic” fantasy setting, you’ll probably have, or encounter a variety of primitive societies: Orcs, Goblins, barbaric tribes etc.  These groups will most definitely have  a version of a “Cleric”, but different than the type found in Rolemaster that casts Absolutions and Channels.

A Shaman can make a great foe or adversary for the PC’s. They can have a interesting mixture of spells that give them offensive and defensive capabilities, and they could even be designed as a Hybrid caster to allow them access to Essence or Mentalism. This can keep the players on their toes if they are expecting the Shaman to use the “same old” Cleric Base lists!

The Shaman’s spell lists should be defined by the particulars of the culture. A Orc Shaman should have different spell lists than the Shaman of a barbaric jungle people. The Rolemaster Companion offered up “totems” and “animal spirit” lists for the Shaman, but I find that too culturally defining while creating clunky spell mechanics. What’s probably required is to create a number of different Shaman types whose spells reflect the needs and belief system of the culture.

Here are a few ideas or templates from Shaman that I’ve used in my SW campaign:

Kuriis Truthsayers act as tribal guides, healers and priests and stay loosely united through their ability to communicate with one another over long distances.These people worship “Shral”, which is a hybrid of Shaal and Ulya Sheck (the ostensible Empress of the region).

Profession: Using RM I would classify them as either Pure with some flexibility on lists or Hybrid using Channeling & Mentalism.

Base Lists:

  • Simple Imbed. The Truthsayers wears many charms and fetishes and will make them for the community when needed. These charms are usually necklaces and bracelets made from colorful and iridescent shells.
  • “Water Law”. As followers of Shaal/Neela, Truthsayers have access to Water elemental list(s). I use Command Water from my BASiL lists.
  • “Divinations”. I use Visions from BASiL: Channeling.
  • “Far Voice”: The Truthsayers have the Astrologer base list that they use to communicate with one another.
  • Natures Defenses: From BASiL: Channeling.

Vakshs Rune Priestesses. The Vakshs are cannabilistic Eritera living in the Jungles of Chaal-Chu. They have powerful Priestesses that use Rune Magic: magical tattoos embedded all over their bodies.

Profession. Use Cleric/Priest or Hybrid Channeling/Essence

Base Lists: All of the Priestesses magic is derived from permanent tattoos inscribed into their skin. They have a mixture of Evil Cleric and Evil Mentalism plus access to the Demonic Gate & Mastery spells plus some contingent powers in their Runes:

  • Skin Runes. The Rune Priests are covered in potent
    tattooes that provide “contingent” protection, Daily X
    and regular spells casting. The particular rune will glow
    red when activated.
    Constant: Fear 1st lvl to 20’.
    Contingent (activate automatically): Stun Relief III; Deflect I; Bladeturn I
    Daily V: Question; Mind Speech; Light Eruption; Vision

Shaman Warrior. These Shaman can be used in primitive martial tribes/cultures: Lugroki, Goblins, Barbarians etc. They have competent spell-casting ability but are also combat effective.

Profession: Semi. Use Ranger skill costs.

Base Spell Lists: If the culture follows the Unlife or Dark Gods, they’ll have some aspected list or Demon Gate/Mastery. Other ideas:

Those are just 3 ideas for creating more interesting “Shamans” in your game world. Of course, our house rules allow much more flexibility in character creation and mixing spell lists, but GM’s shouldn’t be afraid to mix and match lists to make the Shaman fit the culture. Channelers especially should have some variety as their Gods can and should provide the spell ability!

For more primitive cultures that lack formal educational systems, Shaman may be the only significant spellcasters in those societies–they should have a mixture of lists that provide best for their people and reflect the environment and belief systems.  Shaman with a creative mix of capabilities can be great opponents for you group–or interesting PC’s!!

 

 

Rolemaster Spell Law Deconstruction.

If you follow the Rolemaster threads or the RMU threads you’ll see people  asking for clarification on a certain spell, list or spell mechanic. With so many spells, various realms and lots of companion spell lists, it’s not surprising that the Spell Law edifice is showing a few cracks after 30+ years. For me that started the process of “deconstruction”–tearing down Spell Law and looking at it from a unbiased and objective mindset.

Examining RM from an outside perspective is hard, especially after playing it for almost 35 years. Us older players perceive Rolemaster through “incrementalism”: a slow gradual process of accepting new rules, add-ons, discussions and analysis that occurred over decades. Rolemaster now is the result of layering new rules onto older accepted ones–even if the original rules don’t stand up to new scrutiny or are not needed since RM has transitioned past its role as a D&D bolt on.

