Random Musings. Thoughts on RM Spell Law high level spells.

My last post mused on the impossible goal of designing balance into a high level adventure. Among one of the issues I touched upon was the lack of effective buffs in RM Spell Law. But the problem is much broader than that–there is a breakdown of spell design at higher levels. Perhaps the original designers didn’t see much game play use for high level spells?

When I deconstructed and rewrote Spell Law I reviewed every single spell, spell list and compared similar spells between the realms. There are tons of inconsistencies, useless spells, redundant spells or spells “out of order” in power level. I started a detailed commentary on the RMU Spell Law forums, but there was so much pushback I just went ahead and started uploading my own version of spell law!

Rather than go analyze all of Spell Law, I wanted to comment specifically on high level spells. And to keep things shorter, let’s just tackle Essence open and closed in the post and only in the context of combat and not general purpose spells. (I’m using 6503 RMC Spell Master for reference btw.)

Elemental Shields. The 50th lvl spell combines the 15th, 17th and 19th spells Lightning, Fire and Ice Armors. These are good spells, but not great spells. Each is +20 to, 1/2 hits and decrease of crits by 1 severity. Fine for 15-19th lvl spells, but for a 50th just combining them, limiting them to 1 target seems inadequate.

The 20, 25 & 30 level spells are Mass–but in game use to buff 25-30 targets is limited. There are a few blank slots, but in my mind the real issue is trying to differentiate the same spells into different categories. Having Resist Light, Lightarmor, and then Lightning Armor is confusing and doesn’t allow much progression.

Overall, the list can be consolidated, improved protection at high levels and needs a good increase on the 50th lvl spell; either make it 1 target/lvl or increase the protection a bit.

Essence Hand. Calling Seal Team 6 Sniper group. The 50th lvl spell, Aim True is perhaps one of the most deadly spells available to Essence users! The spell automatically does max damage, “E” crit with a missile attack. (for large or superlarge it does a slaying crit) Sure the caster has to touch the shooter, but a group against 1 opponent or just a few opponents could make swift work of any adversary. Too powerful?

Spell Wall. The definitive list for protection v. magic. How good is it? The 20, 25 and 30 lvl spells provide +50 v a specific realm magic. Not too shabby…but…it’s 1 target and concentration only. Sad. Or the caster can just utilize Protection V which provides +25 RRs v. ALL REALMS and is 1 min/lvl. Which one would you choose?

Dispelling Ways. A far better list than Spell Law? Dispel XX Sphere creates a moving barrier around the caster that causes any inbound spell to make an initial RR before proceeding against a target in the Sphere (and then requires another RR). Those are good odds…but the caster has to concentrate the whole time. The 16th lvl spell creates a sphere with a RADIUS of 100′!!!! These need some work I think. The 17-19 “Un” spells strip spell casting ability from casters and items for 1 day. That’s pretty good.

Rapid Ways. The 50th lvl Mass Haste provides 50 rnds of Haste (no after penalties) of DOUBLE action. This one is a no brainer! Use this with Aim True and you have a killing machine.

Shield Mastery. Putting aside the issue that Essence Hand and Shield Mastery are doing the same thing (telekinesis), and that the instantaneous but contingent use of these spells creates huge game mechanic issues, is this even a good spell list? I think a lot more can be done. The 50th lvl spell is cool, but how practical for actual game play? Will the caster encounter that much missile fire? Will they be willing to cast this spell every round to the exclusion of all else? A better 50th lvl spell would be 1 rnd/lvl duration vs missiles within 5′ of caster (or target). That would be a great player buff and worthy of 50th lvl.

Spell Enchancement. Rubbish and breaks spell mechanics. Easier and more logical to scale range, radius or duration by PP expenditure than some “spell for a spell” list.

Spell Reins. Not many spells on this list, and really should be combined and improved with Spell Wall. Some good spells, but the 50th lvl, like Shield Mastery only works 1 round. How many possible spells would be directed at a caster during actual game play? Sure in a battlefield with tons of mages it might be useful…this spell needs a duration.

