Get Off My Lawn!!!!! RPG Rant of the Day.

“Fair and Balanced” is not just a Fox News blurb, but a constantly cited principle for RPG game design. But what is balance? An arbitrary viewpoint? Neutral game mechanics? “Fairness”? Often it comes down to personal opinions and long accepted norms established long ago in D&D.

RMU development is a perfect case study in the tension between rethinking a ruleset and an unquestioning loyalty to RPG tropes. The most basic assumptions are often the most discussed: Magic Users can’t wear armor; magic is broken down into 2 or 3 realms; the balanced party (Fighter, Thief, MU, Cleric); Class tropes and the definition of a particular class, etc.

Rolemasterblog has discussed and deconstructed many of these tropes, but it always seems like the fall back argument is “balance”—without ever a real discussion of what balance means. Like most of you, I started playing D&D and AD&D—you know what? That was a broken, unbalanced system. I recall playing a higher level Cleric at a CON and just destroying everything. (Blade Barrier anyone?). It wasn’t fun, it frustrated the DM and while I got all the glory it didn’t feel earned.

Table top RPG games have too many variables to allow for true balance. Players can make unexpected choices, it’s impossible to create encounter parity and role-playing actions can usurp game mechanics. Also, the adventure or GM can emphasize other aspects that rely less upon game mechanics and more on problems solving or role-playing. The problem with “balance” is that it assumes the following paradigm:

 

This model positions the GM on opposing end with a ruleset balancing the two. This is a false dichotomy, with the main focus on the impact of rules on the player and PC’s.

However, if chasing “balance” is a false choice, then a better mental model switches the positions of “Rules” and “GM”.

This model accepts that no open system can ever be truly “balanced” and recognizes that the GM is the final arbiter AND best able to adjust game flow to handle unpredictable outcomes, player behaviors and rule shortcomings.

I’m less concerned with a PC being able to cast spells AND wear armor, than a flexible set of rules that handle in game action resolution. Profession constraints, skill access and player roles within a group are NOT really RM/RMU game mechanics. The game mechanics are maneuver resolution, skill check resolution, spell resolution and combat resolution. Period. Whether a mage can wear armor or what skill costs should be for a Ranger is purely arbitrary or setting specific and not part of game balance.

“Balance” is the last argument of the scoundrel! So GET OFF MY LAWN!!!!

Mobile Apps and RPGs

In the real world right now I am studying Android development and Java programming. As a roleplayer I simply cannot do this without thinking about how I could use this to make bespoke roleplaying tools for my phone.

I am also a big fan of open source software and freeware.

The only real problem with creating Rolemaster apps is that RM is such a closed system that ICE would never agree to anything open source that anyone could take, change, expand and share.

Anything I could create would have to be somewhat generic. The most generic of rpg apps has to be the dice roller and there are hundreds of those available.

Somewhere there is a middle ground of more useful than a dice roller but system agnostic enough to avoid the intellectual property rights belonging to ICE but also useful to the RM fan base.

Does anyone have any ideas?

Shadow World Wish List: the definitive Master Atlas.

With every new product Terry Amthor publishes, the world of Kulthea grows larger and more detailed, but it’s been quite a while since an updated version of the SW Master Atlas was produced. In truth, there has been a tremendous amount of world building material generated, but it’s been scattered among the various SW supplements over the last 30 years.

In general, a setting’s “Master Atlas” should contain the overview and broad strokes of the world—the foundation that sets the table for all other material. It should differentiate between “world spanning”, “universal” and “ubiquitous” and material that is regional in nature. Using that very basic definition you could argue that the Loremasters and Navigators are Master Atlas material while the Eight Orders of the Emerian Empire are not. Certainly, some of this is arbitrary, but if a new Master Atlas was planned, what should be included? Part of it is consolidating this “world material” from existing products and the other is filling in the blanks—new material that fleshes out the world, answers important questions or establishes setting specific material that might be different than general Rolemaster rules. (see the blog here)