Every time I sit down and work on spell lists, I discover some new issue, opportunity or conflict that I want to tackle to rebuild my spell system to something newer, better and more consistent. I have 5 rough spell law “issue groups” that I have pinned to my work space for easy reference. These are:

  1. Thematic or mechanical inconsistencies
  2. Exceptions to established rules.
  3. Bonuses for compound actions.
  4. Realm incompatibilities.
  5. Form vs function.

I use these to test spells and lists. What Realm should they be assigned? How does the spell work? Is it structurally consistent? What is the casting mechanism? Does it work using Rolemaster rules or does it require a one-off rule?

What are some examples of “broken” spells? (this is just my opinion!)

Bladeturn. Few spells garner as much discussion as the Bladeturn spells. But rather than contort mechanics to make the spell actually work in the game, how about we examine the spell fundamentals. Here are a few issues:

  1. Do the various Bladeturn spells work with the Shield  or Blur spell on the same list? Clearly Turn/Deflect works as some type of telekinetic process, while Shield is a energy manifestation and Blur is a visual distortion. So while they can be grouped thematically as a “defense list”, I would argue they don’t quite fit together mechanistically.
  2. Spell Law spent a lot of rule making energy establishing  class I-III for casting times and makes a case for a vocal and nonvocal components to casting. Given that, how do you then justify “instantaneous” spells? Essence casting requires 1-3 rounds, vocalization, hand gestures to cast…except a handful of spells littered throughout the Essence lists. That’s consistent. The reason Bladeturn is instantaneous is that it HAS TO BE, for the spell to work as intended.
  3. Even accepting the rule exception of instantaneous Essence spells, RM describes a melee roll as representing a “flurry of blows”. How then does an instant, specific bladeturn work when there is no discrete, single swing or stroke of a weapon that can be identified as “the one that hits” within an abstract combat round?

Solutions. I have come up with my own in BASiL, but a couple of quick ideas: incorporate Bladeturn/Deflect spells into the Essence Hand list where they belong; change its mechanistic underpinning. For instance, call it “Slow Blade” so it works within the context of a “flurry of blows”.

How about Charm, Sleep and the whole Spirit Mastery list? I’ve commented on this before, but if you look through the Essence lists there are few, if any, other lists that work on the “spirit”, “conscious” or “mind” of a target. Does this list even belong in Essence? Of course the answer is that D&D established the principle that Magic-Users were to have Charm and Sleep spell, and so too Rolemaster.

How about Lofty Bridge? Does Leave/Jump/Teleport work on the same principles as Flying, Landing or Leaping? Again, half the spells work as “gating/teleporting”, while the other through telekinetic or motive energy. While they are arguably both types of “transportation” spells,  it seems illogical to have a spell list comprised of spells using very different mechanics.

What about spells that give bonuses to skills or actions? How does this work mechanically? Combat is a compound action–a confluence of skill (ranks), natural ability (stats) and other modifiers. What is this spell affecting? Does the spell guide the hand that holds the sword? Does it make the sword sharper? The swordsmen’s strength higher? Their agility improves? Any one of these could be a good mechanic, but aren’t explained. Why make spells that require so much hand-waving when Rolemaster is a system that rewards realism?

A few other ideas to improve Spell Law:

  1. Consolidate Spell Reins and Spell Enhancement. Spell Reins has 11 open slots, Enhancement only has 12 spells. Both deal with manipulating spell effects.
  2. Combine Physical Enhancement with Living Change but dump the “Merge” Spells.

Peter has blogged about his own spell system–basically it allows players to organically “grow” a list from 1st level using spell research. I’m assuming Peter requires some internal consistency when players develop a list, otherwise why wouldn’t they just build one dream list of: 1. Sleep 2. Shock Bolt 3. Fly 4. Charm. 5. Fireball 6 etc….

 

So interestingly, while I like how Peter approaches spell development, I think it would be difficult to encapsulate into a rules system–it’s too loose. However, Peter’s system is basically how I write new spell lists!

Once you start deconstructing and re-examining Spell Law, areas of improvement are both numerous and fairly obvious. But in the end, few people have the time or energy to fiddle around and make large revisions to Spell Law.

Sunday IS Funday! Rolemaster Spell Lists, Shadow World Adventures and Random Thoughts.

First off, let’s discuss the picture above. If you follow archaeology you might recognize this artwork: it’s actually an etching, a detailed picture carved on a 1.6″ agate gemstone found in a Minoan tomb. Here is an enlarged drawing showing details, some of them only 1/2 a millimeter:

Pretty incredible and is right up there with the Antikytherea device and the Lycergus Cup.

