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.

Demons and Devils – 5ex5

Asmodius the Demon Prince

I have had an incredibly busy week, so much so that I missed blogging on Monday completely! What I should have been doing is working on the D&D 5th Edition conversion to a D100 system. I am doing this conversion very much with a Rolemaster hat on and it is interesting to see what D&D has that Rolemaster doesn’t and what it does very differently.  One of those are the Demons and Devils.

Demon Princes

You can tell I am working on the Monster Manual right now can’t you. Demons are a classic fantasy monster and we have our own rolemaster demons with our type 1 to 5 pales and so on. When you compare that to the D&D world you get an entire ecology of abominations to play with from relatively weak monsters to named demon princes. I had forgotten just how many of these there actually were in the core D&D books.

Asmodius the Demon Prince
Asmodius the Demon Prince

Crusading Knights

I think that D&D had its origins in a fairly real world concept. You can almost see the fighter class being cast as a crusading knight. As soon as you take a step in that Christian direction then demons and devils are nature enemies to be defeated.

Rolemaster has a strong Tolkien heritage

Rolemaster on the other hand has a strong Tolkien heritage and in that setting there are certainly no devils but the Balrog certainly seems demonic even if they are of the maiar. Once you step away from middle earth then that demonic niche needs filling. I think the developers gave us elven demons and human demons to fill the gap. Seeing as Middle Earth had no devils then Rolemaster has no devils.

I think it is interesting that in 30+ years I have never felt the need to reintroduce devils back into the monsterous ecology of my game world which is in fact their natural environment of Faerun.

The Neological Naga Demon and the Franken Game

That sounds like a terrible B movie but right now I am preparing to spend a lot of time on Nagademon, or more correctly NaGaDeMon, and having never heard the words Franken Game until recently I have found myself using it twice this week.

What is a Franken Game?

A Franken Game is a game put together our of parts of other games. Originally Character Law was a bolt on replacement for must of the Players Handbook, Arms Law was a replacement combat system and Spell Law a drop in magic system. If you decided to take HARPs scalar spells and dropped it into RMC then you are now playing a Franken Game.

I once took the vehicle rules from Car Wars and converted them to d100 and used them as part of Spacemaster. It makes a lot of sense. How big a part of Spacemanster are 21st century cars trucks and motocycles going to be? The answer is tiny so the developers could not justify spending hundreds of hours perfecting rules for them. How big a part of Car Wars are cars, trucks and moticycles? Probably 95% I would say so dropping Car Wars into Spacemaster boosted that aspect of the game in an area I needed for the campaign I wanted to play.

This is insanity!

The best rules for insanity has to come from Call of Cthulhu, so why reinvent the wheel? Just make the minor changes needed to make it look and feel like Rolemaster (think of that as the surgical stitching) and there you go. you have sown together your own Franken Game. Most of us have shelves of games you have played int he past but are not playing now. All these games have elements we really liked when we played them and bits that we didn’t necessarily like. Using them as a library of body parts allows us to customise our own games to fit the worlds we want to play in. It is also great fun and as long as you don’t break the rules too much in doing the conversion to d100 OE (open ended) then the original games play testing should safe guard your Franken Games balance.

NaGaDeMons Ahoy!

I mentioned this in my last post. National Game Design Month. It is the NaNoWriMo of the gaming world. Let me digress for a moment.

There is an old joke about a school caretaker bemoaning the throw away culture of today and how they don’t make things like they used to where you could repair things rather than just throw it away and buy a new one. Take this broom for example, they don’t make brooms like this any more… Its had 5 new handles and 7 new heads but it is still going strong!

If you had a game you loved but you thought you could swap out the combat system for something ‘better’* and then you think “hey I like these scalar spells!” so you swap out the magic system. After a while you think there has to be a better way to handle all this profession bloat and skill bloat. So if you replace character law, arms law and spell law are you still playing Rolemaster?

I think the answer is yes you are. If you have magic structured into realms and roles are open ended and combat is driven by criticals, these are the hallmarks of the rolemaster system.

On the other hand what if like the broom with the 5 new handles and 7 new heads, there is nothing left of the original system? I think at that point you have crossed the line from Franken Game to a completely new system. If you then make sure it all works together and covers all the bases then you have a new game on your hands.

Most GMs feel we could write our own game

Most of us [GMs] feel we could write our own game. Equally most of us never will. This is where the Nagademon comes in. It focuses the mind into a single month of effort to actully write up all those ideas you have about how to create a perfect roleplaying game and get them down into a document. One month to break the back of the project. You can take as long as you like with the editing afterwards and that sort of thing. you could even go one step further and put your game on RPGNow or Drivethru. Afterall what have you got to lose?

*better is in inverted commas as your better and my better could be completely different!

D&D 5th Edition SRD and 5ex5

D&D 5th Edition SRD

I have had quite an intersting day today working as part of a two person team converting all of the D&D 5th Edition SRD over to D100. The project is called 5ex5 as in 5th Edition x5, th emost obvious way to get from d20 to d100.

What is interesting from the Rolemaster perspective is that it will make any future products based upon it very easy to convert to Rolemaster and many will pretty much be able to be used off the shelf.

Free content for RM GMs

If you consider how much is published on Drivethru or RPGnow for free or Pay What You Want, this could explode the amount of free content for RM GMs.