Spirit Mastery. The 50th lvl spell allows you to cast 1 spell/rnd..but only 10th lvl or lower. So this is really only a “economics” spell–it just reduces PP cost but locks the caster into only casting these spells.

So out of those lists, the 50th lvl spells for Essence Hand and Rapid Ways are awesome, but the others are either good spells but too limiting or just not very useful. Feel free to check out BASiL lists for my solutions to these spells and lists.

Random Musings. Very High Level Adventures. Is “Balance” even possible?

This coming Tuesday (last night when this post is published) I’ll be running the final chapter to my 5 part series: Legends of Shadow World. The last chapter could be a stand alone adventure but is the denouement to the adventure path, typing up a lot of loose threads and presenting the group with an incredibly powerful adversary.

I’ve been parsing some data from the previous 4 sessions and feedback from the other 2 test groups (chapter 1) and will probably run my group through the series again. It won’t have the surprise/reveal elements from their first iteration, but we’ll be able to have a more open analysis during game play.

I’m using RM2 RAW, something I haven’t done for a VERY long time but want to maintain continuity with Terry’s ongoing SW material. The lack of our own house rules (combat maneuvers, multiple opponent rules, missile parry and initiative) makes RM melee feel very restraining. Most players are stuck with simple OB/DB split decision, although this becomes paramount when fighting high level foes.

RM has always been tricky in balancing encounters. DnDs Hit Point attrition system made matching groups and opponents more linear. Rolemaster criticals are the joker in the deck–a wild card that can immediately upend any possible balance a GM designs. This is not to say that the RM rules are broken at higher levels, but there are some immediate issues that are even apparent at lower levels.

  1. Outnumbering. Many, much lower level combatants can overwhelm powerful creatures. A dozen Warrior Monks (15 lvl) annihilated a 50th level character. Easily. The chance of at least 1 in 12 of scoring a potent crit result each round is quite high. Once a PC is compromised by a critical it’s “game over”.
  2. Lack of Buffs. RM2 Spell Law is really lacking in effective buff spells. People have commonly criticized my BASiL and Orhan lists as being too powerful (of course I disagree), but original Spell Law lists are pretty ineffective at high levels.
  3. Spell Attack/Counter Attack. While RM2 melee feels too simplistic, Spell Casters have SO MANY spells to choose from that strategic casting feels arbitrary. (a 50th lvl caster can have 300-500 spells!!)  Casters rarely have the luxury of countering a specific incoming spell, and to do so, would require them to forgo an offensive attack.
  4. Mixed Abilities/Protections. A hostile mixed group of NPC’s can be very deadly to a party. Even a small group comprised of a: creature immune to normal weapons; creature with high magical immunity; creature that is blinding fast, and one that is super strong could decimate a group. Each creature will require a different strategy or spell suite to counter effectively–basically dividing the groups economies of scale.
  5. The well balanced party….just does not work at high levels in RM. One effective critical against the M-U or Cleric will pull the rug from the whole group. Optimally the group needs to be almost all semi-spell users or have magic items that can allow each player to attack/defend/heal independently.

Let me end by saying that my players have had a blast with these high level adventures. They get to play known personalities, utilize spells they only have ever read about in Spell Law, encountered some CRAZY opponents and adventured in very unusual environments.  But no matter how I adjust the encounter levels in these adventures, I’m not sure there can be anything like “Balance”.

d20 SRD Monsters in RMU

Following on from a thought I had in response to BriH’s post earlier last week I have been thinking about creating a completely open and free to use monster book. Rather than Creature Law this would be Creature Libre.

The two parts of the puzzle would be an open source of monsters something like the the d20SRD monster index and the rules for monster creation. These we already have at least in part from Creature Law (PDF page 342).

Furthermore, by using a standard source (the d20SRD) and a public platform (this blog) anyone can contribute monsters to the project. Over this weekend I will re-read the creature creation rules and come up with a template.

