Shadow World Revisited: “Here be NO monsters”

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One of my favorite aspects of Shadow World is the general lack of fantasy “monsters”. Perhaps the early emphasis of the Fenlon Middle Earth campaign set the tone, but both Rolemaster and Shadow World were relatively light on the D&D style monster encounter.

As a younger player strange and unique monsters helped set the tone of wonder, mystery and even fear but as my players got older, introducing a never ending stream of monsters seemed to work the opposite by taking them out of the game.

Yes, the SW Master Atlas contains most of the entries found in C&T and some of the MA references giants, orcs, trolls, goblins but the predominance of core products (written by Terry) are humanoid centric: human and elves. This leaves encounters and combat focused on PC vs NPC and profession vs profession tactics and strategies.

The exceptions of course are the Dragons, Demons and fusion creatures. The fusion creatures: Shard, Xyr etc give SW it’s unique flavor and arguably add a horror element to the setting. These creatures seemed to have been adopted by the Numenera setting.

Compared to other traditional fantasy settings, SW seems very monster-lite. I call it the “Alien” or “Jaws” approach–having monsters that are few and far between leverage their impact on experienced players.

I like it–what are your thoughts?

DO NOT TRUST HIM! Using “disturbing” NPC’s in your RPG game.

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I saw GAGS THE CLOWN and it made me wonder if any GM’s had used a truly “creepy” NPC in their game. Mysterious cloaked figures, black armored knights, damsels in distress are all standard tropes in fantasy RPG’s but who has created a really disturbing or uncomfortable character? Peter is running a haunted house adventure and that cries out for creepy NPC’s!

I’m not referring to terrifying in an alien/demonic/Agothu sense—more of an extreme Bill Ferny type. The character doesn’t have to be scary because of any intrinsic power or ability—it’s more a function of their behavior or appearance. I think jesters and clowns are creepy characters and the recent popularity of The Joker, and Harley Quinn makes them a good template for an interesting NPC. I always liked Korbal Broach from the Malazan series.

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I don’t think I’ve ever introduced such an NPC in my games, but I’m developing a character to be used in one of my module projects I’m working on.  It’s easier to write up: I think roleplaying this type of NPC would be hard. Purposefully acting unpleasant or disturbing doesn’t come easy to most people. Plus, my group would probably just try and kill anyone that creeped them out too much!

  • What about you—have you introduced an NPC like this in your game?
  • Have you played in a game where you encountered such a character?
  • Are there any Shadow World NPC’s that would come across as creepy?
  • What are other good examples in fiction or movies?

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Rolemaster Player Challenge. Finding the perfect pairing

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I thought I would skip my “Weekly Roundup” for a player challenge. The challenge: suggest an interesting, creative or clever RM profession/magic item combination. The basic guidelines:

  1. One profession and one item.
  2. Artifacts are excluded.
  3. The combination should strive to make the “whole greater than the parts” or add an interesting dynamic or ability to the character.
  4. Extra kudos to the player who comes up with the best combo using the least powerful magic item.

Of course I’ll go first as an example. When I’m not GM’ing, I’m almost always a Warrior Monk. (Caylis, who gets occasional mentions in some RM books). I think I like the simplicity of a non-spell caster and the minimalist nature of the Monk after the intensive, detailed process of being a GM. Playing a Monk goes all the way back to my earliest days of playing AD&D and our Court of Ardor campaign in ’83. I didn’t worry about hoarding gold, armor, losing items etc. I liked the self-reliance of a Monk in AD&D (Feign Death, hitting as magical weapons, immunities) and always strived for some of those same abilities in RM without opting for the Mentalist spell casting version Monk.

With that in mind, my favorite go to item for my monk is the “Ring of Free Action” or some iteration of it. This was an actual AD&D item that had far more expansive powers than an RM spell. In RM the closest is probably “Underwater Movement”, only a 5th lvl spell on the Closed Mentalist list “Movement”. That’s a pretty modest item to get make into a Daily X item and frees the Monk to operate underwater and use martial arts without restrictions. It’s not an overtly powerful ability but can really add to game play, combat choices (if near water)and group abilities.

What’s your combination? I received a suggestion yesterday that made sense. What’s a contest without a prize? If we get at least 10 responses the winner of the best suggestion will get a brand new copy of the Iron Wind (the 80’s edition). This is “new, old stock” I bought from ICE when they were shutting down. Never been used but aren’t individually shrink wrapped. There may be the option to get the Cloudlords of Tanara instead but I’ll have to check to see what we have left.

Winner will be determined by the criteria above: originality in pairing, uniqueness, power of item (the lower the better) and of course the swimwear segment!

Gaming Group Size: Is “ONE” the loneliest number?

 

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I was reading Gnomestew blog the other day (and linked to some on the Weekend Roundup) and started thinking about optimal party size for me personally as a GM. It’s certainly harder to put together any group as I get older—conflicting schedules and responsibilities of adult players creates significant barriers to game times. Right now I have 3 core players who can attend our bi-weekly game and another 2 that attend less frequently.

