So now I have nudged the trajectory of my PCs wholly into an overland journey to the enemy-occupied Dwarven mountain city of Angrothrond, wherein the PCs expect to find armies of Orcs and Trolls, caverns of partially mined angril (a homebrewed substance similar to mithril) and perhaps a massive, inert stone golem and a slumbering Iron Dragon of Morgoth from the First Age of Middle-earth.… Read the rest
The other day I was looking up something in Middle-Earth Role Playing (MERP), and I came across a passage I don’t recall reading before—ever before, even when I aspired to run MERP just last year!
… Read the rest
Elves have certain advantages over the “mortal” races … , and in terms of a fantasy role playing game this is reflected by a restriction on how they assign their stats.
No plan survives contact with the players.—Davena Oaks
After my latest session I opened up Michael Shea’s The Lazy DM to compare his advice to my emergent method of adventure generation—one that suits my current campaign, anyway. It’s from this book that I pulled the quote above, and, for the sentiment contained therein, at first Shea’s advice seemed like it would be of some use to me.… Read the rest
In his four histories of the tabletop rpg hobby, Shannon Apelcline claims that the industry moved, from the 70s through the 90s, roughly from D&D-centric to complicated and simulationist to emulationist, this last often with a specific intellectual property as its referent.… Read the rest
Please forgive me for the over-generalizations I’m about to make.
Once upon a time the GM was all powerful and inaccessible to all but the most earnest and devout of supplicants. He reigned over his world with detachment and poise. His players enjoyed his forbearance in allowing them to adventure in his world.… Read the rest
In contrast to Rolemaster’s spell system, Chivalry & Sorcery requires two (sometimes three) rolls to resolve its use of Magick. To clarify this, it’s perhaps helpful to understand more of the game’s Magickal metaphysics. C&S posits a Shadow World, in which exists this Magickal energy.… Read the rest
The latest version of Rolemaster contains a very interesting and useful section (2.8, to be exact) on Customizing Magic in an RM game. As inspiration for this consideration, I’m recommending that every RM gamer, if you don’t already have it, pick up Chivalry & Sorcery’s Magicks & Miracles.… Read the rest
Going forward, my reading of Chivalry & Sorcery will be entirely with a mind for how I might adapt attractive features into Rolemaster. My exhaustive, three-part exploration of Chivalry & Sorcery Character Generation, I believe, well enough presents the basics of C&S’s system, so I pass with little comment over sections detailing its Core Mechanic, Vocations and Skills.… Read the rest
So far, I’m charmed. With time and the right group, I’d explore the entirety of Chivalry & Sorcery, on its own terms, by playing it as the game it is. But since that’s unlikely to occur—at least not anytime soon, especially since I face a multiplicity of similarly attractive systems—I’m tempted to steal some of C&S’s most exciting features and “hack” them into any version of Rolemaster.… Read the rest
Step 14: Determine Character Fatigue Points
Fatigue Points appear to be pretty much how they sound. To determine them, players have the choice between two calculations, whichever is more beneficial for their characters. Mine is a total of Strength and Constitution, so 30.… Read the rest