What else do we have for Sunday..how about some spell lists and a revised version of The Seers of Strok. I posted these over at RM Forums, but again, that site requires a user account to not only download but to even SEE a file that could be downloaded. I’ve had a few people tell me they had no idea how many SW files were on the THREAD until they created an account. So I also put them up here on the blog which doesn’t require a user account.

First, we have 4 new spell lists.

“Simple Embedding”. This utility list is meant to create 1 use magic items like candles, powders, salves, unguents, charms, potions etc. These are items that are activated by consuming, breaking or applying and are destroyed. We use a set of alchemy rules for actually making the underlying object, liquid, powder (we call them substrates), but isn’t necessary to use this spell list. It’s a great list to punch up the party’s abilities w/o permanent magic items and the cost of creating the substrates keeps it from being abused.

Simple Embedding

“Talisman”. I always liked the idea of casters having a personal magic item that they “invest” and it grows in power as they do. RM introduced this with the Druid Staff and I think there is a Mage Staff list floating around as well. This was an example of a need to consolidate the idea–just make one list that can be used by casters. The flavor and type of powers invested into the object would naturally differentiate the mage from the druid or warlock. I require the caster invests Co. points into the object, but some people have told me that seems to harsh. If you don’t like it, change it!

Talisman

“Weapon Runes”. Weapon Runes was a great concept in RoCo 1 but some of the functionality was poor and the list needed some work (in my opinion anyway).  Weapon Runes are one-time magical inscriptions that can be put on a weapon or object that activate when a certain condition is met–like a hit or critical result. Like the “Simple Embed” items above, it’s a good way to add offensive ability to the group without getting overpowered. The Runes can be seen if you look closely–they manifest as a faint glimmer–and can be deciphered using Rune skill. I’ve played around with various durations they can stay latent, and right now I use 24 hours. I originally had them last until they were used, but found players layering Weapon Runes on items between adventures when PP’s didn’t matter. I use a “Item Roll” to see if the object/weapon will accept the Rune. Basically, it’s the object item strength vs the combined levels of Runes–both the one being cast and any Runes already on the object. If it fails by more than 50 all the existing Runes are lost as well. Objects with high strengths: laen, eog, etc can accept and hold a ton of Weapon Runes, while fragile or inferior items aren’t going to accept them well.

Weapon Runes

“Protection Runes”. Like Weapon Runes but for armor, shields or any appropriate object. In fact could be tied into a simple object like a necklace that will activate when a trigger is encountered.

Protection Runes

Lastly, we have the newest version of the Seers of Strok, the 1st Chapter of 5 in my 50th level adventure.

50 chapter 1 – The Seers of Strok

And..the pre-gen stats for an all Cleric group to run through Legends

Chapter 1 NPCs – Priests

Go Patriots!!

 

 

 

Spell Law Deconstruction: Too Many Spells. Too Many Powers. Too Generic?

[[Updated. While I was writing this Peter posted his Friday blog on the same general topic!]]

I’m fairly close to publishing a complete version of my BASiL spell system. At this point, I’m making it generic for use with any d100 system and will make it available on RPGNow.com. The project was always meant to be flexible and used with any system (much like the original RM!). I had already discarded the specific attributes of ‘Realms’, and replaced it by classification by casting mechanics.

Everytime I review or revise BASiL, I’m struck by the very same conclusions–and now after writing 50th level adventures I feel my instincts are dead on.

  1. Rolemaster Spell Casters have access to too many spells. Sure, at low level it doesn’t feel that way, but the number of spells scales up quickly. Part of this is the spell acquisition system in RM, but as a character progresses and gains A picks, they automatically gain spells without further effort. Individual spell acquisition addresses that issue/problem, but on the whole, higher level characters just have too many spells. By 10th level, most spellcasters will have 100 spells and by 20th they’ll have 300!!! What do you think happens at 50th level? Here is an example from the Atlas on a 34th lvl Navigator: Sulfean knows all Base Mentalist lists to 30th, Navigator lists to 50th, Open and Closed Mentalist to 20th. I think that’s over 400 spells!
  2. Rolemaster Professions are too similar. The causality of having too many spells is that as characters progress they become more similar and generic, and thus, Professions within a certain realm become less important. hmm. Personally, the idea that a high level pure spellcaster of any realm basically has access to EVERY relevant spell list is both boring and
  3. Basic Rolemaster Spell powers are too similar. I’ve discussed the need to better differentiate the realms powers and scope. Right now each realm gets the obligatory spell defense list, light list, movement list plus many of the same spells are imbedded in various lists in all the realms. Obviously I believe that creating a clear delineation between realms makes casters more unique and a more interesting choice when choosing professions or realms.

