Random Musings. War in RPG’s, Rolemaster and Shadow World.

Twice now I’ve run an introductory SW adventure in Emer that injected the players into the invasion of Miir by the Katra of Stroane (c. 6041 TE). The group, along with some interesting NPC’s (Bashar the Merchant and Livian a Cleric of the Festival) are tasked with uncovering the lapse in trade and communications along the northern coast of the Sea of Votania. Ostensibly this is a war scenario but the PC’s are still acting on an individual tactical level as scouts/spies. On the second run of this adventure the PC’s actually got involved in a full scale battle; a situation I wasn’t really prepared for, nor did I handle well. Rolemaster does have War Law and there are numerous other rule sets that would have allowed for battle resolution but I don’t have any familiarity with them. (I did play Squad Leader back in the 80’s!).

Since then I’ve thought about the issues of introducing mass combat and war into the RPG narrative. There are three basic aspects to this: integrating war generally into RPG’s, mass combat and Spell Law and the issues of Shadow World itself.

RPG’s. Again, most fantasy RPG’s have designed war/mass combat rules for conflict resolution and for use with miniatures. Rules aside, as a GM with specific goals in gameplay, I see role-playing and wargaming as two distinct “stories”. The former being personal/individual while the latter is more abstract and strategic. I’m not sure they co-exist peaceably in my setting, but curious on others views.

War and Spell Law. Before Rolemaster there was the “Village of Hommlet”. Reading that module was the first time I thought about the impact of fireballs on warfare and combat. In the module is a burned out foundation of a moat house—a structure clearly destroyed by a fireball at some point. That really got me thinking about how the accepted medieval tropes we use in RPG’s are really inappropriate once magic is introduced. What use is a castle when an attacking army has a mage with Earth Law? Many of the design standards of keeps, forts and castles are really pointless once you have powerful elemental spells. Other spells like Passing make entering an enemy installation fairly easy. Once you accept that historical fortification reasoning is out the door you can embrace truly interesting architectural designs. Form becomes more important than function. Some of my favorite SW buildings are those that eschew the traditional medieval elements of moat/keep/battlements: Tharg Jironak in the Iron Wind, Jinteni cities, the Secrets, the Dragon Lord citadel etc.

Two writers of note tackled magic and war in a fantasy setting: Cook with his Black Company series and Erickson with the Malazan books. Erickson was admittedly heavily influenced by Cook but his setting was driven by an actual RPG campaign. Both treat magic as pervasive, though users vary greatly in power and abilities. Combat in both series are very evocative of WWI trench warfare; magic is mustard gas and battle is gruesome, deadly and confusing. I think the ubiquity and disposability of magic users is the key here: a single powerful magic user could easily tip the balance of an army v. army battle. More interesting is the range in between: a few magic wielders on either side. Certainly tactics would dictate that an opposing magic user would be targeted first, making them vulnerable to assassination or counter measures. These “battles within battles” might fit well into a RPG narrative—it’s really two distinct battles where the magic-users fight each other while mundane combat goes on around them.

War in the Shadow World. SW has had many battles: Wars of Dominion, invasions by Ulor, the Raven Queen wars in Gaalt. But…in a setting where basic travel may require a Navigator due to unpredictable Essaence Flows and many regions are demised by physical Essaence barriers how do you move large armies or groups of soldiers PLUS the logistical supply lines needed for war and invasion? For me it’s simple: wars and invasions are rare in SW for these very reasons. Few nations have large standing armies and conflict is smaller and more personal. This puts the emphasis on player groups and the personal narratives of role playing. Wars are more a series of skirmishes and scattered actions than large fields of battle. The large wars are historic for a reason—they are notable for their scarcity.

Do you incorporate large scale combat and battles into your gaming?

Game Master talk: “Murder Hobos”

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murderhobo

def. The typical protagonist of a fantasy role-playing game, who is a homeless guy who goes around killing people and taking their stuff.