The only issue will be art. Once all the content is written then I guess it worth looking at some kind of crowd funding to get the art done?

This is definitely on my To Do list and moving up the priority. If anyone is interested in publishing any unofficial RMU  material, if you want or need a monster then let me know and I will prioritise those monsters!

Legends of Shadow World Pt 4. The Plains of Despair.

Due to a vacation it’s been a few weeks since out last session playtesting our “Legends of Shadow World” tourney series for 50th lvl characters. Last night the group reconvened for Chapter 4: “The Plains of Despair” (or alternatively The Fortress of the Dread Lord).

Narrative wise, it felt a bit broken; the PC’s got killed or beaten badly in Chapter 3 and the few weeks off disrupted the story line. However this is playtesting, so the group was brought back to life, I doled out some moderate damage, adjusted hits, PPs and item charges etc and sent them on their way through a Portal.

This one was tricky for me–while the main encounter is between the PC’s and a small group of powerful creatures there is also this “army” that the players could confront. How do you handle 5 PCs versus thousands of soldiers? Combat mechanics aside, the good news is that all those cool high level spells in Spell Law, the ones that affect 1 target/lvl or large AoE, come in REAL handy!

The PCs actual triumphed in this one, maybe a bit too easily. Unlike the others, this Chapter ends with a victory–the group retrieved the artifact they had been chasing. Now the players get to return home, get a break and then head out. Chapter 5 ties up all the threads and puts the group in direct confrontation with the mastermind behind it all.

Now that I have run 4 chapters I can start processing issues around high level adventures. This was one of the intents of this project. Some issues and questions I am hoping to resolve:

  1. How does RM combat work between high level opponents? Is it the same as low level since high OBs are offset by high DBs, buffs, and parrying?
  2. Spells. Do spells scale appropriately or do some high level spells break the game or aren’t effective enough?
  3. Do spellcasters really have an advantage at high lvl vs pure arms users?
  4. How do you design challenging encounters for those levels?
  5. How do players roleplay a 50th lvl character? Especially iconic personalities like Navigators and Loremasters?
  6. What types of opponents are effective?
  7. What types of environments can the players handle?
  8. Do high level characters lend themselves to Rolemasters gritty “low fantasy” mechanics?

I’m collecting feedback from my other two playtest groups and hopefully have meaningful data I can post soon!

A few thoughts on a sunday afternoon.

  1. I’m really looking forward to the upcoming 50 in 50 project that we’ve been working on. It’s easy to get caught up in optional rules, RMU reviews and game mechanics at the expense of writing or discussing actual gaming content!  Personally, coming up with 25 short adventures or encounters that had an interesting hook was a challenging creative exercise. Peter and I had all of the outlines done in 2 months and are now working on the final edits. I’ve blogged about it before, but RM would be better served if there were more ready to play adventures being published. In related news, I think our next challenge: 5 adventures for 50th level has turned out to be a great exercise!
  2. Speaking of alternate rules…I think fumble ranges need to be INCREASED–dramatically. It’s one thing to pick up a weapon, spin it about and perform some flourishes; it’s another to use any object in combat or fast moving, dynamic situations. We already use # of skill ranks to offset combat maneuvers and RM rules has an optional rule that fumble range can be reduced. For instance, I’m thinking a fumble range of 25 for a flail, with a minimum of 5, reduced by # of skill ranks.
  3. RM Deconstruction. I’ve been wondering if I need to take another look at the actual stats. Do we need 10? I think Self Discipline, Presence, Intuition, Empathy need further thought. On one hand, I can see what they model. Can Self Discipline and Presence be combined into a “Will” stat? Can Intuition and Empathy be merged?

Anyone have any thoughts?

 

Deconstruction of Character Creation and Game Modeling of Skill Systems in RM.

 

Peter’s recent blog, RMU – to infinity and beyond, created a firestorm of comment activity. 64 comments to date! Much of the back and forth touched up on professions, attributes, knacks and character creation. Certainly, the thrust of the debate was centered around the Professions vs No Professions commentary that Peter and I have continued on the RolemasterBlog and previously on the Rm Forums.

