Thoughts on Resurrection in Rolemaster & Shadow World.

First off, Happy New Year! Over the holiday break I’ve been able to plot out a number of blog topics for the coming year and working on at least one new interview. I’m also hoping that my long gestating Shadow World module: Priest-King of Shade will make publication this year! (It seems unlikely that “Empire of the Black Dragon” will be published anytime soon even if I get the final draft to Terry and Nicholas in the next few weeks).

There was a recent POST on the RM Forums about Resurrection that caught my attention. It included a great poll that broke down some good options for Resurrection, but I wanted to explore the subject in greater detail as it touches upon several other blogs I’ve written recently. This topic is really a subset of the “impact of magic on a setting”. I explored another subset of this in a blog on “Musings on Magic and War” and a sub-topic of the “Gap between game rules and setting“.

RM was initially designed as an insert rule-set for the D&D world, and as such, still contains quite a bit of D&D DNA that is rarely questioned. As the forum responses suggest, Resurrection and its uses differ from GM to GM and raises a lot of issues around the games metaphysical setting as well.

RM expands upon the basic DnD Resurrection by dividing death into 3 separate processes:

  1. Soul departure. RM Soul departure rules are byzantine—calculating the time of death from unconsciousness and then applying a number of rounds for soul departure based on the character’s race. Unnecessarily complicated? Absolutely.
  2. Physical deterioration (stat loss). There are some vague rules in RM about recovering lost stats but despite a comprehensive healing system RM never fleshes out a consistent framework for causes of stat loss (undead, Unlife, spells, drain etc) and spells to cure temporary stat loss. A consistent system could unite various processes that use different mechanisms: unlife draining, life levels, Unlife corruption etc.
  3. Soul recovery. Returning a soul to the body is a fairly straight forward affair, with a number of spells at various levels allowing for resurrection.

Spell Law provides three spell mechanisms to deal with these: lifekeeping (keeps soul from departing), preservation (keeps body from decaying and stat loss), and lifegiving (returns soul to body). There are various iterations of these spells and herbs that allow for body preservation and lifekeeping. The first question I have is whether this is the best framework to deal with death and resurrection and at what level should these spell abilities occur? I don’t think I thought about this enough in my Spell Law rewrite so I may end up going back and changing some things! The second question is how rare is resurrection and how does the metaphysical framework of the setting  enable resurrection?

Barring the two extremes: resurrection is very common and easily obtained or it doesn’t occur at all except in myths, there are two aspects that could be explored.

Economics. If we conflate resurrection with technology and healthcare than the U.S. healthcare system is a great model for seeing resurrection in an economic framework. Resurrection can be seen as an expensive, elective procedure available to the wealthy and/or privileged. Is this any different than what we know of medieval or class based societies? The wealthy live longer, healthier lives because they have access to healthcare, safer environmental conditions and better diets? Does treating Resurrection as an expensive, exclusive, service unbalance or disrupt the game setting? Resurrection alone is not an age prolonging treatment, just an option for traumatic injury or illness. (I would argue that life-prolonging magic should also be available either through a spell list or ritual magic).

Religion. For resurrection to work there needs to be a meta-physical framework for “souls”. What is a soul? Where does it go? How does it come back? In Shadow World, Eissa is the Orhan god of death, but does she alone control the gate to death and the disposition of souls? Why/how do some souls stay on as ghosts or undead while others pass to somewhere else? Do Elves have souls? If not than what happens to them? Are followers of the Dark Gods prohibited from resurrection since they are opposed to Eissa? Even if you don’t use Shadow World as a setting these can still be valid questions. What about “spirits” and other totem spells introduced in the RM Companions—how do they figure into all this? To me, this seems like the setting drives the mechanism and not the other way around. This makes it hard for generic rule sets like RM to be a good fit for any setting without the setting being genericized.

For the GM that wants resurrection and wants it rationed via the settings religious structure than there are lots of great options. Perhaps resurrection is only available to followers of a “God of Death”. (Probably not the most popular of Gods) Getting resurrection from a Death Cult might require quite a bit of sacrifice from the party. Another option is that a priest can only resurrect someone from their own religion. That would neuter the “generalist” Cleric in the group unless the party was all part of the same religion.