Due to the holidays I only have time for a quick blog, but thought I would delve into this a bit–especially since Thanksgiving is really the “Last Supper” before we went all Murder Hobo on the native Americans!

A lot of GM’s pride themselves on running games that focus on other narrative elements than just combat; but let’s be honest, players love combat and Rolemaster’s critical charts makes combat more immersive and ultimately rewarding. RPG’s reward MurderHobo behavior! Video games have further reinforced this style. Digital games, limited in part by the defined experience and finite sandbox, also tend to focus on conflict and combat as the primary mechanism for player gains and advancement.

Despite mechanisms like “Alignments”, religious constraints and the good v. evil meme, many PC groups default to “kill whatever you encounter and take their stuff”. We certainly played like that when we were younger and in almost every game session since there has been at least one group member that opts for combat before anything else. In a game system that has terrible monsters, cruel creatures and real evil, their needs to be little rationalization: bad monsters should be killed!

I tend to a more grayscale approach to morality in gaming and Shadow World lends itself well to that. Most encounters are with other humanoids and while many of them may be selfish, greedy or dangerous they are probably not evil in the purest sense. Generally, people act in self-interest.

So while a GM can design an adventure that focuses on non-combat elements, that doesn’t mean the players will stay on script. So, how can you build some constraints into your gaming group?

  1. Actions have consequences. Combat results in criticals, and criticals can result in serious or permanent damage. At lower levels PC’s may not have the resources to regenerate a limb. Certain injuries could cause stat loss (temp and permanent). Scars can reduce Ap. Healing costs $$$!
  2. There are fates worth than death. Even if they triumph over the PC’s, opponents may still be seriously injured and will need to seek refuge and healing. They may not necessarily delivery a “coup de grace” on the players, but they could certainly loot them and take their valuable stuff!
  3. One size DOES NOT fit all. I’m not a believer that magic armor, bracers, rings etc have inherent magical “resizing” ability. In fact, that sounds like a fairly high level ability to enchant into an object. My players don’t expect to simple loot and put in opponents armor and have it fit or work effectively. This reduces some of their impulse to kill anything with nice stuff.
  4. What’s in a name? Horses have brands, armor may have insignia or religious symbols, “named” weapons may have a reputation. Flaunting your opponents marked equipment may be problematic—PC’s could be considered thieves or looters!

Hey, I like combat as much as anyone but when you really think about it, the “murderhobo” concept defines PC’s. What are your thoughts?

Meta Skills

Rolemaster Unified Character Law Cover

Brian and I both share the same philosophy when it comes to skills, less is more. Meta skills are a way of having less skills that enable your characters do more.

More is less

The more skills you have in your game the less capable the characters are. If there are only 40 skills and a character can afford to buy 10 plus some body development, weapons and perception then they have 25% of all the skill bases covered.

If you have 100 skills in your game and they can afford to buy 10 skills then the character has only 10% of all the bases covered.

If you have 200 skills then 10 skills covers just 5% of skills.

As you up the total skill count one option is to increase the number of development points each character has. This was introduced with the firs set of secondary skills in Character Law. They added 45 secondary skills and recommended adding 25% more development points. So by the time you get to 200 skills you need to be giving the characters double development points just to stand still.

I can agree that if you have more skills you should give the characters more development points to compensate but this brings with it its own problems. If your character starts off with relatively few DPs because he or she has lowish temp stats (but decent potentials) then your fellow characters are going to be able to do more than you in more situations. This is already a  problem but now the effect has been quadrupled (it was doubled by doubling the demand on the limited DPs and then exacerbated by doubling the difference between a character with high stats and one with low stats). Your fellow characters have more opportunities to earn experience so they level up faster and get more DPs and so the problem gets worse. What you have is a vicious circle.

