“Chartmaster” or “ChartLESSmaster”? Simplifying Rolemaster is Simple!

So, it’s December 12th 2016 and the official Iron Crown website has been down for 3+ days, stalling a number of thread discussions on RMU development. This momentary pause got me to thinking. Rolemaster has always been criticized for being “chart heavy” but with RMU and a few tweaks, most of the charts can be eliminated. My own house rules have already done a lot of simplification but even a quick review of RMU indicates that most charts are illustrative and not really needed during gameplay. In overview:

  1. Character Generation. There are charts needed for character creation: stat bonuses, skill rank bonuses, equipment etc. But these are used initially or when leveling up, not for general game play.
  2. “Cool” charts. As Peter discussed in an earlier blog—individual weapon and critical charts are really the unique differentiation for RM. Those really are the heart of the system.
  3. RR’s. The RR chart is almost intuitive and could be tweaked so that RR’s can be quickly calculated without a chart.
  4. Consolidating most mechanisms into a d100 “unified maneuver scale” framework eliminates most of the charts and streamlines the system. RMU has done quite a bit of this but there are still “one-off” rules that have a separate resolution process. Basically the unified maneuver scale is: 0-25 Absolute Failure, 26-75 Failure, 76 Partial Failure/Success and 100+ success. This scale can be applied to RR’s, MM, SM, fatigue, breakage and skill checks. In reality, No chart is needed for almost all Rolemaster action resolutions.
  5. Simplifying armor penalties and encumbrance eliminates a number of charts and calculations. I have blogged about removing the Maneuvering in Armor skill and consolidating it into encumbrance here. It’s also been discussed on the RM Forums. This step takes away quite a bit of charts, calculations and unnecessary complexity.
  6. Eliminate name tags. Qualitative titles like “Easy”, “Hard” “Absurd” or “Small”, “Very Large” or “Quick”, “Blinding Fast” impart general information but are really just placeholders for a numeric value. They may add atmosphere but all require a quick look up on a chart to translate into their game mechanic or modifier. By eliminating the name tag you eliminate a number of charts. For instance, when describing a lock door in a module is it easier to say (-30 to pick) or (Medium to pick)? I have blogged about this here.
  7. Master Mod Chart. All the environmental, melee, combat maneuvers and health modifiers could be reduced to a single 1 page chart. The same could be done for all the magical mods. The GM screen would be simplified and streamlined.

So let’s go through the charts and see what could be eliminated. (Using RMU CORE 2014 March 15)

TABLE:

2-1. Skill Ranks. A small simple chart that is only used for char gen and level ups. It’s also easy to remember. Result – Chart barely needed.

2-2 Maneuvers. The failure/success ranges are intuitive that there is really no need to refer to a chart. Difficulty name tags (casual, routine etc) can be eliminated and a simple range of -100 to +100 applied by the GM (btw this actually provides more range of difficulty for the GM to implement than the pre-set difficulty levels). Light and pain mods can be included in a master modifier chart (with melee mods). Other modifiers are mostly encumbrance related and don’t need a chart. So basically 9/10ths of this chart can be eliminated or simplified or doesn’t need to be referenced during game play. Result – Chart eliminated.

2-3 Movement. Name tags (creep, walk etc) can be eliminated and just use pace multiples of ½ to 5x. As Hurin suggested in a RM Forum thread, a simple penalty per pace multiple can be set. In addition, the encumbrance penalty can be applied to MM and to the total rate itself. Result – Chart eliminated.

2-4. Sizes. A useful reference tool but once a size is applied to a creature than it is not necessary. Eliminated the name tags (Tiny, Small, Huge etc) and just using the size # (I-X) makes size calculations easier (see next table). Result – Chart only used as reference to assign a size to a creature.

2-5 Attack Size. I proposed a simpler size adjustment system: 1/X or X/1 per size difference and +1/-1 to critical results per size difference. Simple and easy. It’s the system I’m using with Beta 2 although there were some changes to the combat tables in RMU Beta 3 that might skew results.  Result – Chart eliminated.

2-6 High Criticals. This info could be included on each weapon table so it’s easily referenced when determining attack results. With the new chart design there is room on each page. Result – Chart incl. in each weapon table eliminates separate look-up.

2-7 Hit Loss Penalty. This small chart could be rolled into the master modifier chart (with melee mods and lighting etc) or a GM could just apply a penalty equal to hit loss (rounded to nearest 10%). Result – Chart consolidated or eliminated.

2-8. Resistance Roll. Stat RR’s can be included in the stat section and the failure results can use the unified maneuver scale. Result – Chart eliminated.

3-1. Races. Needed for char gen.  Result – Chart needed for reference.

3-2 Race Sizes. Rather than apply a name tag: “S”, “M” or “L” skip to the actual “numerical size”: III, IV or V. The remainder is just char gen reference.  Result – Chart simplified and used for reference.3-2

3-3 Cultures. Chart used for char gen only.

3-4 Profession Spell Costs. Chart used for char gen and level up only. In our NO Profession rules we’ve eliminated this chart and apply a standard 5* cost to all skills. Chart used for char gen and lvl advance only

3-5 Stat Bonuses. Chart used for char gen and stat gain only.

3-6 Stat Gain. We eliminated this chart and just use DP’s to advance stats. However, RAW, this is only used on level advance. Chart used for stat gain only

4-1 Skill Summary. Reference only. Not needed in game play.

4-2. Skill Similarity. Simple enough that you don’t need to refer to it. Include in GM screen or eliminate it at GM’s discretion of skill use.

4-3. Animal Maneuvers. I’m not a fan of a separate modifier chart for every single skill. Some basic guidelines on difficulty modifiers would be my choice. Chart used at GM discretion.