IIRC, Rolemaster Companion I was generated from the “Red Book”—a notebook filled with optional material used in the early days by key ICE employees and playtesters. The material was cleaned up and made into Companion. We have our own version of the “Red Book”—our own Master Atlas that consolidates all “world material” into the existing MA4 text (converted in editable Word format). We went through each product, starting with the Iron Wind, and added any pertinent material: languages, creatures, Loremasters, artifacts, key persons etc. When a new product comes out, we go through it and do the same thing; our current MA stands at 320 pages without the numbered timeline and without fauna/flora. With fauna/flora our comprehensive MA would be well over 500 pages without artwork and graphics. Is that too large for todays consumers?

Some of that (100+ pages) is our own material—some of it posted up on the Misc SW Files. What is the origin of Elves? What happened to the Earthwardens? Where did the Dragonlords come from? What is the origina and the genesis of the various monsters/creatures? What are the reasons behind “magical” alloys? What is the background behind the lack of chemical processes in SW? We wrote it out of necessity, much of it years ago when it wasn’t clear if SW would continue. I think we came up with some good answers to many of these questions—but ultimately may be modified based on new material Terry produces.

Even with all the material we have, plus the material we’ve written I think there are gaps in the Master Atlas. After 4 versions, it’s probably not a priority for Terry to tackle the Master Atlas yet again even as he updates other past regional products. But…if such a product were to materialize, what would you like to see in it? Here are a few of my own:

1.       Language etymology. Matt did some work on it and I tried some basic classifications but it would be nice to have a basic “language tree” based on the root languages and sub families to build a framework for future products and establish relationships between cultures for language skills/translations etc.

2.       Essence Flow and Foci Map. While I like the idea of not creating permanent Major Flows, they are a key part of the world. Nexus is surrounded by them; Tanara was isolated by them etc. There was a map from an earlier product (Emer in the Atlas Addendum) but I think reintroducing these permanent flows helps fix the Flows as an important physical manifestation of the setting.

3.       Setting specific creatures. Much of the flora/fauna of SW is just a duplication of Creatures & Treasures. This feels like shoe horning a generic fantasy framework into a more unique setting. I would prefer to see a broadening of SW specific bestiary: more fusion and bizarre creatures.

4.       The Pales. Something I’ve been working on is added material on the Pales: environment, more denizens, realm powers etc. It would be great to have them fleshed out as real places that could be visited or used for travelling. My group is currently in the 2nd Pale and pushed me to build the setting out more for the adventure.

5.       Finished SW specific spell lists. Additional spell lists for the Unlife (type specific rather than general) and the other groups detailed in Powers of Light & Darkness.

6.       Finalized and consistent rules about the Unlife. Eliminate the “Anti-Essaence” and create framework for channeling (?) the Unlife and corruption rules.

7.       Notable world wide holidays and religious celebrations.

8.       Simultaneous publication for D20 rulesets.

Just a few of my ideas—anybody have any other ideas for the “definitive” SW Master Atlas?

Brief thoughts: masks in your fantasy setting.

In my recent blog post I referenced the Mayan, Lord Pakal. Pakal was buried wearing a jade funerary mask and it reminded me that masks are very cool! You’ve probably used or encountered a mask in your RPG game—maybe it’s a powerful magic item, a funerary mask found in a crypt /tomb or worn for a festival or celebration. I was reminded of masks worn by cultures or organization in popular fiction and how the mask itself became a defining trait.

Masks can be powerful symbols—they can hide an identity or gender, signify membership, convey emotion, create equality and/or eliminate social barriers. In a fantasy setting, masks can convey tone or atmosphere to the group using a very simple description. One-off masks are great, but what about standardized masks worn by whole groups of people/fighters etc?

Two that immediately come to mind:

1.       The Immortals in the movie 300. Certainly the movie was highly stylistic and not that historically accurate, but the masks make the enemy both anonymous and menacing.

2.       The Seguleh. If you haven’t read the Malazan series—do so! The Seguleh were a militant, hierarchal society of skilled warriors. All wore masks, each one signifying their rank (1st being the best warrior).