In my own campaign, “pure spell casters” (no matter what the realm) are resource limited to a core group of specific powers and perhaps a handful of open or closed spells using individual spell acquisition. On average, they are able to buy 3-4 spells/lvl which costs them about 1/2 their available DPs! Depending on the ‘realm’, they’ll still need to acquire magical language, prayer, mental focus, runes or similar complementary skill to properly cast spells. On top of that they need to develop PP’s as well!

  1. As Peter discussed in his last post, our pure casters are also very much defined by their core spell casting ability and are not the generalists they are in RAW RM. An Elemental Mage might have 1 or 2 elements but not ALL of them. Or a Mage may focus on defensive spells. Priests are defined by their core list that is dictated by their choice of diety. Mentalism is divided into 7-8 disciplines, with most casters developing a handful of them.
  2. My latest iteration of BASiL goes further in creating distinct abilities, limits and parameters between the realms.
  3. I like Peter’s focus on spell research and horizontal development of spells, but my players need a bit more structure and many GM’s just want to pick up play with existing rules. That said, both spell research and magic ritual provide a great opportunity for ‘free form’ or creative paths of magic.
  4. Scaling. I’ve always liked the optional spell scaling rules. In my game I allow scaling (via PPs) for range, AoE and damage multipliers but not duration.

Of the three issues I discussed above, I have addressed them thusly:

  1. Too many spells. My casters have fewer but more defined spell powers.
  2. Professions become more generic as they gain higher levels. I don’t use professions (though the process creates character archetypes that could easily be labeled).
  3. Realm spell powers are similar or redundant. I created more differentiation between the realms.

Mid-Week Musings on Rolemaster, Self Publishing and RMU.

I have a number of more comprehensive blogs I’m working on, but Halloween, work and other items put those off. On the plus side, I have a number of smaller items I thought I would collate into a mid-week blog post.

  1. Too Harsh? While it was generally ignored, was I too harsh on Hurin’s post on “shield use” in RMU? Of course, if you don’t have a RM Forum membership this might seem obscure since you CAN’T SEE THE FORUM W/O A FORUM LOGIN. If you have one, a whole new world of RMU discussion is available–it’s like a secret forum, but yet available to anyone that can hurdle the insurmountable barrier of yet another USERNAME/PASSWORD.  Anyway, my response was less substantive than emotional: I balk from complicated rules and more so as the RMU process unfolds. Bringing in new users is not about complexity (verisimilitude) but the NEAR APPEARANCE of reality and EASE OF USE. Later rule adds can complexity and options but despite my harshness (Hurin, sorry just having fun) I still get a laugh at my rules for shields: Here is my idea.“After the proposed attack, defender are able to expend variable AP’s to engage and counter, subject to a pro rate percentage of action based on the residual action available subject to situational awareness modified by the skills and offset by combat expertise. From this result consult the “Random Awareness Chart” for a “compliance factor” to be offset by the perceived  success roll on the perception static action awareness table.”                                                                                                               If those rules sound good, I literally made them up as I WROTE THEM. It’s crap. Worse than crap–its meaningless bureaucratic speak. the problem with the rule discussions is that it’s closer to my above “Word Salad” than rules bringing RM into the new market realities.
  2. New Rule: Wield Strength. While I haven’t posted up my own RM optional rule set–SWARM–I have posted up many sections of the rule set on the RM Forums. One item I left out, because it was so simple, was the MIN wield strength. Each weapon is given a min strength for use: any St under that applies a -1/1% to use AND the same penalty applies to fatigue checks. For example, a short sword has a wield of 75 so a user with a 60str would be at -15.
  3. 50 in 50. So we’ve started publishing our 50 adventure hooks. Most of these are meant to be hooks–but have also evolved into much more comprehensive adventures. I started with small “hooks” that were meant to be available via here at the RM blogs. IP issues, formatting and publishing expertise required a more complex process. The first, Spire’s Reach, is available now on RPGNow. Later submissions got more complex.
  4. I’ve put up almost 200 pages of RM/Shadow World material for free download on the RM Forums that I will start porting over to this site so it doesnt require a forum account to access.  If you haven’t checked it out, look at my Rolemaster 50th level adventure series: Legends of Shadow World, the products Peter writes and Azukial Games.
  5. Members. Peter doesn’t require a username to access this site–we believe is free access and information to better reach the RPG community. At the same time, we don’t and can’t really track users, users online or even downloads (unless they are set up as such). We have much less user info than a Forum system. With that, we appreciate every member or new member that takes the time to comment or add to this blog site. Thanks!

Happy Halloween from BriH at the RolemasterBlog.