Rather than add more comments to Peters blog post, I thought I would take this topical opportunity to discuss the base modeling of the RM skill system (and other game systems too). As I did with BASiL, my own rewrite of Character Law (I named it SWARM) started with a complete deconstruction of the RM rule set. It’s an ongoing process and even now I’m tinkering and rethinking things based on comments here by Peter, Hurin and ITD. I’m going to discuss my own solutions, but the point here is to examine the underlying principles of the skill system, not argue for my own resolutions.

There are 5 basic rule mechanisms that are used in the RM skill system: Stats, Development Points, Skill Costs, Skill Rank Bonus and Profession Skill Bonus.

  1. A standard RPG/game trope, Stats quantify a PC’s various physical and mental traits—the basis of the character make-up. In RM stats are then used to determine “Stat Bonuses” which are added to the appropriate skills. While there is disagreement about the need for actual stats, everyone agrees with and understands the nature of stat bonuses—it is a measure of a characters “Natural Aptitudes and Abilities”.
  2. Development Points. DP’s are “coinage”—used to purchase skills by rank. In RM, DP’s are variable and based on a select group of Stats, while in RMU characters are given a fixed amount. Either way, Development Points are modelling the “Capacity to Learn”.
  3. Skill Costs. In both RM and RMU skill costs are driven by a PC’s profession. Some argue that Professional Skill Costs are a product of formative learning channels, aptitudes or learning paths. This is an argument for WHY there are Profession Skill Costs—but this is not an argument on what Skill Costs ARE. Skill Costs are a measurement of “Profession Aptitudes” & “Time & Effort” to learn a skill.
  4. Skill Rank Bonus. The Skill Rank Bonus progression basically remains unchanged from RM to RMU; for each rank, there is a subsequent, cumulative bonus that is added to your total. Skill Rank Bonus models a “Learning Curve”.
  5. Profession Skill Bonus. Finally, each Profession is given pre-assigned Skill Bonuses based on the characters Profession. In RM it was a level bonus and in RMU it’s a per rank bonus. The is modeling “Profession Aptitudes”.

The first and foremost problem I see here is that Profession Skill Costs is modelling two separate distinct factors: professional aptitudes AND time and effort. The second is that Profession Skill Bonuses are then duplicative; they are both modelling Profession Aptitudes. Personally, I think that’s sloppy game mechanics—it would simpler to just adjust Profession Skill Costs and eliminate the Profession Skill Bonus. Reducing the cost of a skill is the same as giving a profession skill rank bonus.

Ultimately, the simplest measure to test is: Total Skill Bonus/DP’s spent. Adding layers of complexity to model the same effect (Profession Aptitudes) is pointless.

I think it’s a cleaner solution to make each mechanism discrete unto itself, rather than have several game devices that only serve to reinforce professional tropes. Here would by my suggestion for RMU using Professions:

  1. Stats – Natural Aptitudes.
  2. Development Points. Either stat variable or fixed. (I can see both arguments)
  3. Skill Costs. Time & Effort only. The same skill costs for all professions—this is modelling how hard it is to learn a particular skill or lore. Skill costs can vary by skill but NOT by profession.
  4. Skill Rank Bonus. Learning Curve.
  5. Profession Skill Bonus. Profession Aptitudes.

This solution provides distinct functions of each rule component—no duplication. Plus, Profession Skill Bonuses allow for easier to understand Profession distinctions and an easier process for creating new Professions. You no longer have to assign skill costs by Professions— and you can be more aggressive on the total Bonuses per Profession. Giving a Fighter +4 bonus/rank for 1 Hand Edge is a real differentiator and results in the same outcome as giving them a low skill cost. Plus, this solution eliminates huge charts of professional based skill costs as well.

If, like me, you are using NO PROFESSION you might want to try my solution which is slightly different.

