Weekend Roundup: Sunday November 6th 2016

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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.

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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.

Rolemaster Skill Consolidation. Pt. 2

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This is pt. 2 of an ongoing blog segment on Rolemaster “skill consolidation. The first part on the Channeling skills can be found HERE.

While character differentiation is important, the absorption of secondary skills into primary skills caused not only skill bloat but also a huge disparity in the value of various skills. For our game, one of the most effective consolidations is the use of the “Survival” skill. Depending on the environment, the Survival skill rolls up quite a few useful, but minor, skills: foraging, fauna or flora lore, bribing, hunting, tracking, weather watching, trap/snare, fire starting, shelter building, etc. None of those skills are learned in a vacuum, but are part of a larger survival skill set. Since we use cultural skill sets for adolescence, PC’s will have several ranks of Survival skill which encompasses the environmentally appropriate sub-skills.

At first, one of the biggest push-backs from my players was the elimination of the Tracking skill. Tracking has long been a main-stay in RPG’s, a core skill for a Ranger and a primary skill in the original RM rules. Probably a result of the Arathorn’s tracking the Uruk-hai and Gollum; key plot points in the story. In fiction, the tracking skill is used to great effect as an expository device but I’ve never found it of great use in any of my campaigns—at low levels the skill is somewhat ineffective and at higher levels spells can replace the skill.

But again, we didn’t eliminate the Tracking skill, just de-emphasized it as a stand-alone and made it part of a broader skill. There is still a bit of an arbitrary nature in our survival skill but as a few examples:

  1. Survival: Desert/Wasteland. Finding Water, Navigation, Foraging, Assess Terrain, Build Shelter etc.
  2. Survival: Woods. Tracking, Snares, Foraging, Fauna/Flora Lore, Field-dress, Fire Starting, Build Shelter
  3. Survival: Urban. Gather rumors, Bribery, Street Navigation, Barter, Assess Terrain, Contact Underworld etc.
  4. Survival: Ocean. Fishing, rowing, sailing, weather watching, navigation.

Much of this is common sense and the PC’s efficacy will of course be driven by their skill level. Any of course with “Meta Skills” there can be cross over with other skills like vocations: “Huntsmen” or “Sailor”.

What I’ve discovered is that even with very tightly defined skills, players will still make situational arguments in the game to broaden out the scope of that ability. As a GM that can be frustrating—you either get one or the other, not both: broad skills that allow for flexibility or specific skills that shouldn’t have any flexibility. I’d rather user fewer meta-skills that give PC’s the room to be creative.

Shadow World “Neng”, Race or Monster?

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Peter’s blog Monday, “Is a Kenku a race or a monster” made me think about the Neng, a creature/race in the “Artificial Beings” section of the Shadow WorldM Master Atlas. SW has a great many odd races: Hirazi, Jhordi, Kuluku, Quaidu, Synshari, so it always struck me that Neng could be moved to the race section and available as a PC choice. Terry in fact states that the Neng can breed/reproduce and qualify as a race.

The Neng were a creation of Kadaena (a more refined version of Shards)—thus the classification as “artificial”. But the Neng are Caucasian, with rough skin (similar to acne scarring), large bony hands, lean and averaging 5’7” to 7’ in height. Compared to some of the other races, the Neng sound downright average appearing! The Neng have two very special abilities: they can shoot acid via a tube in their tongues and they can turn objects or themselves invisible at will. For many GMs those abilities might be too unbalancing in a low level game?

As a “monster” Neng are stat’ed at 8th lvl with a base move of 90! Perhaps as a player choice the acid shooting becomes skill based and invisibility is tied to level by limiting times/day or duration? I think the acid spit is cool, the invisibility slightly problematic but interesting and the base rate is a bit much.  I’ve never had a Neng as a PC,  but I do like the concept of more defining racial abilities than just stat bonuses and physical appearance. I would rather inject special abilities via a race trait than as some arbitrary “talent” or “quirk” randomly rolled on a table.