4-4 through 4-9, 4-11, 4-12, 4-14, 4-15, 4-16, 4-17 These are a perfect example of chart bloat and adds to the perception of “Chartmaster”. These should be eliminated and used as presented with the unified maneuver scale. Perhaps some examples of what a “failure” or “partial success” could be included in the skill description but results really depend on context and situation. Charts redundant and should be eliminated.

4-10. Knowledge Tier. Useful and ties the skill/lore system together as discussed here.

4-13. Channeling Modifiers. Small chart can be included in nFUX master modifier chart. Chart consolidated into master magic mod chart.

4-16. Driving Maneuvers. Again this seems like “Animal Maneuvers”. Unneeded complexity, lots of modifiers for a single skill. Chart should be simplified or eliminated or moved to optional rules or companion.

5-* Tables. Talents should be optional rules but are not needed for regular gameplay. Optional

6-1 Coinage Standards. Basic reference. Keep

6-2 Starting Money. Only used at char gen. Keep.

6-3. Equipment Breakage. Should be further simplified into unified maneuver scale. Eliminate chart.

6-4 Equipment Repair. Should be simplified into unified maneuver scale. Eliminate chart.

6-5 General Equipment. Reference chart. Keep

6-6 Armor Chart. Reference chart. Keep.

6-7 Weapons. Reference Chart. Keep & expand. We’ve proposed shifting various combat maneuvers into weapon specific mods. Shouldn’t the reverse strike penalty be different between a dagger and a polearm? Chart should be expanded into weapon specific modifiers.

7-1 Action Points Action. I think there are currently changes being made to the initiative and round resolution system.  In development?

7-2 Charging. This could be simplified. For instance, the size category can increase by +1/pace X. Pace modifier would still apply. Chart eliminated!

7-3 Attack Roll. This could morph into the master modifier chart to include the handful of useful modifiers in previous tables (lighting, terrain, position etc). Included in master mod chart.

7-4. Disarm Maneuver. Lots of rules for one skill. Personally I think disarm should just be a standard result in the critical roll or purely a maneuver resolution separate from melee actions. Disarm, dodge, ambush are problematic powerful skills with complicated rule resolution. Work needs to be done.

7-5 Katas. These rules may need some work but there are only a few mods in a small chart. Include in master modifier chart.

7-6 Protect. Include in master modifier chart or review for simplification. It seems that this should only work if the Protector is at the flank of the defender. Move protect mods into individual weapon chart.

7-7. Slaying. It makes more sense to just have Slaying bump up the severity and not add to the crit roll. Thus the chart would be eliminated.

7-8 Subdual. Roll into master modifier chart and/or use individual weapon modifiers. Chart eliminated.

8-1  Armor Flexibility.. Delete and/or incorporate into 8-2.

8-2 Armor Type. Reference Keep.

8-3 Shields. Keep or incorporate into equipment/armor table 6-6.

8-4 Piecemeal Armor. Confusing—simplify into table 6-6.

11-1 Power Level. Optional but should be expanded to include other mechanisms to adjust (equipment, DP’s etc). Move to optional rules or companion.

11-2 Levels. Confusing? Needed? Eliminate.

11-3 Starting Money. Only for char gen. Expand into larger random table? Keep.

12-1. Endurance. Use unified maneuver scale. EliminateThe few mods could be included in the master mod chart.

12-2. Injuries and Recovery. Simplify?

12-4 & 12-5 & 12-6 Cauterization and Defibrillation & Decomp. Too complex, granular. Move to Optional rules?

13-1 Biomes. Useful as reference. Keep.

13-2 Extreme Temps. ? Optional rules.

13-3 & 13-4 & 13.5. Fright & Morale & Rally Consolidate and use unified maneuver scale.

13-6. Feats of Strength. Simply with an intuitive conversion of weight to weight. Eliminate chart.

13-7. Poisons & 13-8 Diseases This is something that needs to be simplified for game play. Perhaps create 1 affect/poison or disease and use the unified maneuver role scale.

13-8. Lighting. Eliminate and incorporate into master mod chart.

You’ll note that most RMU skill charts do follow the Failure/Failure/Partial/Success unified maneuver scale—but many skills have their own chart. That adds to the perception that RM has too many lookup charts for gameplay. Rather than include a chart for various skills, some simple guidelines on what a “partial success” or “partial failure” may look like to help a GM.

All in all, the total modifiers for environment, health and melee situations can be distilled into 1 master table. All the spell casting and magic mods could be distilled into another chart: 2 pages total. The few remaining charts are either reference, optional or used only at character gen or leveling up. You still have individual weapon attack charts, fumbles and crits but that’s what people love about RM. Everything else can fall under easy to remember, intuitive or quantifiable labels to ease gameplay. All the mods can be consolidated into 2 master tables. In other words, a unified rule system.

Random Musings. War in RPG’s, Rolemaster and Shadow World.

Twice now I’ve run an introductory SW adventure in Emer that injected the players into the invasion of Miir by the Katra of Stroane (c. 6041 TE). The group, along with some interesting NPC’s (Bashar the Merchant and Livian a Cleric of the Festival) are tasked with uncovering the lapse in trade and communications along the northern coast of the Sea of Votania. Ostensibly this is a war scenario but the PC’s are still acting on an individual tactical level as scouts/spies. On the second run of this adventure the PC’s actually got involved in a full scale battle; a situation I wasn’t really prepared for, nor did I handle well. Rolemaster does have War Law and there are numerous other rule sets that would have allowed for battle resolution but I don’t have any familiarity with them. (I did play Squad Leader back in the 80’s!).

Since then I’ve thought about the issues of introducing mass combat and war into the RPG narrative. There are three basic aspects to this: integrating war generally into RPG’s, mass combat and Spell Law and the issues of Shadow World itself.