Certainly fewer players allows me to create much richer backgrounds for the PC’s and gives the players more time to “shine” during game play. More players and you run into group dynamics (distractions, leadership issues, group decision making etc). Here are my thoughts on the typical party size.

1 Player. Not for me anymore. When I was just starting out, any chance to play was good so having a GM and 1 player was better than nothing. (ignoring solo adventures). Now I’d rather not GM if I only have 1 player. It’s not rewarding for me for the work and effort needed.

2 Players. We had a few sessions with last minute player cancellation and went ahead with 2 players. The group was in the middle of a busy part of the adventure so I needed to carry the missing PC’s as NPC’s. I think the two players had fun in that session but didn’t enjoy the extra duties. What if it were just the 2 players? That might have worked but I’ve found that with only 2 players each wants to pursue individual agendas and goals. That’s easier to do now via PBM mechanisms between game sessions. (having magic items made, training etc)

3 Players. I like 3 players—decisions are made quicker, game flow moves and each PC can take an over sized role in the narrative. Since we use “NO Profession” there is rarely an issue with skill deficits or party balance. I can really focus on integrating the PC’s background, skills and the players interests into the narrative which makes for more personal “payoffs” for the group.

4 Players. Is this the standard trope? (Fighter, Thief, Magic User, Cleric). Even with us discarding professions the group still finds itself trying to create skill balances to emulate this traditional 4 PC party. I like 4 players for the added diversity but keeping the smaller group dynamic and efficiency.

5 Players. The majority of my groups have been 5 players. I do like the added energy and the additional power/abilities from the extra player. However, I’ve found with 5 players there is always 1 player who doesn’t quite fit in, has an over or under-sized role, or is a distraction to game play. I’ve found that to be the nature of the larger groups.

6 Players. I’ve had a few opportunities to GM 6 player groups. Not really for me unless it’s a “one-off” tournament style adventure. (Like the Lair of Ozymandias). Combat goes very slow, the group gets distracted easily, inter-player competitiveness becomes more pronounced and it’s harder to give every player “time to shine”.

What’s been your experience?

Weekend Roundup: July 30th 2016

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Wow, July is almost finished…already. I’m off to my annual motorcycle trip with Matt, our other brother and our father. Back on August 3rd, but Peter is back from his trip today!

Those Vikings had some weapons. Axe or Sword.

What’s new with I.C.E.? Keep up with the Director’s Briefing.

Shadow World “Longheads”. Ancestors of the Worim?

Short a player from your group? Utilizing NPC’s.

Or, down to just 1 player?

Living it up like Bilbo.

Want an inexpensive, compact game mat? Try Noteboard.

Book pick of the week. Love those armored Greatcoats!

Magic and technology…really the same!

Have a great weekend!

 

Shadow World Adventure Hooks: Taking your game to a new place.

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One of my previous blogs discussed the “Many Flavors of Shadow World” and I felt like expanding on a few specific adventure environments that we’ve used that really enhanced our campaign.

  1. Underwater adventures. Having your players adventure underwater can add a new dimension to your SW environment. Lost cities, shipwrecks and new races can all be encountered and the challenges of breathing, moving and fighting add a new strategic element to group tactics and abilities. My current I.C.E. module submission, Priest-King of Shade, is focused on water/underwater adventures and environments. It’s in edit/review and hopefully will see print in the near future.
  2. Zero G. There is a sci-fi angle to SW, why not exploit it. Introducing your players to a no-gravity environment can be a lot of fun—especially if they don’t understand their situation. (they assume it’s a magical effect of some sort). I’ve includes a great Zero-G adventure in my second project, “Realm of the Black Dragon” that is part of a larger adventure thread but would work as a one-off tourney style module.
  3. Skyships. I’m drafting a new adventure thread that takes place on a Skyship. It’s a bit of a clockwork/pirates of the sky/high adventure derring-do where almost all of the action takes place in the air with multiple aerial combats. The players will need to adapt to these new types of engagements and are limited by their environment (small Skyship), general lack of flying ability, and dynamic combat. The whole adventure is inspired by a random encounter my players had with a hijacked Skyship, a crazy old man and pursuit by the Eidolon air fleet. It was a side adventure, purely organic and events were driven completely by random dice rolls.

What were your most unique adventure environments? Share your game stories!

Shadow World Game Hook: The Lair of Ozymandias

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You slowly open your eyes, paint stabbing through your head and your body aching from head to toe. Gradually, your surroundings come into focus. Above, a smooth stone roof dripping cold water. Moving your head cautiously you realize you are in a small stone room blocked by rusting narrow bars. You are not alone. Other bedraggled figures are likewise laying on the floor. All appear to be bruised, their clothes in tatters and are moving feebly taking in their surroundings.

In the distance you hear the squeal of hinges, a heavy door scraping against the floor and metal clanging on metal. Footsteps approach, methodical and clad in metal boots. You and your fellow prisoners manage to sit upright and await your captor. From around the corner a metal horror appears glinting in the flickering torch light. A towering armored figure is revealed, adorned in full plate covered in razor edges down the greaves and vambraces. Instead of hands, the ends arms end in weapons: on the right a circular cutting blade and on the left a 3 pronged stabbing tip.