It sounds pretty easy just multiplaying everything by 5 so d20s become d100s and a +1 bonus becomes a +5 and so on. The reality is that in the Monsters section alone there are over 10,000 edits to be made. You would have thought that one could just find and replace to change one thing to another but it doesn’t work that way as you have to check every reference as no one wants a dice rolls for durations or areas of effect multiplied.

The inner workings of D&D 5th Edition

What I have learned to day is a lot about how D&D 5th Edition works. I had only read the free basic version rules before but today I have read in detail then entire combat section of the SRD and I am quite impressed. If nothing else I should walk away with a pretty good knowledge of the inner workings of 5e!

So how long is this going to take?

I have no idea but I hope it is only going to be a few weeks as I have decided I want to have a go at NaGaDeMon (National Game Design Money) in November and there is only so much of me to go around. I am not sure I will have the time spare to do both.

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!

The Ghost of Christmas to Come

Right now I am holding on to a handful of monsters statistics I have converted over from D&D to Rolemaster. The reason being that I am converting them as needed for my game but my players have not encountered them yet. Some of these will be a real spoiler if the players knew they were around the next corner. It is a little frustrating as I really want to share them but cannot yet.

I was thinking about these creatures the other day and I had a cool idea. What I am going to build is a sort of (depending on which side of the fence you are looking in from) Monster Manual or Creatures and Treasures addendum. D&D monsters but Rolemaster stats but just for the creatures found in the Forgotten Realms and missing from the existing Creatures and Treasures.

I looked into this and as long as I do not intend to sell it then as I am promoting the Forgotten Realms then I would be covered by the Wizards of the Coast Fan Site license to use their intelectual property.

The descriptions I could take from the Forgotten Realms Wiki. I am more than happy to give attribution to that site. I think that site needs as much support as I can give it.

The rules for moster conversions are available on page 92 of the the RM2 Creatures and Treasures or as a seperate download from the Iron Crown website ‘vault’

My only contribution will be the time and effort to actually do the conversions plus the page layout and hosting. I will give the document away for free. I am not in this to make money off of other peoples ideas.

I am going to play around with some page layouts this weekend and share them on Monday. I will welcome any constructive feedback.

 

It is now officially unofficial!

Copyright; 2002-2014 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

I made a few changes to the blog today and here is the story why.

I woke up this morning to an email from Colin @ ICE which was a pleasant surprise.  He asked for a few things, They wanted a link to the rpgnow site on the blog (you can see it to the left now) but more interestingly they asked if I would make it clear that this was an unofficial blog and put a link to the official blog (also on the left now).

As Colin put it “They thought this was the official ICE blog”. I am not out to masquerade as anything I am not so obviously I was more than happy to make the changes. What is interesting is who ‘they’ are? I kind of hope it was some completely new people first discovering Rolemaster for the first time. That was sort of the reason for starting this blog, to spread the word about Rolemaster.

The really cool thing is that Colin has offered to share pre-release copies of products for review. I really hope this turns out to be possible as I could then give you all my personal take on the new products.

Watch this space!

Roleplaying software review Rolemaster Character Utility

Rolemaster Logo

One of my favourite pieces of software as a GM is the Rolemaster Character Utility or RCU. This is a piece of freeware (you can download it from here Rolemaster Character Utility full) that you can share and anyone can use. This is the windows version but I have run it under WINE on linux boxes without a problem.

What the programme does is allow you to step through the character creation process from name and profession, race, stats and skills in a wizard style interface. Every time you make a choice it eleminates things that no longer apply, so chose a mentalist and all the channeling and essence spell lists drop off the lists. Chose a halfling and all the height and weight charts adapt to give sensible results for halflings.

Once a character has been created it can be saved and recalled to do the leveling up including stat gain rolls, spell aquisitions and hits and skill. It automatically calculates level bonuses, stat bonuses and updates the spells available.

You can when developing a character go back and keep the same basic character but change their profession or race to see if they would be better as a different realm, profession, race etc.

It is easy enough to set the GM specific optional rules such as if you allow characters to reroll paticularly low stats, whether to add stat bonus on to spell aquisition rolls and such. Everything is optional and you can just skip things that do not apply to your game. When you are buying skills it shows you just about every possible skill with the correct costs for that class. The programme was written back in 1999 and seems to include every profession, skill, spell list and background option from every book published up until that point. In my case this inlcudes many skills and spells that I do not have in my game but that is not an issue.

Creating a 1st level character takes about 15 minutes for a spell user, slightly less for a realm of arms character and then leveling up takes about 5minutes to 10 minutes depending on the level as I find some are more significant than others especially 4th level and 9th.

The only thing this doesn’t do is spend the points for the coming level, the ‘learning’ development points.

The output is clear and simple to understand and all the ‘DruTam’ character sheets in this post were created using this programme. If you are playing RM2/RMC and you have not used this before then I would seriously consider giving it a whorl. It looks dated because it is but it will save you hours upon hours in creating interesting and fully developed NPCs in any ongoing game.

 

Rolemaster blog gets it social media accounts

Copyright; 2002-2014 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

I have just created the Facebook and Twitter accounts to compliment the blog. If you like or follow these then you should get the automatic notifications on your phone or whatever when I post something new.

The Facebook page is https://www.facebook.com/rolemasterblog

The twitter feed is https://twitter.com/RolemasterBlog

Of course you can use either of those to contact me directly and I promise to reply as soon as possible.