RPG’s. Again, most fantasy RPG’s have designed war/mass combat rules for conflict resolution and for use with miniatures. Rules aside, as a GM with specific goals in gameplay, I see role-playing and wargaming as two distinct “stories”. The former being personal/individual while the latter is more abstract and strategic. I’m not sure they co-exist peaceably in my setting, but curious on others views.

War and Spell Law. Before Rolemaster there was the “Village of Hommlet”. Reading that module was the first time I thought about the impact of fireballs on warfare and combat. In the module is a burned out foundation of a moat house—a structure clearly destroyed by a fireball at some point. That really got me thinking about how the accepted medieval tropes we use in RPG’s are really inappropriate once magic is introduced. What use is a castle when an attacking army has a mage with Earth Law? Many of the design standards of keeps, forts and castles are really pointless once you have powerful elemental spells. Other spells like Passing make entering an enemy installation fairly easy. Once you accept that historical fortification reasoning is out the door you can embrace truly interesting architectural designs. Form becomes more important than function. Some of my favorite SW buildings are those that eschew the traditional medieval elements of moat/keep/battlements: Tharg Jironak in the Iron Wind, Jinteni cities, the Secrets, the Dragon Lord citadel etc.

Two writers of note tackled magic and war in a fantasy setting: Cook with his Black Company series and Erickson with the Malazan books. Erickson was admittedly heavily influenced by Cook but his setting was driven by an actual RPG campaign. Both treat magic as pervasive, though users vary greatly in power and abilities. Combat in both series are very evocative of WWI trench warfare; magic is mustard gas and battle is gruesome, deadly and confusing. I think the ubiquity and disposability of magic users is the key here: a single powerful magic user could easily tip the balance of an army v. army battle. More interesting is the range in between: a few magic wielders on either side. Certainly tactics would dictate that an opposing magic user would be targeted first, making them vulnerable to assassination or counter measures. These “battles within battles” might fit well into a RPG narrative—it’s really two distinct battles where the magic-users fight each other while mundane combat goes on around them.

War in the Shadow World. SW has had many battles: Wars of Dominion, invasions by Ulor, the Raven Queen wars in Gaalt. But…in a setting where basic travel may require a Navigator due to unpredictable Essaence Flows and many regions are demised by physical Essaence barriers how do you move large armies or groups of soldiers PLUS the logistical supply lines needed for war and invasion? For me it’s simple: wars and invasions are rare in SW for these very reasons. Few nations have large standing armies and conflict is smaller and more personal. This puts the emphasis on player groups and the personal narratives of role playing. Wars are more a series of skirmishes and scattered actions than large fields of battle. The large wars are historic for a reason—they are notable for their scarcity.

Do you incorporate large scale combat and battles into your gaming?

Musings on High Elves in Shadow World

imgres

I’m not a fan of Elves, but I am a fan of Shadow World. Can those two feelings co-exist? Fiction has exposed us to many portrayals of Elves but one constant is that Elves are very long lived or immortal. In a past RMU discussion, the immortal “trait” was discussed: how do you subscribe a value to a trait like immortality when it has little impact on gameplay?

From a world-building viewpoint, immortality has had a significant impact on the role of Elves. Reading through the Master Atlas, Emer and the other major SW core books, Elves make up the majority of the powerful characters in Kulthea. How could they not? These immortal NPC’s have had THOUSANDS of years to gain experience, level up and accumulate wealth and power. A general summary:

Priest Arnak: 100% Dyar

The Silver Dawn: 100% Erlin

Steel Rain: 75% Erlin

Golden Eye: 100% Loar

Loremasters: 60% Elvish

The Secret Circle: 100% (mostly Iylar)

Navigators: 30% Elvish

So we are left with a disconnect between the negligible impact of immortality on gameplay and its significant effect on the world order. How do these immortal creatures dominate the powerful roles they have in Kulthea. I have a few theories to explain this:

  1. Theory of Inevitability. Only immortality can provide the time needed to achieve higher levels, power and wealth. However if this is correct than mortal PC’s couldn’t possibly achieve higher levels. This obviously “breaks the game”.
  2. Theory of Racial Superiority. Something about Elves gives them a competitive advantage for resources or their natural abilities are superior to mortal races. However, if this theory is correct than there is an inherent advantage to Elves that favor them over other races. From a gameplay standpoint what could this be?
  3. Theory of Environment. SW is not really all that dangerous, allowing these beings to grow in power without threat or harm until the PC’s show up. However if this theory is correct than the PC’s are some sort of historical aberration: a gang of Elf killing, murderhobos. Like #2 this is a bit of a “game breaker”.

The only theory that really works is #2: Elves are superior to mortals. This superiority is not just immortality but some inherent ability or quality that allows them to surpass other races. So I’m reluctant to allow PC’s to play “High Elves” (Iylar and Linoeri) due to their appearance and implied superiority. Do they even fit as a PC in a low level adventure?

Anyway just a few thoughts–what’s yours?

Game Master talk: “Murder Hobos”

imgres

murderhobo

def. The typical protagonist of a fantasy role-playing game, who is a homeless guy who goes around killing people and taking their stuff.

Due to the holidays I only have time for a quick blog, but thought I would delve into this a bit–especially since Thanksgiving is really the “Last Supper” before we went all Murder Hobo on the native Americans!

A lot of GM’s pride themselves on running games that focus on other narrative elements than just combat; but let’s be honest, players love combat and Rolemaster’s critical charts makes combat more immersive and ultimately rewarding. RPG’s reward MurderHobo behavior! Video games have further reinforced this style. Digital games, limited in part by the defined experience and finite sandbox, also tend to focus on conflict and combat as the primary mechanism for player gains and advancement.