Terry suggests that Kuluku might be unbalancing and GM’s should carefully consider allowing them as PC’s. Are Neng’s abilities more disruptive than the Kuluku? Although they are described as cruel and evil, would Neng work as a race in your SW campaign?

The Many Narrative Perspectives of Shadow World

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There can be no argument that Terry has designed Shadow World with a strong meta-narrative. These over-arching plots, high level NPC’s and secretive organizations reinforce an image of SW has a high fantasy adventure setting. Multi-chapter adventures like the Legacy of the Sea Drake Crown and the Grand Campaign may discourage GM’s from adopting the SW setting or see it poorly suited to low level “one and done” adventures given the rich history and background presented.

For those that see Shadow World as a great setting for a longer term game campaign the question that might be helpful to ask is what will the narrative perspective be that directs the storyline? In short, what IS the story of Shadow World? The history of the Althans and their eventual downfall? Is it the story of Andraax and his millennium long struggle to protect Kulthea? Is it the conflict between good and evil, Orhan and Charon and the struggles against the Unlife? Perhaps Shadow World is the story of the Jerak Ahrenrath and the Shadow Stone. Or is the story of Shadow World the struggles of civilizations and the Loremasters? A simple answer might be “all of them” but that doesn’t help a GM in constructing a long term adventure path that fits his world view and gaming style.

It’s generally agreed that Star Wars follows a universal and ancient story meme: the Heroes Journey. And to many that journey starts with the young Luke Skywalker, his path to becoming a Jedi, and his final confrontation with evil and the Emperor. From that perspective the movies will be seen and enjoyed through the perspective of Luke. But a different group would argue that the “Heroes Journey” actually belongs to Anakin Skywalker: his fall into darkness and his eventual redemption. (A third, much smaller group would say Star Wars is a buddy film featuring 2 robots). The point is that a simple flip of perspective can dramatically change how we experience and understand the films. The same is true for the chosen perspective in a Shadow World campaign.

For my campaign, the story of Shadow World is the story of the Earthwardens. Their origins in the 1st Era, their return and healing of the planet and their subsequent evolution is the backbone of our ongoing SW story. (We’ve developed our own NON-CANON Earthwarden “story”, you can see it HERE with a forum username). Throughout Kulthea the Earthwardens left megalithic monuments with enigmatic powers, hidden powerful guardians and built amazing structures like the coral roads and the sea-tunnels. The Earthwardens had simple but powerful magic (Arcane?) that healed the damaged planet after the wars of the 1st Era. For our story, the Earthwardens are not the “actors” propelling the narrative but the solution or puzzle the players need to solve in their battles.

If you’ve thought about your own narrative perspective, comment on it! If you are considering using the SW setting for a long term campaign think about how a narrative perspective can guide your game.

Shadow World Creature Ideas: The Soulless.

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While I’ve posted up quite a few files, bits and excerpts from our Shadow World campaign over at the RM Forums, I put many of them up with minimal explanation or background. Since we are in the Halloween season I wanted to go back and discuss one of my posting in more detail: The Soulless or UnMen.

We’ve always run Shadow World as “monster-lite”, preferring the unique creatures (Shards, Gogor, Kaden etc) over the traditional ubiquitous fantasy RPG monsters. But generally my group is dealing with human/humanoid adversaries rather than fantastical ones. Shadow World does have one over-arching “foe”, the Unlife, but that tends to be an abstract malevolence that also raises quite a few questions. In our own campaign, we’ve made a distinction between good/evil and the Unlife and eliminated the entire “anti-Essaence” concept that further muddied the waters. We also distanced the Charon pantheon from the definition of “evil” to a more “chaotic” one.