  1. Stats – Natural Aptitudes.
  2. Development Points. Either stat variable or fixed. (I can see both arguments)
  3. Skill Costs. Time & Effort only. Skills all cost 5* with +1 cost per extra rank per level with unlimited advancement. (the +1 resets each level—this measures the law of diminishing returns).
  4. Skill Rank Bonus. Bell Curve. I use a 1,2,3…9,8,7,6….1,1,1 progression. This keeps low level characters from maxing out the cost/bonus curve of important skills.
  5. Variable Skill Bonus. Rather than Skill Bonuses assigned by Profession I give players +6 in bonuses to assign as they see fit. This option models “talents” or “knacks” and gives players more flexibility and customization of their characters outside the profession paradigm.

In the final argument, having Profession Skill Costs and Profession Skill Bonuses is redundant and unnecessary.

For summary:

Mechanism/System RM RMU Suggested Solution (when using Professions)
Stats Natural Aptitudes & Abilities. Natural Aptitudes & Abilities. Natural Aptitudes & Abilities.
Development Points Variable Learning Capacity Fixed Capacity to learn Optional – Variable or Fixed
Skill Costs Professional Aptitude & Time and Effort Professional Aptitude & Time and Effort Time and Effort (same costs for all Professions)
Skill Rank Bonus Learning Curve – Decreasing Learning Curve – Decreasing Learning Curve – Decreasing
Skill Bonus Professional Aptitude Professional Aptitude Professional Aptitudes – Enchanced

Project BASiL: Mentalism Spells & Misc.

Most of my emails and forum messages have been asking about when I’m going to post the Mentalism spells for my Spell Law re-write. While Essence and Channeling were fairly straight forward, I’ve ended up re-working Mentalism several times–and now I’m doing it again! Part of this was a desire to really differentiate the realms: Essence is manipulation of the physical world and elements, Channeling is driven by the God’s aspect, “life forces”, and miraculous effects, and Mentalism are spells of mind and will. But what does that mean? What should Mentalism spells encompass for powers?

While Mentalism was never proffered as being Psionics, it was a good reference point for me to re-organize Mentalism spells, clarify their limits and group spells accordingly. Interestingly, I found that like Essence and Channeling, new spell lists and groupings created new profession possibilities.

Here are my initial power/ability groupings and associated lists/powers (same as Base lists). Most of them are just a single or a couple of lists to create a mental “Discipline”–most Mentalists might focus on 2-3 Disciplines for specialization.

Body Enhancement: Body Control, Self Augmentation, Body Weaponry, Self Healing, Body Resistance

Clairavoyance:  Item Visions, People Visions, Place Visions (yes those names are pretty bad–suggestions?)

Glamours: Phantasms/lllusions, Hallucinations, Visual, Sound, Smell, Touch

Mesmerization: Mind Control, Enthralling, Suggestion

Mind Enhancement: Mind Shields, Mind Lore (Absorption list)

Precognition: Future Visions, Awareness, Dreams

Pyschokinesis: Move Objects, Manipulate Object (heat, bend, reform, break)

Pyrokinesis: Control Fire, Manifest Fire

Sense Projection: Astral Projection, Remote Sensing

Subterfuge: Cloaking, Distractions

Telepathy: Absorb Lore, Read Mind, Sense Minds, Mind Speech, Mind Attacks

Right now I’m around 30-35 “Base Lists”, 10 Closed (which are lesser/consolidated versions of base)  and a handful of Open (limited to 10th lvl). Similar to the other BASiL lists, you can easily move things around: “Telepathy” becomes the Mentalist Base, Pyschokinesis and Subterfuge becomes Mystic Base and Body Enhancement becomes Monk base–the rest drop into Closed and/or Open.

My goal was 50 total lists which I think I’m at, but it needs another pass through. If anyone has any ideas, thoughts, spells, spell lists etc feel free to comment. After all the Companions, Guild lists, and add-ons I have no illusions that anything I’m doing is truly original. For me it was re-organizing, filling in blanks, eliminating redundant and or useless spells etc. Happy to hear any suggestions!