The other option is Meta Skills. Brian has a Survival skill but does not have Foraging or Region Lore or tracking. If you hae a full set of survival skills for a particular region then that includes where to find food, water, the lie of the land. You can also build a fire and probably tie knots covered by rope mastery.

RMU shows some of its strengths

This is where RMU shows some of its strengths. Firstly you get a fixed number of DPs per level, the default is 50 so having great stats or poor is no handicap but also it has the Vocational Skill.

Vocational is the ultimate meta skill

Vocational is the ultimate meta skill. If you take Vocation:Knight then you gain all the minor day to day skills that a knight would know from recognizing the devices and standard of other noble families to etiquette to handling hunting dogs and birds of prey. A character can have multiple Vocation skills so you could have Vocation:Squire and Vocation:Knight if your character came up through the ranks, so to speak. You can pretty much define your characters back story skills in terms of Vocational Skills. Vocation does not supersede any specific named skills, you cannot use Vocation:Knight in place of Riding:Horse by claiming that riding is a knightly pursuit.

This is how I think all skills should work. I don’t use the Survival skill but I do have Foraging and Tracking. Brian and I have identified the same problem arrived at the same answer but we started from different places. In my gaming group my players love the Tracking skill so it was not on the cards to remove it. It would have been missed too badly to take it away. On the other hand no one bought the survival skill, in those survival moments the players turned to foraging for food or tracking game (animals have to drink so follow the tracks and you will find water).

In both cases, Brian’s Shadow World campaign and my Forgotten Realms game we have both arrived at a total skill count of about 45 skills. The characters are going on similar adventures, facing similar challenges and coming to similar solutions I assume as people the world over are all the same. As long as the game and skill system gives the players the levers they want to pull the players are happy.

The reduced skill count actually makes the players happier as their characters are more capable and more of their ideas are successful ‘on the round’ as the characters are able to put the plans into action. It reduces the need for quite so many NPCs and so on.

As I get older I find I can retain the definition of 40-50 skills easily enough but on the other hand trying to remember 200 skills when about half of them ‘break the rules’ (things like the way that stunned maneuver works, or iai strike that have unique rules for just one skill). I am never going to retain that many skills and rules and I don’t think new players will either.

I kind of hope that RMU resists the urge to bolt on more and more skills a the system matures. There is no need to repeat the mistakes of the past when there are so many new ones we can all make!

Rolemaster and multiclass characters

I am spending the day travelling today. I was up at the crack of dawn to get the train to London and right now I am sat in Caffè Nero at Heathrow terminal 5 waiting for my flight to Switzerland. Initially I thought I may end up missing my Friday article this week. One the Iron Crown forum there is a discussion going on about allowing a character to change professions.

Professions are so ‘loaded’ in Rolemaster that I knew this would turn into one of those rambling threads.

Changing or having multiple character classes is so integral to D&D that I am surprised that this question doesn’t come up more often. D&D, as I remember it, has  two options, you can start out with two or more classes and your experience is split evenly between each or you choose to change from one to another and once your new level catches up with your old one you can start to use features of both classes. For a game with many hundreds of classes the need to create new combinations us a little odd but who am I to criticise, there are millions of D&D players and they all seem happy enough to me.

Rolemaster professions are not character classes. A Rolemaster profession is intended to be an entire way of life and represents the characters entire world view, their education and sets their aptitudes for their entire life. The are not something that you can change at gheeta drop of a hat.

In my Rolemaster Classic (Rules as written) game  the party met and have been adventuring for just 22 days but they are already on the verge of achieving 5th level. In the forum thread the character wanting to change profession is just 4th level. That is a pretty short window in which to shift ones entire world view. Of course the character in the thread may have been adventuring for years, we don’t know.

So in Rolemaster there are few if any hard limits on what a character can learn to do. Fighters can cast spells if they invest the points into spell lists and makes can wear armour if they are prepared to take the rusks of spell failure. These soft caps were meant to remove the need for multi classing to changing profession.