Despite mechanisms like “Alignments”, religious constraints and the good v. evil meme, many PC groups default to “kill whatever you encounter and take their stuff”. We certainly played like that when we were younger and in almost every game session since there has been at least one group member that opts for combat before anything else. In a game system that has terrible monsters, cruel creatures and real evil, their needs to be little rationalization: bad monsters should be killed!

I tend to a more grayscale approach to morality in gaming and Shadow World lends itself well to that. Most encounters are with other humanoids and while many of them may be selfish, greedy or dangerous they are probably not evil in the purest sense. Generally, people act in self-interest.

So while a GM can design an adventure that focuses on non-combat elements, that doesn’t mean the players will stay on script. So, how can you build some constraints into your gaming group?

  1. Actions have consequences. Combat results in criticals, and criticals can result in serious or permanent damage. At lower levels PC’s may not have the resources to regenerate a limb. Certain injuries could cause stat loss (temp and permanent). Scars can reduce Ap. Healing costs $$$!
  2. There are fates worth than death. Even if they triumph over the PC’s, opponents may still be seriously injured and will need to seek refuge and healing. They may not necessarily delivery a “coup de grace” on the players, but they could certainly loot them and take their valuable stuff!
  3. One size DOES NOT fit all. I’m not a believer that magic armor, bracers, rings etc have inherent magical “resizing” ability. In fact, that sounds like a fairly high level ability to enchant into an object. My players don’t expect to simple loot and put in opponents armor and have it fit or work effectively. This reduces some of their impulse to kill anything with nice stuff.
  4. What’s in a name? Horses have brands, armor may have insignia or religious symbols, “named” weapons may have a reputation. Flaunting your opponents marked equipment may be problematic—PC’s could be considered thieves or looters!

Hey, I like combat as much as anyone but when you really think about it, the “murderhobo” concept defines PC’s. What are your thoughts?

ROLEMASTER SKILL CONSOLIDATION PT. 5: SOCIAL

bluff

To continue with the subject of skill consolidation, I want to move on to our meta-skill “Social”. From a GM perspective social skills have always been a problem to me. Used as a blanket mechanism in the game the social skill roll can replace any real attempt at ‘role-playing’. But relying on pure role-playing can create tension between the player and GM (NPC) and force arbitrary game results.

RMU tackles a wide variety of social skills: persuasion, leadership, torture, interrogation etc. and once again I’m convinced that only 1 meta skill is really necessary here. This is the one skill that relies heavily (Ap/Ap/Pr) on the “Appearance” stat.

While persuasion could rely on innate charm, any salesperson knows that social skills can be learned and trained.  Our meta Social skill includes the ability to “read” people (lie detection), inspire them, charm them, haggle and negotiate as well as reading social normative cues through body language, posture, dress, deference etc. This includes the “skill as lore” aspect of understanding social customs and rituals.

Arguments against a single social skill is that it conflates negative social skills with positive ones. For example, a torturer would have high positive social skills along with the torture skill. This doesn’t fit the “professional meme” associated with a torturer. Keep in mind that psychopaths are most often have highly functional social skills, are manipulative and charming! I don’t see charisma as being the same as a developed social skill. A PC could have a very low presence and physical appearance and still be inspiring, convincing or manipulative. Likewise, the character with a high presence and appearance may be naive or socially inept.

As a GM, the social skill often provides an excuse to the player to rely on a skill roll rather than role playing–that can be an issue. However, when a random outcome is needed or I can quickly fill in 500 years of intricate social rules for a random society encountered by the players than the social skill works well.

ROLEMASTER SKILL CONSOLIDATION PT. 4: ATHLETICS

imgres

I was going to go back to my long simmering Shadow World Spin Cycle blog topic, but since there is so much discussion around “meta-skills” I thought I would continue with rolemaster skill consolidation.

We’ve been using the RMU fatigue rules for several years now and before that used a simplified version of the optional fatigue points rules. As I’ve mentioned before, I think fatigue is a critical component of our campaign and a major narrative point in fantasy literature. (Frodo’s walk towards Mt. Doom as the penultimate example). Given that we had included “Endurance” as an important, primary skill. At first, the skill bonus was used for fatigue points and then later using the RMU beta the skill bonus was used for fatigue checks (rather than body development). I saw endurance/cardio fitness as distinct from body development and wanted to separate the two to allow for non-fighter types to have good endurance without the automatic benefit of more hit points.

In the past year we’ve further consolidated skills and rolled the “Endurance” skill into a meta-skill: Athletics.  We refer to this as the “Bruce Jenner” skill–think ancient Greek athletes and the decathalon. Athletics includes cardio endurance, hand/eye coordination, throwing (for distance not necessarily accuracy), jumping, running, hiking and even feats of strength.

While it could be argued that many of these subskills should use varying stat bonuses, I generally use Str/Ag/Co. The meta-skill is meant to be a broad indicator of general athleticism and physical games. Certainly a few of these lose some “realism” by not having more specific stat bonus assignments but for this one, simplicity wins out!

Rolemaster Skill Consolidation. Pt. 3: TRICKERY

images

Welcome to Pt. 3 of my blog on Rolemaster Skill Consolidation. In this blog series we explore the creation of “meta-skills”—broader skills that roll up lesser or secondary skills to reduce skill bloat and better skill equality across the board. You can see Pt. 1 Channeling and Pt. 2 Survival here. Both “meta-skills” and “skills as lore” allow for PCs to act within the game rules and me to focus on the narrative flow without resorting to highly technical refereeing calls. As Pete discussed in an earlier blog, I prefer meta-skills for the balance between “rolling it” (via skill bonus) and “role-playing it” via the broad scope of meta-skills.