 

Looking Forward

The second half of 2017 (yes,  know that June is technically in the first half of the year!) seems to be about completing projects.

After much badgering, Lightning Source found the print master for the RolemasterBlog Fanzine issue 1 and that is now in print and available.

This weekend  I will start the selection process for issue 3 and start to write the new unique content. I want the Fanzine to diverge from what is posted here and contain more playable content, more detailed NPCs, more new magical items and more fully detailed hoards using the treasure rules in C&T. Out posts here are open for all to read but the Fanzine is easier for a GM to keep close to his or her chest and not spoil the surprise if an adventure has a sting in the tail.

Why a fanzine?

I was asked last week, “Why a fanzine?” The answer is that paper has a longer life than a blog post that rolls off the front page on the site in just a few days or weeks and is then rarely seen again. A fanzine will hopefully be bought by one member of a gaming group and passed around. Hopefully for every one copy bought ten people will read it.

Moving forward I am selecting posts that have the most upbeat and positive views of RM. I don’t want someone to read it and think ‘these are the fans and all they do is complain’.

I hope to have the June issue in the can by the 10th of June and then we will see how fast it gets into print. Issue 2 was much faster to produce and layout than issue 1 and I can apply all of that to issue 3.

Now we are easing off on the blog posting this leaves more time for completing other projects. There is much hinting at the 50in50 project. We now have almost all fifty plot outlines sketched out, thirty of the fifty are written up in long form. I have also seen some of the graphics and battlemaps and they are looking great. We have mooted a September start and I cannot see that being a problem at all.

40th to 60th level adventures

Brian is full steam ahead with his 40th to 60th level adventures and I would like to join him in that. I have two ideas of my own for that. As it happened I was reading the stats for Titans last night. I had no idea how tough they were but surprisingly low level (15th). Thankfully it is easy to level them up to make a tougher version.

Gamemaster or Rolemeister

I also have, possibly two, child friendly versions of Rolemaster to write over the summer. I really want to keep the rules for each to under 30 pages and the cards used for skill, maneuver and combat resolution will all be generated by an algorithm which will save me a lot of work. I think that will be branded as Gamemaster rather than Rolemaster or some other variation. I quite like Rolemeister but I am not sure it is appropriate for a childrens RPG.

If that doesn’t keep me busy I have some games to run. My RMU playtest is back up and running. My playtester has returned from university for the summer. Before I know it my autumn gaming weekend will be coming up.

Not much gaming content in this post but if you get bored over the weekend look up Titans. They are seriously impressive.

By Jove I think I’ve Got It!

<I have a horrible feeling that is a miss-quote from Rex Harrison in My Fair Lady>

I have been thinking a lot about my Rolemaster feeder system rules and I think I can build two systems one for 4yrs to 8yrs and one for 9yrs to 12yrs. It took the example criticals that BriH suggested (“Bam!! Foe hit in face and forced to blink for 1 rnd”, “Kapow!! Foe is disarmed”) and some comments by Edgcltd to give me the inspiration.

I think I can build a game for 4 year olds. I am going to have to examine the National Curriculum in some more detail to see what skills I can expect children to have but that is actually a useful framework to work to.

So down to by game concept.

Imagine rendering skills down to a number of gold stars. You get no stars for having no ranks (-25) and then roughly one star for every +25 or so as we would think of it. So a typical OB would be in a 1 star to 5 or 6 star range. DB would be 1 star for a shield. Magic armour may be 1 star or maybe even 2 star.

You attach roll would normally be in a no star to 4 star range with open ended rolls taking it up to 8 or more stars.

Stat bonuses would typically be no stars or one star.

If any of you have young children or have had them you may be familiar with a number line. It is used for teaching addition and subtraction (check this out if you don’t know what it is https://www.mathsisfun.com/numbers/number-line-using.html)

So I am sticking with cards as they remove the need for dice and being able to self print cards makes the game easily expandable.