Some things to think about. Personally I’m going to review and revise my spell list “Life Mastery” and follow this basic framework.

  1. “Resurrection” is a higher level ability (starting at 12th lvl?) thus making it rarer in general.
  2. As a Closed list, Life Mastery is only available through a few of the Gods.
  3. In general, most religions are reluctant to provide services to follower of another god. (UOC and the Orhanian pantheons provide some leeway).
  4. The cost will be high in either an offering or services.
  5. Stat loss, both temporary and potential will be notable, increasing the cost of resurrection.

These rules almost preclude a battle-field resurrection occurring. Instead, the group would need to find a cleric of the right religion, of the right level, pay the cost in either money or service and the resurrected player will need to recover and pay a cost in stat loss. That’s a lot of hurdles that may not make sense for the group. However, it does provide an adventure hook if they do.

Season Greetings and Happy Holidays!

This may be my last post for the year due to the holidays and travel so I thought I would finish up 2016 with some random thoughts.

  1. I started posting earlier this year and I’m not really sure how many articles I’ve posted. I keep a running list of ideas that pop into my head: some random, some sparked by comments on the RM Forums and some when I’m working on RM/SW stuff. A few times I come up with great ideas and don’t write them down—only to forget them. That’s frustrating. Obviously Peter has been doing this longer and keeping up a 2 blog/week pace takes quite a bit of discipline. Other RPG blog sites post MUCH less frequently or have lots of contributors to share the load. Both Peter and I have encouraged others to write posts but haven’t really gotten a strong response. That surprises me given the number of people that write fairly long and technical arguments in the RM Forums; I would think they would have other material to contribute?
  2. I’ve posted up a number of blogs and RM posts regarding to big projects I’ve been working on for over 10 years. Project BASiL (Brians Alternate Spell Law) and SW “Red Atlas” (name inspired by the Redbook used for RMC I). Our SW “Red Atlas” is over 300 pages without charts, pictures, graphics, layout or any creatures and a narrative timeline rather than the standard date timeline and fills in a lot of fundamental information that we needed to address during our own gameplay. More importantly it consolidates all the “world level” info into one tome, drawn from all the canon books that Terry has written. Differentiating world info from local or regional info was a useful exercise—and allowed us to identify gaps in material that could be expanded in a future Master Atlas.
  3. Priest-King of Shade. Terry has hinted that he’d like to get “Priest-King of Shade” done this year. The module is 27 years in the making—the original manuscript was approved by Coleman in 1989 and sent back with hand-written notes by Terry but life got in the way and ICE when through changes and I never finished it. “Shade” is actually a spin-off of that original project: Empire of the Black Dragon (which is now a separate module I’m finishing up). There has been some speculation on its relationship to “Shade of the Sinking Plain” so I thought I would provide a few answers. In fact, Priest-King was meant to be a re-imagining or ret-con of the “Sinking Plain”—a module that really never fit in with the Loremaster or Shadow World series. I took some of the material from Empire of the Black Dragon and worked to make a loose adaption or “inspired by” module. If you have ever read “Sinking Plain” you know that there isn’t much info that fits into SW—it is very D&D in style and feels like an early Midkemia Press or Judges Guild product. However there were some cool elements that were used for inspiration. Here is an early blurb I wrote for the back cover:

Agyra. Far from the historic events of Emer and Jaiman, this region has been cruelly shaped for thousands of years by both natural forces and the powerful flows of Essence.  Scattered and isolated tribes peoples are a legacy of a nation that sunk beneath the waves in millennium past. Monolithic blocks scattered along deserted coasts and leagues of crumbled ruins lying in shallow waters are remnants of a lost civilization.

 However, these lands are not dormant. Powerful nations and secretive groups are at odds: a war of not just arms but of politics and commerce.  Into this conflict a new power has risen. A mysterious Priest-King and his devout followers have occupied an ancient citadel and are slowly expanding their power across the lands.  For the nearby tribes that inhabit the coasts, these newcomers are viewed with outright fear. Rumors of demonic armies, missing children and empty villages have cast a pall throughout these lands.  