The fact is  that a fighter with a spell list is not a mage. Going against the professional archetype will never be the same as adopting the new archetype and that is what the player wants to do in the forum thread.

HARP does allow multi classes and is balanced to take these into account so it is possible but the RMC/RM2/RMSS/RMFRP development point system of individual skill costs mean that multiple professions will always be over powered. It will much more viable in RMU as the professions are much more like HARP professions, remember that HARP is a much younger system than RM and has the benefit of a lot of hindsight in its design.

The other option is to use the No Profession. This is my preferred solution. You cannot have multiples or change things you don’t have. It gets rid of some much ‘baggage’ that this forum thread has reinforced my view that No Profession is the right way to go for Rolemaster. It is one of the best things about this modular system that No Profession was available as a built in option right from the beginning.

Gaming Styles – Roll it or Role it?

Twice recently, once on the ICE Forums and the second time here (http://www.stargazersworld.com/2016/10/26/falling-in-love-with-white-box/) the topic of how to check for traps has come up. There are two competing ideas, the first is what I call the Roll it option of declaring you want to check for traps and the GM says “fine, roll your skill”. The second option is you say you want to check for traps and the GM says “How are you doing that?” This is the OSR method or Role Play it version.

My Shadow World GM is one of the “How are you going to do that?” school. In that game I played a thief called Alfred and I was by far the most powerful character in the group. That is not egotism, it was an unfortunate fact. We were playing a high level game and we started out with pregen characters of 10th level. I have talked about this character a lot in the past so I won’t go into too much details. The GM made a mistake in the pregen character which both he and I recognised. The mistake was that in a group with only one fighter, in a very much hack and slash game, where the GM likes to put his villains in plate mail making the thiefs primary OB ‘thrown dagger’ was a serious problem. In Rolemaster it is not the hits that kill you but the criticals. If you have a character where the maximum damage they can do is 3CP and that  is from virtually point blank. Even throwing the dagger from 1′ away from your target incurs a -10 penalty on OB, at 11′ it is -20 and over 25′ it is -30. The character had a built in penalty to every single attack, extremely limited ammunition and pretty much anyone he fought could moving into melee in the next round and attack with a greater proportion of their OB than I could hit them with than I had used to attack them because of range penalties. The GM had given me AT5 with is a bit of a walking death sentence so overall beind cast as the second fighter in the group was not good for my prospects.

My solution was to immediately start developing two weapon combo and thrown dagger in the off hand. If I could only do tiny amounts of damage then I may as well try and double it up. The character was given Adrenal Move speed anyway so I could at least attempt to get 4 attacks in in the first round. If I could do 4 criticals then there was a chance I could put my foe down. Of course this was a long term solution as it was going to take many lavels to build up a new weapon skill and two weapon combo.

The GM soon realised that I was not effective in the role he had pretty much assigned me. In fact our first few combats went pretty badly. The fighter had been given 2H Sword and Frenzy and his best skills. The ranger was great with a long bow but was terrible with his shortsword. The fourth character was a magician. Our first four fights were all close quarters combats inside a tower, mostly on the stairs. Things did not go well.

The GM wanted a quick solution that was to dish out some powerful magic items. The fighter got a pair of laen broadswords and that motivated him to start investing in his secondary weapon and two weapon combo.

For me he gave a set of three uber daggers. They were +30 when thrown and hit as broadswords. At the end of the round they longdoored back to their sheaths. So all of a sudden from doing one ineffective attack each round I went to three full on broadsword attacks. I was throwing two of the daggers with my primary OB and one with my evolving off hand OB but with a useful professional bonus, plus stat, plus +30 for the weapon and just a few ranks made for an OB up in the 90s.