Each card will have the attack/skill roll as a number of stars in a top corner. The body of the card will have a number of criticals on a vertical number line. The player when they want to make an attack draws a battle card, sees how many stars on the card and then counts on to add their OB, and counts back to take off the defenders DB and then reads across for the result. That is where the “Thwack! Foe is knocked down and out!” comes in.

Healing would be cinematic and fights last until everyone is either knocked out or runs away. At which point the surviving characters help their friends to the their feet and the adventure continues or the character wakes up in a cell held by the villain.

I think I need three professions; knight, archer and magician.

I think I need 4 stats. Players will be given 9 stars to share between the four stats.

Strength will combine Strength and Con.

Agility will combine Agility and Quickness

Sympathy will combine Empathy and Intuition

Cool will combine Memory and Reasoning (yes, being a geek is cool!)

Presence and Self Discipline are not needed in this simplified version.

The nine into eight means that everyone gets at least one stand out stat.

There will be at least three races Human, Elf and Dwarf. This is not yest fixed in my mind. I think I would like more but not sure which.

There will be battle cards, skill cards, movement cards and spell cards. The battle cards will work as I described above. Skill and moving maneuver cards will work in a similar way but the content of the table will resolve the static action or moving maneuvers. Spell cards will a pack per spell list with half being utility spells such as Light and the other attack spells like Lightning Bolt. So there will be many Lightning Bolt cards each with its own attack roll and unique critical table. The utility spell cards will have the roll for BAR or SCR built into them.

So that is a whirlwind tour of Rolemaster for 4 year olds.

I am thinking of calling it Gamemaster Kids as I have not had any response from ICE when I emailed them and that would mean I am no longer using any of their IP. The version for lightly older players could then be Gamemaster Heroes. That would be the true feeder system into RMU.

 

From Little Acorns

I want to tell you a little story.

Once upon a time Kwickham emailed me and said that he wanted to publish his Aiorskoru game world and that I had blogged about it. He suggested that I could repurpose those blog posts, edit them into standalone documents and put them on RPGnow and maybe make a few Dollars.

So I did.

That got me thinking so I packaged up my professionless and level less RMC rules and put them on RPGNow, there is a link to them on the left here, and I get downloads of those every single week.

In another email exchange Kwickham was telling me about a game he has written and is still developing called ABS12. ABS12 is as simple a system as it is possible to get. There is just a single stat and the entire system runs on 1d12 rolls. This gives 12 possibles all of equal probability, there is no bell curve  created by using added dice rolls. My part in the exchange was to describe a game I had often thought about writing but had never committed to paper. In a single email I laid out al the core rules with examples. That game became 3Deep, again see the links on the left.

I make a few Dollars a month from selling these documents on RPGnow and the other OBS sites.

I recently had an idea. I thought I could repurpose some of the blog posts here and create a Rolemaster Fanzine. It would take almost no time to copy ‘n’ paste a selection of blog posts into a word document and a quick editorial pass to resolve links into the actual addresses for people to use. So I did it. I created a RolemasterBlog Monthly as a PDF on RPGnow.

Then I thought PDFs are all very well but if you are reading it on screen you may as well read the same articles on the blog and that way you get all the comments and links too. The blog is a much richer experience in my opinion. Unless you love physical books that is.

So I make a print on demand version. This was the first document I had ever done the complete layout for print on including the cover design.

I have on my desk right now the first proof copy of the first edition of the RolemasterBlog Monthly, the Rolemaster fanzine. 
This was a mile stone for me. To have a real physical book. I have noticed a couple of layout problems with the proof but I fixed them last night and I have uploaded the corrected print files.

Despite that, it is lovely and glossy and feels nice. At 36 pages (A5) it is no mammoth tome but then it is only intended to be a fanzine. Everything I learn in producing this I will apply to all future issues and so on.

I honestly hope to have the final print copy on sale (you cannot do free books on RPGnow) within 10 days.

With the actual launch I will announce it first here. If you love the touchy, feely experience from dead trees then I hope you like the RMB Monthly!