I can’t recall any particular group that sports masks as part of their uniform in Shadow World—can you? I’ve included a few cool masks worn by some cultists and like the effect they had on the players.

Anyone have any magical masks they want to share: stats, powers, description etc?

Miscellaneous Musings

Heading off to vacation so I probably won’t get new posts up for the next 10 days or so, but I thought I’d put up some random thoughts.

  1. It’s great to see new contributors to the Rolemasterblog! People who don’t sign up for the RM Forums don’t see the various RMU development threads and may not realize there is ongoing discussion and activity. I think this blog helps spread the word about RM and perhaps reaches other RPGers who might not go the forums.
  2. I got a few more messages re: BASiL mentalism spells. Right now I’m making real progress on finalizing my next submission: Empire of the Black Dragon and I’m very focused on that. Writing is HARD, but I find that it’s easier to write following your creative impulses. I’m having a great time writing adventures–its just flowing so I’m going to go with it. Part of it is the “unique’ nature of the material which is more fortresses and layouts than regional & cultural overview. Reformatting mentalism spells is more work than creative but I will get around to it!
  3. I started another great book, The Twelve Kings of Sharakhai. I’ve always loved a good desert setting and we really haven’t had one with Shadow World yet. Terry? With that said, I wonder if someone could come up with a unique desert culture that isn’t the standard middle eastern/Arabian tropes? I’ve always been intrigued by the Synshari race.
  4. I’ve been reading a lot of other blogs (and linking to good posts I find here). Not many Rolemaster blogs and almost no Shadow World blogs. BAD!!! The ones that I do find haven’t had any recent posts–some have been inactive for years.
  5. Armor makes a difference! My PC’s generally go light on the armor due to our simplified rules and the inherent trade off between encumbrance and protection but a couple of them are reconsidering…. The had a “run-in” with an Alliance Jenaara and Kal-chah warriors and got their butts kicked!
  6. Peter, the banner pic you put up is much better than the word jumble that was up before.
  7. I have a great artist interested in doing the layouts for my next project–hopefully he signs on!!
  8. I’m loading up my kindle for my trip–any good book recommendations?

Special skills, special spells. Gods in roleplaying.

As part of the ongoing discussion of Clerics and Channeling in Rolemaster and Shadow World I thought I would call attention to a great blog and commentary over at Grognardia.

Peter has talked about rolling Channeling into the Essence Realm and I have basically rolled all of the Realms together–only organizing them by casting mechanism.

But this blog raises some earlier thoughts I had about Clerics and Channeling in general. Before Shadow World I was running a “diety-lite” setting where Gods were mere abstracts providing the homogenous powers provided by Spell Law Channeling. Now with Shadow World, I’ve fully embraced the use of active, involved Gods and built the Orhan/Charon spells lists and organizations to better define Clerics “special skills”.

However, were I to start from scratch I might do something different. Probably further consolidate all spells into the single realm of “Essaence”, and when and if applicable utilize “Channeling” as gifted benefits or powers from Gods or Higher beings when applicable. That’s basically what I’m doing now, but in the context of controlled spell acquisition and DP expenditure.

Interesting to read D&D design theory from 1984 and similarities between providing special Diety specific skills/spells and our own discussions on Diety specific spells lists.

 

Combat realism in Rolemaster & RMU. Good, bad, neither?

Interesting writing over on “Takeonrules

By this time, I had been playing Rolemaster and Dungeons & Dragons, games that placed a tremendous amount of rules explanation on combat and fighting.  And I maintain that by placing emphasis on combat, combat is more likely to occur.

Blog Post worth a read. Thoughts? I haven’t spent much time on 5th Ed., but I get the impression that the focus has deliberately changed to support role-playing and narrative rather than combat. Other new games like Monte Cooks Cypher System are paving the way for new role-playing narrative forms.

Is RM and RMU chasing down the rabbit hole for ever greater combat realism?