Is there anything more connected to fantasy RPG’s than Halloween? Ghosts, undead, creepy tombs, dungeons etc?  For me the fall season is a great reminder of youthful pursuits, D&D and a new school season. Now, we get to enjoy the second season of “Stranger Things”–I blogged about this last year knowing that the show spoke to me, but didn’t realize how big the phenomena would end up.

In that spirit, I wanted to post several Halloween themed spell lists I put up over at the RM Forums.

Haunting Ways

Undead Hunter

Demon Hunter

The first(Haunting Ways)  is a bit whimsical, but could be  great lesser list for an Illusionist . Undead Hunter and Demon Hunter are great lists for specialized groups.

Anyway I hope you have a great Halloween..and…if you, like me, see the “fiscal year” of gaming around October, than all the best! I know  all of us at Rolemasterblog have a lot of work in store for the coming year.

50th Level Adventures. Deconstruction & Design of Chapter 1: Legends of Shadow World.

Peter’s recent blog project, Thought Experiment, is leading RolemasterBlog into deeper discussions on design and balance issues. I thought this new direction creates an opportunity to review the issuesI encountered when playtesting my 50th Level Adventure Series. I just posted up a shortened version of Chapter 1: The Seers of Strok on the RM Forums, but I’ll include it below as well.

First off, the download is not complete and I intentionally left out some material that is either being fine tuned or will be included in the “final” product. Some of that material not included in the download:

  1. All Pregen characters, NPCs and creature stats. I’ll post these up shortly, since they are crucial to the use  of the material.
  2. Expanded encounters for Part II: The Journey.
  3. Detailed description of the Lense of Strok. Some info can be found in Emer boxed set MA addendum, but I’ve added powers and included in my growing Artifacts and Technology doc.
  4. Background on the Guthuruxx, Shadow Monks and overarching plot points–though I did outline the remaining chapters.

I don’t suggest I am a veteran of game design or module balance, but I have been GM’ing for quite a bit of time. Creating a 50th level adventure was a bit of a “blue water” challenge–the parameters of action and ability were broad enough that tight encounters or narratives no longer applied. I remember my first encounter with tourney style adventures; the “A” Slavers Series. In the first module of that series, every object encountered, every spell slot assigned had a singular purpose to problem solving. That doesn’t work in Rolemaster; the broad or creative application of skills or the sheer amount of spells expands the decision tree beyond a predictive narrative path.

Given that, I had to take into consideration: time lapse (a target of 3 hour play time), raw abilities ( can the PC’s win an encounter?), obtuseness of narrative (balance of clues, problem solving and continuation of storyline) and finally resource management (PPs, HPs, spells, herbs and magic items to finish the whole adventure).

My players ran through 3 iterations of the 5 part series. I didn’t change details enough that each run through resulted in new material for the players, but by that point we were more interested in play balance issues themselves.

Chapter 1 had 4 major parts/encounters:

Part I The Journey. The group used the mixed pre-gen party of “famous” personalities and thus, had Malim Pelax’s personal skyship for the travel to the Observatory from Eidolon.

Iteration 1. The players ran through a simple transit using my SW Encounter chart. Nothing of significance happened, it was a bit boring and didn’t create any conflict with the players. In a campaign, the time could have spent in exposition or role playing, but in a tourney adventure this proved to be needless. The choice was to add a relevant event or hand wave the journey away.

Iteration 2. To make the journey relevant, I added an encounter with Krylites. I imagined orbital bombadier bug from “Starship Troopers”: the Krylites fired slow but powerful “electro grenades” into the sky towards the Sky Ship. It added drama, but the players never felt in danger. Ultimately, I think it added some good atmosphere (along with randomly generated Essaence effects and weather ). I though Malim was going to throw some fireballs down but it wasn’t necessary.

Iteration 3. The Krylites added a cool effect, but I wanted to add real danger–but how do you that with a group of 50th lvl PC’s? A red dragon proved to be the solution! In the third run through the dragon approached the Sky Ship, curious and sensing the power of the players. I rolled for reaction and the Dragon was just curious, but his approach was seen as a threat and the players wanted to flaunt their powers assuming they were much more potent than the singular creature. They attacked the Dragon… Not the best idea. The Dragon eventually retreated but did some damage to the skyship (slowing it due to sail damage) and the PC’s lost about 10% PP’s, some small fire damage and 5% loss of magical item charges.

Part II The Approach. Once setting down the PC’s have to traverse 1 mile of extreme terrain: lava, searing melting heat and unbreathable gasses. since running wasn’t really possible (did I have Lava Running in my BASiL Fire Law?..note to check) I assumed 20 minute mile–120 rounds to the Observatory.