But I did want a better mechanism to manifest the Unlife to my players and I also wanted to replace the traditional D&D Undead that can genericizes a SW campaign. Thus the “Soulless” (“UnMen” to some societies) so named because the hosts eyes turn black. The Soulless can occur in 3 ways: the animation of a dead body (“zombification” which replaces some Undead types and allows for Unlife Necromancy), the possession of a living host (replaces Demonic possession and ties into corruption of a person accessing the Unlife) and in some cases the Non-Corporeal manifestation of the Unlife (replaces Wraiths, Spectres etc).

I like this solution because it shoehorns into the existing spell system, ( “Turning Undead”, “Possession”, of Slaying “Evil”, detection of “Evil”), while it also replaces known, generic Undead with a setting specific adversary. Like Undead, we’ve built the Soulless into “Classes” I-VI with powers and abilities that increasing accordingly. Both Unlife animation and possession touch upon common tropes popular in culture: Fear the Walking Dead, Ash v Evil Dead etc, but add unpredictability and even paranoia to the group. Anyone or anything could be “infected” with the Unlife. Even better, it unifies differing and problematic mechanisms created by the “gap” between the RM ruleset and SW setting.

In this Halloween season, maybe it’s time to introduce your players to the “new and improved Unlife”: the Soulless Continue reading “Shadow World Creature Ideas: The Soulless.”

GM’ing Navigators in your Shadow World campaign: Stick to the Code.

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I like to use Navigators in our campaigns. Like Loremasters and Essaence Flows, Navigators can allow the GM to inject direction and narrative changes into the game. Plus SW is a dangerous place–and Navigators give the party added insurance when travelling through the wilderness.

It seems like some GM’s are reluctant to using Navigators. Reading posts on the RM Forums there are a few main areas of concern that people post about:

  1.  Cost. Navigators are expensive–and forget about using them for a Jump (teleport)!

From a game perspective, having the PC’s teleport everywhere can certainly expedite things and save a lot of hassle of normal travel (and work for the GM!). But the high cost of Jumping may make it prohibitive for lower level players. Keep in mind that the Nav Guilds are a “for profit” business and while they may have a monopoly they need to set their prices low enough that people will use them. Don’t be afraid to adjust pricing, up or down! Navigator fees are also a great money sink for groups overflowing with cash.

  1. Which Navigator responds to a summons?

Most Navigators in the Atlas’ are immortal, well equipped and quite powerful. That lends to the perception that Navigators are high priced or inaccessible to regular players. But the organization has to train new guild members and not every Navigator will be high level. Our common Navigator level range is 8th to 15th. These are not omnipotent characters able to fight off powerful servants of the Unlife. They are just specialized guides with extensive local knowledge and some spells that allow them to tackle unpredictable Essaence effects and barriers. Like any professional there is no guaranty of success once hired. If they players see Navigators this way they may be more inclined to utilize them–just like they would an Astrologer, Alchemist, blacksmith or other special profession.

  1. What will a Navigator do in the normal course of their duties?

Most of our exposure to Navigators are the short vignettes Terry sprinkles throughout his books and many of these depict major events or significant characters.  What’s not quite clear is the limits of Navigators services. Combined with the perceived power issue and it’s easy to assume that Navigators can and will extract the group from almost any danger or threat. Much of this decision will depend on the GM, his game style and use of the SW environment but to help guide NPC decisions we refer to the “Navigator Code”.

We are still  playing around with some of the wording and eventually will order them according to importance.

The Navigator Code

  • To Complete my task as expediently as possible.
  • To Protect my wards to the best of my ability without aggression.
  • To Avoid interfering with my clients goals.
  • To Ensure my clients confidentiality.
  • To Maintain the confidentiality of the guilds.
  • To Provide options but not advice to my clients.

Navigators can be a great ingredient to your Shadow World campaign!