Today I want to focus on our meta-skill “Trickery”. I’ve played around with a number of names for this skill including “Subterfuge” and “Mummery”, but right now I’m sticking to Trickery although it lacks a certain gravitas. Our trickery skill was inspired by “The Lies of Locke Lamora”—a fantasy book about a group of thieves. The story includes great details on the thieving profession from a simple cut-purse to the skilled “long-con”. The book really inspired me to think about urban adventures, adventure narrative and mystery/detective style adventures.

The Trickery skill rolls up a number of interesting and useful secondary skills into one more comprehensive skill: pick-pockets, sleight of hand, mimicry, ventriloquism, forgery, disguise, hand-signals, and misdirection. While each of those sub-skills are cool with great potential for game play, I don’t think they stand up on their own as a primary skill. Rolling it into a meta-skill really gives it some punch and allows for creative use by the PC. Rather than having a “rule-lawyer” argument about a questionable application of the pick-pocket skill, the PCs action will fall under the broader skill subject to their skill rank and my ruling on difficulty.

An Interview with Terry K. Amthor. Author of Shadow World and I.C.E. Founder.

images

Anyone reading this RolemasterBlog should be familiar with Terry K. Amthor. One of the founding members of Iron Crown Enterprises and author of Court of Ardor, Lorien and Thieves of Tharbad (to name just a few). Terry is now the principal of Eidolon Studios where he continues to publish fantastic Shadow World material. There have been detailed accounts written about I.C.E. and their history and the epic battle for M.E. licensing, so I thought it would be enjoyable to get a more personal perspective from Terry himself.

BH: Terry, there have been several comprehensive articles about ICE and in depth interviews with I.C.E. founders but relatively few interviews with you. Anecdotally, there are few designers and authors that have survived on one setting or rule-set as long as you. Shadow World was introduced in 1989 and you’ve been the master architect for all of that time. Do you have thoughts or perceptions on your own role or influence on RPG’s?

TKA: Well, to be honest, I think what limited notoriety or influence I have had was my role in Middle-earth Role Playing, as the editor and author of several books. MERP was one of the biggest selling RPGs of all time after D&D. And I was happy to stand in Pete Fenlon‘s shadow; he’s kind of larger-than-life. But I’m also proud of my role in the creation of Rolemaster. Olivia Johnston and I basically invented the Mentalism realm, and many of those critical hits and spell lists were written by me. Now of course I look at RM and think that it is rather daunting. Ha! Regarding Shadow World, I was honored and excited that it was agreed that I would be the world creator. I built heavily on our work in Iron Wind and went from there.

‘Queer as a Three-sided Die’

And in a somewhat unrelated topic, I got a little fame for my article ‘Queer as a Three-sided Die’ in White Wolf Magazine back in 1994, about feeling isolated as the only gay gamer (besides one other guy in the industry) that I knew of. The WW guys said it got a tremendous response. The last few years at GenCon now they hold a seminar with that name.

BH: As you mentioned, your 1994 article in White Wolf “Queer as a Three-sided Die” helped motivate a recurring seminar at Gen-Con of the same name. You’ve included both gays and women in Shadow World: the Sarnak amazons and the Komaren Cluster “Sherikaan” (SW term for gays). There seems to be an emphasis on “minorities”, can you elaborate on that and its importance to you in your creative process

TKA: I dunno, it just seemed natural to me. I knew I was taking a risk of offending people including an entire gay culture in SW, but that was when I was writing SW unsupervised for the first time and thought, what the hell. (The main protagonist in my SW novel is also gay). I never got any negative feedback, and even got a few letters and emails praising it.

As far as women and other races, it just seemed natural to me, especially after Middle-earth, which is totally dominated by men, (except for Galadriel), and the only people of color were savages from Harad who served Sauron. Back in the 80’s the gaming world was overwhelmingly white and str8. Fortunately it has changed quite a bit, along with popular culture.

BH: Your background in architectural design must have played a role in your work. Is your creative process driven by physical design or does narrative drive the form factor?

‘but how does that work, really?’

TKA: Ha! Though in many ways I think my architecture experience helped, sometimes I think it has held me back from creating really exotic building designs. Pete would design these beautiful but totally impractical structures, and in the back of my mind I was always wondering. ‘but how does that work, really?’ I’ve gotten a little better at letting go over the years, I hope.

BH: One of your earlier SW products, Jaiman, had the Dragonlord fortress–that was pretty fantastical! 

TKA: Heh, yes that was kind of wild. But to be honest, I can’t remember if my design came first, or if I had to retro-design it after the artist’s work. I think the latter.

BH: Many of us are in our 40’s or 50’s and consumers of early RPG’s in the heady days of the 80’s RPG industry. Early business successes are often attributed to “lightning in a bottle”–a mixture of right time, right place and right team. Charlottesville is a special place and UVA is an amazing institution. Certainly I.C.E. benefited from a confluence of factors: a start-up industry, Fenlon’s maps and the original ME campaign, your layouts and design aesthetic and a solid publishing team. I.C.E published A LOT of quality material in a short period of time, 1980-1990. What is your perspective of that time and the factors for success?

TKA: I have to say that I have often thought how different my life would be if I had not allowed myself to be talked into going to my first D&D session by a friend, way back in 1976 when I was first year in college. I loved LotR, but the game idea sounded silly to me. We went and I joined Pete’s early quest to destroy the Iron crown and I was hooked. Most of the people who would go on to found ICE were there. We had many all-nighter gaming sessions.

After ICE was established, we often joked that we were probably the only RPG company run by committee, for better or worse. All the other major companies of the time seemed to be run by one man. Pete was the driving force, but all of us founders had a voice. And yes we had an enormous pool of talent! Most of us were UVa grads, but we managed to get some great freelance artists and writers. It was an exciting time, especially the early 80’s. We all put in long hours, and often were down in shipping, collating and packing games.