Iteration 1. Both Malim and Sundemar had “Elemental Shields” but they also needed “Gas Lungs” to provide total heat protection and breathing to the party of 6. However, the magic failure rate was 40%/Round and players suffered from loss of spell shields and incurred damage. The 40% seemed to high. Party lost 20% of hits, total PP expenditure of 7% of total and the loss of some magical items to melting!

Iteration 2. I reduced the spell fail rate to 10% but introduced the Karax to the environment. The party encountered 5 Karax, and lost spell protection several times. Vertogen died.

Iteration 3. I increased spell failure to 25% but added just one guaranteed Karax encounter for narrative purposes. PPs spent was 5%, HP loss was 10%.

Part III The Monks.

Iteration 1. In the first draft there were 12 Warrior Monks but were equipped with protective gear, Ceiling Running boots and potent shurikens. The battle took place in the library and caught the group by surpise. Combat was similar to the Matrix “Club Hell” ceiling fight , the Monks were hidden on the walls and ceilings and double teamed each PC. Vertogen was killed and 2 PC’s were badly injured!!! In fact the Monks probably should have won.

Iteration 2. I reduced the Monks to 8 but made them spell casting Monks. However, RM2 Monk spells basically suck and don’t add much to 50th lvl combat. The players won that battle easily.

Iteration 3. I went back to Warrior Monks but reduced the # to 10. The PC’s won, but they also knew what the encounter would be, so the Monks didn’t have the element of surprise. Nonetheless I was happy with this encounter but wonder if it needs to be run through again.

The Major Battle

Iteration 1. The first draft had 8 Guthuruxx Soldiers all with autoguns. The autoguns treated all AT’s as 1 (due to armor penetrating slugs)  and had a bonus to offset the implied DB that occurs with AT1. They strafed the group, killing 2 PCs (not Vertogen) but were killed quickly after. I was running a clock with The Hand having 20 rounds to complete the removal of the lense but the players moved on him quickly and Onyx intervened. Dragon, shmagon. Want a creature that can DESTROY 50th lvl characters? How about a Black Eog Golem.

Iteration 2. I reduced the Guthuruxx to 6 and dropped the time to 10 rounds. However, even with the shortened time, the players were able to bypass and intercept The Hand which disrupted the narrative.

Iteration 3. I reduced the Guthuruxx to 2 just to strafe and delay the players and had The Hand escape (with Onyx) quickly to the Portal. While a bit of a forced narrative, it allowed the PC’s to survive, NOT face Onyx yet and give them time to pursue The Hand through the Portal.

{{Updated}}. I just reviewed my notes and had the protective shield fail fail in Iteration 1&2 of the Major Battle. The building started collapsing, lava encroached and fires raged. It proved to be too much for the PCs, but it was dramatic and think I will add it back in my final revision.

At the end of Part IV, Iteration 3, the party was at 1/2 PPs, 25% HPs and averaged 15% in various injury related penalties. They could continue, but could they survive 3 more chapters?

Some broad conclusions:

  1. Since this was Chapter 1, it was meant as the introduction to the players, establish the narrative thread and become a test drive for the players.
  2. 5-10% resource loss seemed appropriate although that proved almost too much for them to survive later.
  3. Fixed timelines didn’t work for me. For fun and playability the GM needs to artificially force action events to continue gameplay.
  4. At 50th level, and for tourney adventures, subtle traps or clever “bits’ just don’t work, they impede gameplay. These adventures were more brute force events and storylines.

Some thoughts on the pre-gen professions.

  1. The Magicians (Malim and Sumendar) both faired well since by their levels they had virtually all Open, Closed and Base Magician lists. However, I think that’s a problem and in my own house rules total spells/lists are halved from RM2 RAW.
  2. The Navigator added a great mechanism via his compass and related Essaence flow competencies.
  3. Paladins aren’t a core profession but RoCo I was the most reasonable companion and so I allow for it. I gave Kroger the Phaon spell list and a handful of Channeling Open/Closed instead of the RoCo paladin lists. Kroger was the main tank of the group and while got beat up by the Monks, did well against the Demon warriors.
  4. Chomen Drah. With the Iorak base list, Chomen was quite different than the standard “Cleric” (you can see my thoughts on this HERE) The player really liked playing him and a did a great stoic,surly but competent PC.
  5. Jan. What can I say, I love Monks and always wanted to see a High level Changramai in action. While I stuck to RM2 Raw one small tweak I allow is missile parry–even for unarmed combatants. The Monk battle and the shuriken throwing was a fun battle.
  6. Final thought. Healing. Chomen was the only “Cleric” and Iorak followers don’t learn the Closed Healing list spells. I didn’t want to use the mage/fighter/thief/cleric trope so the only healing spells were a basic battle healing the Paladin had (concussion ways) and Jan had a self healing list. The rest of the healing was done via herbs. That also allows the GM to modify difficulty through herb allocation to the players as well.