Within three game sessions I had totally eclipsed the fighter as the main battle tank in the group. I coordinated well with the mage and between us were were taking down the lions share of the enemy before melee even started. I had also from the very first time I spend DPs starteed to invest in a spell list. Concussion Ways was my first choice

But I was not a fighter I was a thief. It was me that scouted out the way ahead, it was me that defeated traps and opened the locks. Thieves are very much the skill using profession and they get a lot of skills very cheaply in RM2. Compared to almost everyone else I could ‘do it all’.

The GM had created this monster and in doing so he was finding it hard to challenge us. We played the game for seven years and during that time I tried to select magical items from our adventures that gave daily spell effects. So I had my own spells from just a few open channelling lists plus a handful of other spells that could be used a few times each day. Magically I was like a little low powered hybrid with maybe thirty spells to my name. Given that all my spells were 5th level to less my 50 powerpoints went quite a long way and then I gained a x2 multiplier so I pretty much had unlimited spell casting. In combat I was a death dealing gattling gun of magical daggers. The GM still used the combat phases so missile attacks, the GM included throw attacks in this phase, came before melee and movement. Out of combat I was the one with the broadest skill set.

I think the idea of ‘role playing your skills’ was introduced to try and limit my power in some respects. As I was accelerating away from the other characters in the party my skills were improving rapidly. So when I approached a lock I was throwing a +120 to +140 skill at it. Even absurdly difficult locks were 50/50 and in that situation I would use meditation that gives a +20 bonus. That pushed the odds to 70/30 in my favour. You cannot fill the world with everything being so insanely difficult that all rolls are made at -70 just to make it challenging. That was when the GM suddenly started asking me ‘How’. so when I said I wanted to check a lock for any traps he would reply with ‘How was I going to do that?’ This sort of had me on the back foot for a few minutes until I could think of a few logical methods for what I wanted to look for and how. As I am a RoleMaster player I started thinking abou this. If I am looking for any additional holes that could be exit holes for needles, for trying to feel for any weak spots or dimples on the wood that may suggest they are just a thin veneer hiding points where needles or blades may come from (just as examples) why am I not now using General Perception? If I was not a a thief profession and I asked my GM the same questions in the same situation he would probably allow me to roll perception to see if what I am looking for is discernable. No GM is ever going to say “No, you cannot roll to see if you can see that.” when the player is stood right next to the thing that they want to look at. They may not see it but that is another issue.

So if my knowledge as a player is less than a 23rd level thief is my thief’s ability limited by my lack of knowledge? Do you ask the healer exactly how they are going suture a wound? How the mage is going to cast fireball? I have never heard of anyone trying to use this roleplaying technique for anything except the stealth and subterfuge skills.

In the example of OSR role playing on the ICE forums the example given was again the poor old thief.

A thief suspended from a rope to steal something.
I defy anyone to describe their character doing it like this and not to end up on their backside with a duff roll at some point!

On another point if you are playing the thief character, you can possibly bring rangers into this as well, and you are asked “How are you going to do that?” you could quite possibly come up with a dozen suggestions. Each one you describe what you are attempting, the GM describes what you discover. You then try something else and you get the feedback on that and so on. You could quite easily ‘waste’ half the entire game session with just you trying to detect a trap on a chest when there is no trap there to be found. The rest of the party need not have even bothered to come.

I think in Rolemaster with its sophisticated skill system, particularly with the more compact meta skills that Brian and I use the OSR approach is unnecessary. It slows the game and devalues the skills. If you are only as good at Survival as the play playing the character why bother buying the skill? You would be better off just buying more ranks in General Perception as everything from tracking to detect traps to lip reading and interogation can all really be described in terms of perception rolls looking for tell tale signs.

The more I think about this OSR way of doing things the more I think of it as incompatible with the Rolemaster system.

Limitless-Adventures Sword Coast Encounters

Sword Coast Encounters

Limitless Adventures have very kindly given me review copies of three of their ‘Encounters’ booklets. What I like about Limitless Adventures is that they sound like a Tuesday night gaming group that every time they have a great idea they publish it, and why the heck not?