But adventurers have come nonetheless. Ancient ruins have been discovered: a sprawling city lying submerged in the shallow waters off the southern coast of Agyra. Many believe the ruins date millennia back to the First Era and holds untold wealth and the secrets of the Ancients.

The Priest-King of Shade is a module detailing the lands of South West Agyra and the growing empire of the Priest-King of Shade.  This product contains a regional guide, maps and layouts of key places, detailed description of key NPCs and 12 adventures ready to play.  Designed for player’s level 5-20.  Will you confront the minions of the Priest-King?

 

  1. Empire of the Black Dragon. I was focused almost exclusively on getting “Shade” published and let EotBD idle for several years. Now I’m back working on it and hope to have a draft ready for review in the next few months. I’ve always found Ulya Shek the more interesting of the DragonLords and the tech angle adds to the creative design choices. It feels more like a “Fortress” book (MERP) rather than a linear adventure or regional overview module. We’ll see. I had also wanted to tackle Drul Churk but Terry covered him in Emer III.
  2. It’s amazing how much work has gone into the RMU re-design. Given the fact that it’s all volunteer you really have to applaud the contributors. House ruling professions or combat sequences is quite different than designing a framework for attack tables and critical charts or a foundation for creature development. Yes, some of it is very crunchy and may not need to be in the initial product offering, but it’s a tremendous amount of work. So Kudos to Matt, Vlad, Dan and now Jonathan (sorry if I missed anyone else) for all their effort. I’m sure they have felt unappreciated at times but they carried the load for all of us.

If you are regular reader here at the Rolemasterblog, thanks! If you have an interest in adding your voice to this blog than please reach out to Peter. Best wishes to all on this holiday season.

RPG Game Design. Leveraging familiar elements into your creative process.

The more things change the more they stay the same. When designing an adventure it’s difficult to avoid using established tropes—most stories can be distilled down into just a handful of plotlines. Some GM’s and players embrace common fantasy standards but for the GM that wants to create something a bit different what can you do? After 40 years of RPG history, thousands of modules and game ideas can you really come up with something unique?

 

Even Shadow World has been accused of being too “kitchen sink and it’s obvious that many of SW’s elements are fairly standard tropes are similar to our own world:

  1. Greek/Roman pantheon of Gods.
  2. Planets and moon names.
  3. Orcs, Goblins, Immortal Elves, High Men
  4. Classical western architecture.

If no idea or plot device is truly original, how can we continual design new adventures that feel fresh to our game group, challenge them, or surprise them? Here I want to discuss three mental models that I use when developing adventure content: the “Loki”, “Bohdi” and “Constanza”.

  1. The “Loki”. This is one of my favorites. Loki was quite the trickster and a good head fake can throw the players off their standard operating procedure. Embrace an established idea but give it a twist: the Dungeon Boss that the players confront for their final challenge? Make him a low level impostor. The Orc lair in the foothills of the mountain that the players want to raid? Turn it into a monastery and school of learning. Messing with established tropes can challenge player’s ready assumptions and tactics and put a new spin on the game.
  2. The “Bohdi”. The Bohdi is adopting an established idea, trope or reference as a framework to build your own material. For instance, I had a culture descended from an ancient high tech race (Xiosians) living in the mountains. The people were genetically modified but appeared to be barbaric due to the loss of the technical heritage. I thought that the depiction of Khan and the crew of the Botany Bay marooned on Ceti Alpah VI (fyi Star Trek) would be a great template to use. By adopting this idea I anchored a strong image in my mind as the basis of my desired culture which sped up the writing process.
  3. The “Costanza”. What does George do when nothing seems to be working? He does the opposite of his normal instincts! This is a more extreme example of the Loki—doing the diametric opposite of a trope or established idea. The supposed bad guys are actually the good guys, food has more value than gold or treasure, the “Good” gods are actual manipulative evil bastards, traps that heal not harm etc. A perfect example is the “Killer Bunny” in Monty Pythons Holy Grail movie (I think that deadly bunny is in C&T?).

Combined these three mental models help me write new adventure material. The “Loki” keeps the players off balance, the “Bohdi” helps create material that seems new or novel but with a foundation of familiarity and the “Costanza” teaches the players not to get to comfortable with long held beliefs and assumptions.

“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

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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”

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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

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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

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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

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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.