Random Musings. Sunday Thoughts on Rolemaster and other topics.

Random musings are my best way to cover topics briefly without any deep thoughts on a particular subject. Likewise, I appreciate quick responsive comments from our readers–insight may be elusive, but many throw away comments can create new ideas and inspiration!

  1. This blog article. I argue incessantly against tropes, but societal/historic/racial tropes are the easiest to embrace while creating the “theatre of the mind” necessary for gameplay. Tall, muscular, blond beserkers encapsulates the viking trope; small, fast, lithe with epicanthic folds is the default for asian martial artists and the associated social memes. Adopting historical cultural memes and transplanting them to fantasy is easy–both in terms of design and in terms of enforcing an imaginative world.
  2. On the same subject..part of the challenge as a GM using Shadow World is conveying racial identifiers with the corresponding culture. I think Terry did a great job creating a WIDE array of “races” (human) that mix many of our own worlds physical qualities. Yes, some suffer from the same mixture of stereotyped racial traits (tall, muscular, blond) or (lean, dusky skin, angled eyes), but he throws in enough differentials (black hair w/silver streak, or height etc) to mix it up. But, because of that, I find it harder to transmit these racial traits since they defy our common racial models. What do you think?
  3. New armor. I can’t remember what I was reading, but in the book, the protagonist had cloth armor reinforced with “magicked glass”. Sounds like Laen? I like that, and while Laen is rare, hard to work and expensive, it seems like a great armor type: cloth or leather sewn in with slim laen plates. I will add variations of this to my Shadow World “Special Armor“.
  4. Brian’s Book of the Month. The Thief Who Pulled on Troubles Braids. I’ve been tracing down good urban fantasy thief stories, but this turned out to be a bit different. In fact, it feels very Howard/Conan/Hyborean.
  5. Between this blog, referenced article elsewhere and RM Forums there is a intensive conversation about IP, self publishing, open or limited licensing of ICE and SW IP etc.  While I appreciate “ICE”‘s protection of IP, the reality is that time is not on their side.  I’m 48. The average RM Forums member is in their 40’s to 50’s. I think the owners of the IP are the same age or older than me. Where is this all going? If ICE was my client, and we referenced the “Industry Life Cycle” curve, I would say that we are on the down slope in need or reinvention. Is RMU the reinvention? Perhaps, but the market now requires liquidity for game adoption: easy or pregen character, ready to play adventures, high quality maps and graphics and a steady stream of product output.
  6. Activity. Does anyone note that the activity on the RM Forums is LOW? That’s not good. If you have a thought, idea, download or even an adventure, why not post it up to the Forums? GET INVOLVED.
  7. I’m watching “Halt and Catch Fire”. WOW. I was a startup in the web 1.0 days myself, had a building full of coders, a dream and crazy cashflow drain (that I mostly funded). After hours we played a Clancy game networked on our servers. Weekend nights we ran a live show venue with the hottest bands–our internet launch included String Cheese Incident, 500 people, 20 kegs and several summons for “disturbing the peace”. That was eVibe.com.
  8. Finally. I’m putting up the basic doc of the 1st Chapter of “Legends of Shadow World: The Seers of Strok”. This is the first part of a 5 part adventure for 50th level adventures. I purposefully did not include the stat blocks for the pregen characters, NPC’s or “monsters” due to IP issues, or just holding some stuff back. Mostly I’m doing this to create some activity (see 6 above) and because I keep getting emails and messages that I’m full of shit on the work that I do! (they actually say it much nice than that). I will say that I have sent Priest King of Shade to Peter and a few other people for their review so they can get a sense of the final product AND how close it is to publication. Here is Chapter 1–for GMs ONLY:

50 chapter 1 – The Seers of Strok

My only concern is that I do lay out the subsequent chapters to help GM’s plan ahead, but it’s also a bit of a spoiler. Also, apologize for the “graphics”–I’m doing this myself and it works for my own group.

Anyway, enjoy!

Made Men. Made Weapons. Do you run a personification campaign?

I recently read “The Kings of the Wylde“.  A bit of tongue in cheek that played on common fantasy tropes but still created a strong image of a certain type of a fantasy setting. It was an irreverent version of Ambercrombies “The First Law” series.