Your mind is frantic…what is this figure? A man, a creature or something else? You look around, realization dawning that none of these other people are familiar to you. In shock you can’t recall how you arrived here. You have no recollection of the past…or who you are….

This is the player introduction for one of my first RM games (pre-Shadow World, mid 80’s). The players find themselves in a bare cell with no memories. They don’t know their past, how they got there, their skills or even their professions. I’ve run this 4-5 times over the year as both a short “tournament style” adventure and as the start to longer campaigns.

Besides designing pre-gen characters (which can change some of the adventure obstacles and challenges) the adventure can be quickly set-up. No need for backgrounds, history or even gear! It can organically evolve into a longer campaign and allows the GM to adapt player backgrounds as the narrative unfolds.

This works well if you want your players to gradually immerse themselves into the larger SW plots but prefer to keep it simple at the start. The memory loss can be later attributed to Andraax, Lorgalis or another important NPC.

This adventure was also the start of my journey towards a “no profession” game. What I realized is that my players didn’t fall into GAAP (Generally Accepted Adventuring Practices—that’s an accounting joke btw) because they didn’t even know what profession they were playing. There was a novelty and newness to their behaviors that was more akin to a player’s first roleplaying experience than a seasoned RPG’er. As the players attempted various actions they were able to recover some of their abilities. Even then it wasn’t obvious what the profession was. Their actions were driven by the narrative and not their abilities or group assigned roles.

Anyway, as an interesting start to your SW campaign or as a stand-alone adventure for a game day it’s a great hook.

Rolemaster Weekend Roundup July 23rd 2016

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Welcome to RolemasterBlog’s first “Weekend Roundup”. Here we will feature interesting links, stories or news items that might be of interest to RPG’ers or curious minds!

The price of fashion. Getting around in ARMOR.

What a bunch of NERDS!

Celebrities aren’t the only ones PLAYING D&D.

What every growing boy needs…the CRATE OF DOOM!

Cryptonomicon…I don’t think so. Try the CODEX SERAPHINIANUS.

Interesting article on PROTO LANGUAGES.

The Gods of Death in Shadow World. RESURRECTION discussion.

You call that a KNIFE?

Till next time!

All my players want to be Clerics.

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You know that guy…the player that begrudgingly agrees to play the Cleric for the “good of the team”. After dispensing some essential buffs, he waits around to dole out some healing and maybe, just maybe, get a few licks in during combat. Add to that, the group leader role is usually played by the more assertive, dynamic player who is the fighter. That guy gets the glory and the bulk of combat. Oh the indignity.

There are ways to make the Cleric more interesting and even the most desirable character to play. Here is how I did it.

  1. Roleplaying religion. D&D was clever enough to have alignments as proxies for religious belief. The God had an alignment, the character had an alignment so the player just needed to role-play within that framework. RM doesn’t have alignments and the Orhan and even Charon Pantheons don’t really fall into the Good/Evil spectrum: true evil is reserved for the Unlife. We use the Prayer skill for a variety of functions: Channeling spell castings, spell level limitations, invocation and as a measure of dedication. It’s a bit more abstract and quantitative than alignments, but for players that are uncomfortable or unable to role-play “religiousity” it works. They can enjoy the Cleric character without a real or perceived burden of special role-playing.
  2. We’ve rewritten the Channeling spells with more of an emphasis on followers. Priests/Clerics can summon a variety of help and have powerful spells that only effect members of the same religion. Being able to summon Holy Warriors, retainers and followers can have a great benefit and can also take the game narrative in new and interesting directions! Plus it puts the Priest into a leadership role.
  3. Aspect Spells. Most Gods have an Aspect or Flavor—their followers and Priests should be able to access spells that tap into that Aspect. Channeling Companion fleshes this out but GM’s should embrace this. Who should have better access to Fire spells—a mage studying Essence in a library or a True Cleric of the God of Fire? Some GMs might be cautious of crossing the delineation of Realms—don’t be.
  4. Membership has its privileges. If you have a priest you have an organization. That organization should be a wealth of resources, even to a low level member. Refuge, healing, equipment and even information could be available. Obviously this is not one sided—a church will want to the party to pursue goals that are either directly or tangentially to their benefit. Additionally, members of the group that worship Gods in opposition to the Church will not be extended such benefits.
  5. Invocation. In our Shadow World campaign, all characters can call upon their God in times of need. See Chart here and Diety modifiers here. However, Clerics have as added advantage given their focus on the Prayer skill and their innate connection to their patron God. Plus,  Invocation works better than Fate Points—it allows for a saving grace, miracle or intervention within the narrative and not rely upon some abstract points used to make a re-roll or ret-con a game result.

A Priest is the emissary, avatar and representative of that God. Their job is to pursue the interests of the God, the “Church” and the God’s followers. That provides them special privileges unavailable to other professions. The Cleric is not just a singular character and member of the group, but the “tip of the spear”, representing a powerful organization and omniscient being. In practical terms that’s a direct line to God (the GM)! Who wouldn’t want to play a character like that?