The first of these I am going to look at is Sword Coast Encounters. What you actually get is 10 ‘5e’ encounters each confined to a single page for ease of printing. Each contains the opening scene, creature or antagonists stats, a GM only explanation of what is actually happening, advice on scaling the encounter to different challenge levels, the treasure and finally adventure hooks that could spin off of this encounter. When the encounters refer to locations or NPCs these are nicely grounded in the Sword Coast (in this instance). Below is one example.

 Fun Distractions

One of the nice things about this collection is that whilst many can be solved at the point of a sword there are equally moral dilemmas and simply fun distractions.

Limitless do say that every collection contains at least one new ‘thing’ be that a creature, magic item or spell but could equally be a new game mechanic or deity.

Encounters Scale Well

So to using these. I like the self contained single page format. I try to use the minimum of paper in my games but do always have the planned adventure and NPCs on paper. The single page format fits in well with that and as each serves as an adventure hook they could hang around in your campaign for a while. The encounters do scale well when that is required. Not every encounter scales but that is not always required, an interesting NPC is interesting whatever the level and a moral dilemma is independent of the party facing it.

From a RM perspective most of the creatures featured here do not exist in Creatures & Treasures (I will publish the conversions of some of these on Monday), I particularly like the chap at the top of the page here! The same can be said of the magic items. This is an interesting point. When faced with a magic item that does not exist do you a) create the rules required to have that item in RM or b) change the item to fit the RM flavour? What I mean is as an example a +1 ring of protection is a really common D&D magic item. Do you give the party a ring that gives +5DB/+5RR as a constant effect item or do you think well RM doesn’t really have rings of protection but an equally low level item would be a ring castng Aura x3 daily? Another common thing is the D&D potion of healing. You could easily have a potion that casts Heal I from Concussion Ways but equally you could scrap the magic and give the party a vial holding a dose of Rewk (a brewed herb healing 2-20).

I personally have gone down the healing potions are often herb preparations and the ring would be a daily item, Aura and Blur seem to work well as substitutes up to Shield and blade turn spells for more powerful D&D rings of Protection. My players like the idea that items sit nicely alongside their spell lists, it makes them feel like they are playing RM in an RM world rather than a RM in a D&D world.

All in all a D&D 5e DM could use these off the page with no serious prep and not a great deal if they wanted to use the adventure hooks to carry it on. As an RM GM it took me about 5 minutes to do the D&D to RM momster conversion. The power level seems about right. It took seconds to convert the treasure from Gold, Electrum, Silver to Gold, Silver Bronze. I use 1 D&D Gp = 1 RM Sp. Most encounters do not give out magic items from what I have seen and that suits my world where magic is not so common. In the ten encounters here there are what I would magic items one of which is a potion which I would probably make into a herb preparation and one is a collection of runes which are single use. The remaining ones would need a bit of conversion or simply swapping out to offer the party something that you as GM think they need or you know they will need.

There are definitely encounters here I have never used in the past and some I would never have thought of using. For that alone I think it is worth the pocket money prices (most booklets are only $1.99, Sword Coast Encounters is $2.99).  All in all I will seriously consider these if there is a matching booklet to where my party are adventuring. For more information then visit Limitless Adventures or the DMs Guild page for this booklet.

Weekend Roundup: September 25 2016

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I stand corrected on a previous news item.

Are these the Yinka/Y’kin?

Changramai Warrioress? Followers of Inis? Female Warrior Monks Kick Ass.

Iuraic has no words for empathy.

20 ranks in Rolemaster Herb Lore?

What are the Kulthean Dark Gods up to?

Now that’s an Essaence Storm!

Nature, nurture, skill bonus, stat bonus, talents, professions…the DEBATE is endless.

Shadow World Chegains are now the new Cool.

Real life cool treasure. Ancient craftsmanship. Here, here and here and last…here.

 

 

 

 

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.