“gold standard”

BH: MERP is considered a “gold standard” for M.E. reference material. Anecdotally I’ve heard that Peter Jackson used I.C.E. material in the LOTR production. Had you heard that?

TKA: Yes, that was amazing that Pete managed to secure the rights. And yes I heard that as well. And looking at the cover of ‘Lorien’ by Angus McBride (which I art directed), its hard not to think that he was inspired by some of our art and materials. I prefer to be flattered about that. However, how the license holders treated ICE when the movies were about to come out and they smelled big money, that was inexcusable.

BH: Many of the larger ME books are as much reference material as a gaming product. Were you all Tolkien scholars? With all the other product lines you were working on, how did the company manage the output and product quality? I can’t imagine many companies taking on the challenge of mapping Moria!

TKA: Pete and I both prided ourselves on being Tolkien ‘scholars’ and we researched what was available. I learned how to write Elven script, learned a lot of vocabulary, and got deep into the lineage of the Eldar, especially Galadriel and her history. It was an obsession of mine back then. Of course, sadly, most of that is gone from my brain-cells.

As far as quality, I don’t know, but we wanted to get it right when dealing with Middle-earth history, but make an exciting game. Meanwhile at ICE I moved from editor to production manager to art director, so it was a crazy time for a guy in his 20’s. I wouldn’t trade it for anything, even the office moves, the hiring, the buying new technology and being the go-to Mac geek (while we had Coleman the PhD in Computer Science, who was above that crap).

I was so excited to bring Kevin Barrett on with Space Master. (I actually drove up to Toronto with a monstrous KAYPRO computer to meet Kevin, and we spent a weekend working out Space Master. The whole thing started as a random mailed-in submission that Coleman and I both liked (that was rare!!!)

BH: How do you see Shadow World in the ecosystem of RPG settings?

TKA: I am pleased that it has survived and remains profitable, but these days it is kind of a niche setting, along with many others. Long gone are the huge print runs and massive distributor networks of the 80’s and 90’s. And from the beginning, SW suffered from some unfortunate compromises in the early days. I had to include Fantasy HERO stats, which took up a lot of space, and from what we could tell, there was very little interest from the FH players. I was also ‘encouraged’ to accept some less than high-quality modules that had little to do with my idea of SW. A couple of the other ICE principals strongly wanted SW to be very a generic, plug-and-play world, which I was strongly against.

I was grateful that, when I left ICE in 1992 and moved to Northern Virginia, Pete allowed me to take SW, and licensed RM to me for a minimal fee. That’s when I founded Eidolon Studio and began self-publishing. Then I could do whatever I wanted. SW did also maybe suffer because it got the reputation of being a high-powered world. I think that was possibly unfair; there were high-powered NPCs, but plenty of low-level adventure possibilities. It may have also suffered because it was tied so closely to Rolemaster, which had a rep as a complex high-powered system. SW is definitely a very narrow kind of setting. It is high fantasy with sci-fi elements (which people love or hate), and a very detailed history, with major plots going on that the PCs might never know about. Like Rolemaster, it might seem daunting to a GM just starting out, but I hear about people jumping in to SW all the time.

BH: MERP had the benefit of Tolkien’s world-building and history. Did that later influence your work on the extensive SW timeline? Not many settings have 110,000 year+ of back history!

TKA: Absolutely. I wanted SW to have a deep history of its own with legends and epic events that most current inhabitants assume are just stories. But the gods are real. And that ancient history is infused with tech, and even in the present, a space empire is watching Shadow World from orbit. It’s all kind of fun. One of my tenants of Shadow World Is the Arthur C. Clark Law “Any sufficiently advanced technology is indistinguishable from magic”

BH: Typeface/font choices have been an important design element for the Shadow World line. However, you made an abrupt change with the Xa’ar book. Any thoughts on that?

TKA: I had to go pull out a copy of Xa-ar to see what you meant. Back with Eidolon (before returning to the fold of the new ‘ICE’) I went a little crazy with typefaces. They can tell a story and add a lot of flavor. And the type foundry ‘P22’ came out with all these cool handwriting faces… I think I used a lot in a free downloadable file of handouts for the GM of clues.

BH: How do you think your SW writing has changed over time? The Emer box set and MA addendum had a much darker feel than the original SW box set. Eidolon had a touch of anime and steampunk. You’re now working on Wurilis; do you choose a tone first or does the tone reveal itself while you write?

TKA: To be honest, I had not noticed a change of tone. The books you refer to are 20 years back, and I was also production manager at ICE and fighting for some quiet time to write, so it’s hard to say. When I was close to a deadline on a SW book I would literally lock myself in my office, assign an assistant to run production (it was not that hard) and ask that no one disturb me for days. I don’t choose a ‘tone’ but Wuliris is an area with a lot of buried ancient tech, so that will be evident in the book. I always thought of SW as a dark place, what with Priests Arnak and evil gods, but I never wanted it to be gratuitous or gory (despite our critical hits, I guess!).

I do hope that my writing has improved through practice over the years. Practice, reading, practice!

BH: Let’s talk about your creative inspirations. You’ve mentioned your passion for Star Trek and it seems there is some anime influence as well? Any other movies, books or aesthetic that guides your work or has been an inspiration?

TKA: There’s no question that Anime has been an influence. I was totally in love with Hayao Miyazaki‘s ‘Laputa, City in the Sky.’ It was an influence for Eidolon, though of course the two are completely different cities. Miyazaki’s characters and storytelling, and his amazing steampunk settings, are really inspiring. His movies really inspired my vision of the SW steampunk Loari Elves. Watching his movies makes me feel young again.

BH: I occasionally see comments (or complaints) about the lack of new products for SW. But if you really look at the list of SW books there is easily enough material for YEARS of play. I think what people are saying is they want new material from you! That’s a good thing-right? Do you feel pressure from SW fans to “produce” or to come up with something new and original?