REVISITING SPELL LAW: SPELL CASTING MECHANICS PT. 3: CHANNELING

Doctors of Ancient Egypt

In Casting Mechanics Pt. 2 we discussed our reworking of the Essence spell lists. In this post we’ll tackle our deconstruction and rebuild of the Channeling lists.  Recent posts by Peter talked about his difficulties with the Channeling realm. For Project BASil we rewrote Channeling spells (rather than eliminate it), but I agree that the Channeling realm presents some problems. In short, the Channeling realm is dependent on the setting, world build and presence and type of Dieties. D&D and Spell Law deal with this by making Channeling spells fairly generic and “vanilla”—it took the Channeling Companion to really dig into “Aspect Lists” and rules for more flexibility for Clerics and other Channeling Professions.

First, let’s look at Channeling in the original rule set:

  1. Casting Time. Like all realms, spells take 1-3 rounds to cast.
  2. Metal armor interferes with casting.
  3. Spells require a verbal and hand gesture component.
  4. Spell Powers. Spells cover a very broad range of power but generally exclude elemental attacks spells.

Our deconstruction of Spell Law forced us to look at each aspect of Channeling spells and casting mechanisms.

Spell Access. If the very nature of Channeling implies access to, or permission from, a “higher power” than that also implies that not everyone can access Channeling spells. Unlike Essence where even a non-spell user could make an effort to learn an Open list, we must assume that the potential caster must at least worship a god and that the god allows that person to cast. (an atheist couldn’t learn Channeling spells) This assumption throws away the whole concept of Open, Closed and Base for the Channeling realm. Instead we reclassified/renamed the 3 categories. “Holy Believers” (Open) are less powerful, general spells available to faithful followers of the diety that put the time and devotion into studies and are granted access to some basic powers. “Holy Followers” (closed) are specialized or aspect themed spells that are only accessible to the priests and clerics or to special servants or high ranking members of the religion. “Holy Servant” (Base) spells are lists for Priests/Clerics and Holy Warriors of the religion. In short, spell access is driven by the casters role in the religion or church.

Channeling Mechanics. Given the need for a Diety to justify the Channeling Realm we also wanted to define the god’s role in actual spell casting. Spell Law touches upon the concept but it’s all a little vague. Are Power Points drawn from the Diety? If so, then why have PP limits for Channelers? Are the spells themselves drawn from the god? SL mentions that higher level spells may need tacit permission from the god or at least their awareness, but it’s not built into the game mechanics in any real way. Since we defined spell power (power points) as being single-sourced (the Essaence) and individual, it’s not the power that’s drawn from the god. Instead we see channeling as working like an app download. The caster prays and the god/diety provides the spell template to create the magical effect.

Casting Components. Given the above definition for Channeling mechanics, the channeling user doesn’t need to use a magical language or arcane hand gestures to generate spell effects. Instead, the caster just recites a specific prayer, “asking” for a certain spell effect. The prayer/spellcast doesn’t even need to be spoken but we do add a SCR bonus for praying out loud. We added a Prayer skill that is used for the SCR. The prayer skill measure the level of devotion and connection of the caster and also determines the highest level of spell that can be cast.

Channeling Spell Powers. Because the spell framework is provided by the god, we felt that Channeling spells didn’t need to be as logical or linear as the Essence lists They could manifest as more miraculous, wondrous or illogical. From a realm differentiation standpoint, channeling spells are better with the intangible: souls, spirits, auras and similar non-physical aspects. Because they are tied to a higher being, channeling is also better at divination/augury and other “fuzzy logic” spells.

Encumbrance. We eliminated the encumbrance and armor effect for Channelers. As discussed in another blog, the Transcend Armor work around is just rules for rules. I don’t see a balance issue.

Casting Time. Channeling spells can be more miraculous and powerful than other realms, we eliminated casting penalties for armor—so are Channelers now too powerful? We chose to balance these benefits with longer casting times. Since the caster needs to pray for a spell effect it might take some time. Our casting rule for Channeling is 1 rnd per spell lvl. A caster can cast quicker, by “rushing” the prayer but there are casting penalties. So yes, a 50th lvl spell would take 50 rnds (just over 4 minutes) to cast without a penalty.