The commonality between the two is the concept of “Named Men” and “Named Weapons” that is integral to the respective settings. The Kings of the Wylde took this concept one step further, embracing modern trends of fame, wealth and popularity.

While I don’t have the time to embrace other settings or rule systems besides ICE/Shadow World, I find this “extreme personification” setting very appealing!

“Named” people and weapons are not just for super powerful beings or historic figures–it’s the idea that adventurers can make a name for themselves and likewise “name” their reliable weapon. They don’t have to be demi-gods or artifacts to be named. Basically it’s adopting our societal embrace of famous actors, wealthy business personalities and the Kardashians to a fantasy template.

RM doesn’t have a rule framework for “fame” but it could be easily adapted. I just like the idea of my players earning fame (and not just fortune) along with their named weapon. It feels like a superhero game system or one of my favorite movies…Mystery Men.

While Shadow World has a DENSE timeline and history, much of that depth is lost on day to day play. My players can’t recall most of the famous people, alive or dead, that are included in the timeline. I like the idea of making it more immediate and visceral. A world where even the lowliest groups give themselves “rock star” names AND give name to their favored weapons, shields or armor.

It’s a bit over the top, but what a world! If murder-hobo’ing is a reality, why not create a setting that celebrates them!

 

Deconstructing Magic in Rolemaster. Magical Auras.

Over the past year, I’ve touched upon some new Spell Law concepts:  a different take on “Channeling“, a new way to look at “Summoning”  and the concept of “Links” or “Threads”. When I work on creating new spell lists for Rolemaster and Shadow World, I tend to come at it from a different perspective. I think many new lists featured in RoCos and the Guild Companion were devised from a Profession-centric approach. ie a new profession class is generated and then spells to support the concept are created. I’ve also done that with my Hierax Guard and a few others.

However, my more favored approach is a deconstructive process: what could magic do and how should it work? I’m often inspired by the books I’m reading–especially if it contains a novel or interesting magic system. While I’m reading I try to visualize how the books magic might work in the RM system or write a few spell lists derived from the ideas in the story. Since I read quite a bit, I average one or two lists per month that I sketch out and and drop in a review folder. I have almost 75 lists that I need to finish off, assign a “realm” or discard!!!! Out of those, probably 40 will make it into BASiL in my next iteration, pushing the spell list count to well over 200.

So what are some new mechanics for Spell Law? As an example, let’s use the “Detect” spells, specifically Detect Essence (or the other two realms for that matter). The spell allows a caster to detect the presence of Essence–not the type of spell or power or even the strength of the spell. That’s simple and still useful, right? But the spell works like a telescope–the caster can examine a 5′ radius area per round–as if they are peering through a telescope at a small concentrated area. Why does it work that way? DnD. In DnD, the ability to detect magic was critical–especially in analyzing treasure to see what, if any, objects were magical. So why can’t the spell work differently? Why can’t the caster just “see” the magical auras of objects, people, PP reservoirs, Essence Flows, Foci, active spells etc. Does that unbalance the game? Does it seem too powerful?

In Shadow World, magic is everywhere and RM already introduced the concept of spell casting color manifestations and “power perception” as a trainable skill. This lends to the idea of “auras”–magical emanations that are generated by magical fields. These auras can be seen via spells, scrying (or in the case of “High” Elves, perhaps through normal visual perception)

One of the benefits of having auras is not only can you have spells to see and perceive them, but you can have a whole other set of spells to hide, distort or change them! This creates another level of caster “dueling” where aura detection and aura masking or distortion spells conflict via RR’s, caster skill or spell skill bonuses.

Like other Spell Law list progressions, detecting and viewing magical auras improves through levels. At lower levels, the caster may just perceive the presence of magic, while later spells could perceive power level, realm, type of spell or “links” between another caster and a target they are controlling or concentrating on. This visual interpretation of spell affects provides a more cinematic approach to casting, without the general solution of casting “colors” (which I feel are a bit too “Snidely Whiplash“).

More importantly, the ability to view auras can work differently between realms–further differentiating realm powers and caster ability. One idea would be to have Essence casters access to quantatative aura detection (power, type, strength etc), while Mentalists have an easier ability to see mental connection/control/concentration between two or more people and Channelers can see “channeling auras” indicating what god a caster is associated with.

Another benefit is that it creates a unified structure for detection and analytics for all types of magic. Right now, Spell Law is a hodge podge of mechanisms that often require GM arbitration. For me this is the key to Spell Law deconstruction/reconstruction. Viewing RM magic through an unbiased lense, questioning built in DnD tropes and then rethinking accepted spell mechanics can lead to clearer, more flexible and interesting Spell Law.