TKA: Well, we have built up a catalog, but obviously we are missing some key products like Emer I and II and Haalkitaine, so I am working on the revisions of those. I am a slow writer, but we also have some freelancer submissions that I am working on editing.

BH: You’ve recently moved back to Charlottesville after almost 25 years. Has that impacted your creative process–coming back to “where it all started”?

TKA: I love being back in this wonderful town; it is so unlike northern VA/DC. Part of me wishes I had never left, but water under the bridge. I am still getting fully settled and hope to meet up with more of my old friends again who are still here. I have a nice condo with a beautiful view out of my home office.

BH: Media companies often look for ways to monetize content they already own in different ways. For example, Disney is masterful about taking a brand and developing it through multiple channels: movies, books, games, toys etc. You’re doing that now with your Shadow World novel but have you thought about other opportunities? Certainly a d20 conversion of existing SW material could potentially open up a huge player market for you. Is there demand for licensing a SW creatures line to a miniatures company? That Eidolon map you had printed on canvas was fantastic (and a great gift item). I think someone did a SW comic book concept. Just throwing out ideas but wondering if you’ve explored anything.

TKA: A D20 version of the Atlas was started but several editors dropped the ball. It fell on my lap, but my knowledge of D20 was insufficient to do the system charts, so it once again fell by the wayside. As far as miniatures, that is outside of my arena. The current ICE owners could better answer.

BH: Given the size of the timeline, the number of Master Atlas editions there have been miscellaneous errata and inconsistencies in the SW books. Putting that aside, is there any earlier material you’d like to retcon to better fit your current view of Shadow World or something significant you’d change or delete?

TKA: Yes there are inconsistencies. SW needs a content editor. I’d really like someone to redo the Jaiman book as an atlas of the continent without all the dungeons.

BH: Imitation can be the sincerest form of flattery. Have you looked at any of the Numenera products? Multiple past ages, high tech, the “Iron Wind”, strange constructs and artificial creatures. While any RPG borrows from common tropes and memes, there seems to be a distinct bit of SW in Numenera. Any thoughts on that?

TKA: When Numenera came out, I admit I was a bit annoyed because it smelled like SW, and the game was selling on an idea of ancient tech, and that very evocative art of the floating crystal. And Monte worked at ICE during my Shadow World time. But Monte created a very different and compelling universe. If maybe SW inspired him, I’m flattered. I wish him the best.

BH: Some of the ICE founders have moved on to other gaming companies. Have you ever been interested, considered, or been approached to work at another gaming company. (besides your work with Kult)?

TKA: Pete and Coleman went on to Mayfair and of course, Catan! I could not be happier for them. But no, we don’t really talk about business.

BH: Given the various changes that have occurred at ICE, I think a lot of people are probably confused about the status of some of the older SW products. You mentioned Emer I, II and Haalkitaine. Can those just go through a reprint or do you need new material & artwork? Are there any other older products you would have liked to see re-published? 

TKA: The Emers and Haalkitaine all suffer from sub-standard artwork (I was on a very tight budget, doing those books on my own!), and as the years went by, I thought of a lot more material I wanted to cover in those books (Emer III ended up being almost twice as large as those early books). So for me, new editions were imperative. Actually I am working on Haalkitaine and Emer I now; Haalkitaine might be out by the end of the year.

BH: The lack of a full-time employees and in-house resources must make it difficult to spin out new ideas or products. On the other hand, you have a fairly broad skill set: writer, designer, page layout, art etc and you continue to generate well produced and well-received products. Is there ever times when you feel like “ramping up” and growing Eidolon studios or even doing a Kickstarter campaign?

TKA: I’m not sure what you mean? Right now Eidolon pretty much exists to do ICE products. I am doing layout for some HARP books, which is some nice easy income, and hope to continue our relationship with producing mutually lucrative Shadow World books. I don’t really have the time (or much desire) to go off and do something independently outside of those borders. Some other publishers have had big success with kickstarters, but that’s really not my call.

BH: You seem to have covered all the major elements in the “SW story”: gods, major organizations, key artifacts, etc. With this framework in place, is it now just “filling in the gaps” with regional material like Wurilis and Emer IV?

TKA: Pretty much! I mean, should I ever get bored with this hemisphere, there is always the East, beyond the Barrier. But there is still so much to tell here.

BH: Between the Grand Campaign, the timeline and your Shadow World novel, the larger meta-narrative appears to be heading towards a climactic conclusion. Do you have the major plot points outlined? Are there any new elements that have yet to be introduced to GM’s or players in the books so far? (spoiler-free of course)

TKA: Heh-heh. Yes, events seem to be heading to a few major confrontations. The novel obviously uses the characters I’ve created, but I assume that GMs will put their own PCs in those key positions where they can ‘save the world’ if they desire. And at the rate I am going, the big catastrophe is years away in real-world terms…

BH: Are there any other continents besides Emer and Jaiman that you’ve written notes/materials that you’d like to tackle?

TKA: A couple (Folenn and Falias) are kind of taken-care of. I would like to go southwest to Thuul…

BH: Throughout the SW books there are tantalizing tidbits or references to things, places or people that haven’t been covered yet. (My favorite is the Mazatlak Pillar City). Is there any person/place/thing that you’ve referenced that you’d like to explore further?

TKA: I’d like to learn about Mazatlak Pillar City too! 😉 Yes, in the Atlas (and in the Emer I maps) I designated a bunch of locations with little or no description. They were mainly meant as teasers for the GM to develop, but I may get to some of them eventually.