 

Weekend Roundup: October 8th, 2016

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Cool treasure at Sutton Hoo. A helm worthy of an RPG.

IT’s spreading and being TALKED ABOUT

So call the FBI and ask for the “Clown Division”.

Art imitating life?

Lord of the Rings?

F#@%ing Elves!

I never turn away from a story regarding GNOSTICISM.

Have you ever cleaned out some old storage and found the “Blast From the Past” RGP adventure?

My go to resource for RPG ships.

Mapping resource. Any good?

RPG Brand Management. How about I.C.E.?

Tombs, traps, creatures and temples! The Lost Shrine of Tamaochan!

Spell list for a Cleric of the God of Needlework!

 

“NO PROFESSIONS” = All Professions

Jordan Tate: You’re not a cook.
Casey Ryback: Yeah, well… I also cook

I have had a handful of email conversations going on with other RM players about our “No Profession” ruleset and one of the first assumptions that people make is that our PC’s (or NPC’s) are just called “No Profession” or “Layman” or really nothing at all.

As I have discussed in other Rolemaster Forum postings, Professions/Classes do act as a short-hand to summarize a characters skill-sets, aptitudes and general abilities. In that regard, eliminating Professions does create some problems or more work when creating NPC’s. Since we’ve thrown away Professions, we’ve generally thrown away the working template for quickly creating NPC’s and assigning skill abilities.

However, while we’ve thrown away the profession mechanism, we haven’t discarded the professional names. In our rule-set “Professions” are more tags—driven by 2 factors: the skill sets developed by the player and/or the social conventions of the setting. For instance, a player that develops the majority of their skills in armor & weapons will still call themselves fighters. As a counter-example, in RM a PC that chooses the Fighter profession but chooses to dedicate all of their DP’s into thieving/subterfuge is still called a “Fighter”. From a societal/setting standpoint a Fighter may be called a “Warrior”, “knight”, “Barbarian”, “Janissary”, “Armsman” etc. This is no different than a lawyer in our world; some societies call them barristers, counselors or consults. Players can build their character and apply any name/descriptor they want, or based on their background/training or organization ties might be assigned a professional name/tag.

In Shadow World there is already some gray areas around professions using the RM2 rule-set. Navigators and Loremasters could be considered stand-alone Professions, each with their own Base Lists, but in actuality are assigned standard professions giving them 2 sets of Base Lists. Issues around the Unlife, access to evil spells, hybrid magic, power point sources/pools, further complicate things. (this topic was discussed in my blog post about the “gap” between rule sets and dedicated settings).

Our transition to “No Profession” was gradual. First, like many others, we kept designing new professions (with associated spell lists) to meet player wants and needs or to fit into a particular setting. Basically the “RM Companion” approach. At a certain point we realized that small skill cost differentiators meant very, very little past the first few levels and became meaningless at higher levels when skill rank bonuses were minimized. In an effort to maintain “balance” we moved to a archetype template: Non, Pure, Semi but still keeping Realm assignments. (A Pure Essence archetype could pick between elemental spells, illusion spells etc and label themselves a “Mage”, “Illusionist” or whatever fit their character image or setting. After we tried that we realized we had one foot in the old ways and one foot into a better, flexible approach. I realized that using skill costs and other “free market” approaches, character generation would be a process of choices and opportunity costs that would enforce character balance without the need for lots of rules or arbitrary skill cost assignments. (Rules for Rules) Characters can’t be great fighters and great magic users—the fall somewhere in the middle (ie Semi).

So, in short, our campaign and rules have ALL the professions, not NONE of them. A character that focuses on farming skills is a farmer. A character that focuses on the Fire Law magic is a FireMage, Wizard, Mage, Elementalist etc. A character that develops subterfuge and poison might call themselves an assassin or a nightblade. A member of the Loremasters is a Loremaster. A cleric of Z’taar is a Battle-Priest. A character with certain mentalism spells in Itanis is called a Warlock.

It’s not for everyone, but it works for us.