BH: You commented that you weren’t happy with the art in Emer I and Haalkitaine but I’d like to get your thoughts on RPG artwork for the last few decades. Like D&D, ICE started with b&w line illustrations and hand drawn layouts and regional maps. You then oversaw the artwork for MERP and the popular Angus McBride covers (which might have influenced the artwork for the LOTR movies). I recall you diving into computer rendered art for the Shadow World website in the 90’s. Now RPG’s have embraced full color illustrations that seem drawn out of computer gaming: exaggerated or out of scale features or excess musculature drawn from comic book aesthetics. There has been some comments on the forums about re-introducing hand drawn and colored maps but that sounds a bit too labor intensive? That’s a lot to unpack, but I guess the question is. if and how has your artistic sensibility has changed over the years?

TKA: That is a long, complicated, and unfortunately often painful story. Back in the old ICE, we often were very late in paying artists (and sadly, I fear ICE did not pay some artists what they were owed, but I am not sure. I had no control over how money was paid out). This continued until the current managers (GuildCompanion), who are very careful about staying in budget and paying on time. However, with smaller numbers of product sold ICE cannot afford the prices of the well-known hand-drawing artists any more.

(re: the Emer and Haalkitaine art, I got that mostly from copyright-free books and um, other sources.)

I experimented with computer rendering back in the 90’s with a little program called Bryce, which was great for landscapes, but sucked beyond that (and print-quality renderings took hours, even on the most powerful Macs back then). But again, I had no money, and it seemed like a way to convey some atmosphere. I know some people resist it even now, despite the gorgeous renderings by our artist Craig, but I think they really convey the Shadow World.

Now, since we are doing Shadow World books in full color, we are sticking with computer renders for illustrations (I work very closely with Craig to get the scenes, characters and costumes just right), and we will mix hand-drawn and computer maps.

BH: Last question. Most SW products are a combination of small narrative vignettes, text body and stats. When you are writing a product do you develop the three in a linear fashion? Write the copy first and then the stats? Floorplans first? Do you have a writing process or system that you’ve developed over the years?

Using my current work on Emer IV and NE Jaiman as a guide, I guess I start with the big picture, and almost naturally work through a book in a similar way to which it is presented. I do the geography and environment, governments, then towns and interactions, then bore down to individuals, interesting characters. Adventures and floorplans are usually last. I find it hard to write adventures.

As a side note, the novel came out a result of a series of ‘Kalen’s journal entries’ I published on an old web site years ago, which people seemed to enjoy and thought gave the SW some additional personal life.

BH: Thanks Terry. We all waited for each new addition to the “Journals of Kalen Avanir” back in the day!  It’s interesting to note that “serial stories” like yours are all the rage now on the internet. You were a pioneer!

Anyway, I want to thank you for decades of inspiration, great gaming sessions and creative content! For those that want a more detailed background for Terry you can see his wiki HERE. If you are interested in Shadow World you should check out Eidolon Studios and the Shadow World Forum.

Weekend Roundup: Sunday November 6th 2016

images

Lots of news, info and entertainment to catch up on!

Sometime during the Interregnum?

Old School Renaissance.

Swim-Fu, the deadly skills of the Mermen-Monk.

Emulating the Worim “longskulls”?

Another Essaence Storm—damn climate change.

Here come the Omega Droids.

Real or Surreal?

Add another useful plant to the Rolemaster herb list.

If just 1 monsters could wipe out humanity…how do we survive the “Monster Manual”?

The downfall of the Althans.

Blasts from the Past.

What is old is new again.

Lords of Essaence facilities?

Ancient underground civilizations?

Can humans truly understand Elves?

Post money society. Good? Bad?

Land of Giants.

A new way of thinking.

Earthwarden Portal?

Bri’s Book Recommendation. The RELIC GUILD.

 

Revisiting Spell Law. Spell casting mechanisms Pt. 4 Mentalism.

imgres

The changes we made to casting mechanics for Essence and Channeling seemed obvious (to us) and were fairly straightforward, but we really struggled with the Mentalism realm. It could be argued that mentalism is the least restrictive of the realms: no armor penalties, a broad range of spell abilities and not much for casting requirements. One of our goals with Project BASiL was to increase the differentiation between realms and build some specific advantages and disadvantages for each.

Based on how we saw Mentalism working we kept the basics and then added 1 major advantage and 1 major disadvantage

The basics:

  1. Helmets or head coverings interferes with casting. There are no other armor or encumbrance penalties for casting Mentalism.
  2. Spells don’t seem to require a verbal or gesture component. Mentalism casting is purely a thinking exercise of forming “mental frameworks”.

Major Advantage: Casting Time. Since Mentalism spells can be formed and cast at the “speed of thought” we’ve made all Mentalism spells casting time either Instantaneous of 1 rnd. That may sound extreme or unbalancing but this is offset by the disadvantage.

Major Disadvantage: Concentration Requirement. While Mentalism spells are quick to cast, those that work over a duration require the caster to maintain concentration while the spell is in effect. Concentration is a -50% to all actions, so maintaining a spell can have a real impact on the caster.

We made Magical Language skill a requirement for Essence Casting and Prayer skill a requirement for Channeling. For Mentalism we use “Mental Focus” skill. This skill allows the caster to not only offset the concentration penalty, but “partition” their mind to allow concentrating on multiple tasks. That means that Mentalism spell casters can cast and concentrate on multiple spells (not to exceed -100% and total spell levels not to exceed Mental Focus skill ranks).

As an example, Caylis the Monk 10 ranks, +60 in Mental Focus. He decides to cast Nightvision (3rd lvl) and then Waterwalking (5th lvl). Since he is concentrating on 2 spells, he would be at –100 to all actions, but the penalty is offset by his 60 skill bonus. Therefore Caylis is at -40 for the duration of the 2 spells.

Overall, we’ve been happy with our revised casting mechanics. The various realms offer real plusses and minuses for the players and greatly changed the calculation when choosing spells.