The Tribulations of the Orachu Tribe is our latest 50in50 offering.

In The Tribulations of the Orachu Tribe, the characters encounter a feared local tribe, coming across the tribe when the characters need something, or simply by chance. The characters will be taken by the tribe and will be required to prove their worthiness in a series of tests.

I don’t want to give anything away but there is an interesting Rolemaster-esque point here. In one of the tribulations there are sharpened stakes upon which the characters could fall.

In Brian’s version he gives the stakes an OB and an attack table, in this case +25OB and the Spear attack table. I have used this same threat in some of my adventures but I tend to use “(x number) of ‘A’ puncture criticals” rather than an OB. On the A puncture critical table there are plenty of chances of no extra damage or just a couple of hits but chances are at least one stake will do something regardless of what level the characters are. With Brian’s version a +25OB means that probably most characters won’t take any damage as their DB will cancel most of the OB and the GM would probably have to roll open ended to ‘hit’.

Furthermore there is only one fatal result (a natural 00) on the ‘A’ puncture critical column. No one really wants the hero to die to a fairly simple staked pit trap or in this case a balancing beam style challenge. Heroes should die heroically, at least most of the time. With my version I don’t need to pull any punches knowing that the challenge could harm, hinder and challenge the party, there are still nasty wounds that can happen on the A critical. That 00 result is a severed vein leading to a heart failure but with life keeping plus vein/artery repair (5th, 7th and 8th level respectively) the fatality can be avoided. Even if your party are not 8th level those spells are ‘overcastable’ at a push.

In contrast an open ended attack roll is five times more likely than a natural 00 on the critical and that opens the way to much more severe criticals than just an A.

So for future adventure hooks which method would you prefer for pits and traps? Fixed criticals or OBs for attacks? Do you care? We can use this to improve our adventure hooks for everyone. 

 

Scary Monsters (and Super Creeps)

So we have our gatehouse on the causeway with its undead guards. We have marshes patrolled by roving undead but where do all these undead come from?

I want a necromancer, but not just any necromancer.

Some where in this city there is going to be access to an underground lake and lurking in the depths of that lake is our Necromancer!

The bottom of a pool is not the usual place to find necromancers, well not BEFORE the party meet them anyway.

I rather like the way that RMU applies Archetypes to any creature to create a unique build. I want to do something similar to that here but using RM2/RMC stats.

You will also remember from the first post in this group that I want to make all of this scale-able to a wide range of character levels.

So our scary monster is going to be an off the shelf creature and then tweaked to make a suitable Super Creep.

I want to start with an Octopus(!). I then want to apply one or possibly two changes to it. The first of which is to give it a profession.

A professional octopus?

Just because Octopi don’t wear tee-shirts and buy coffee at Starbucks does not mean they are not intelligent. They are just differently intelligent. So this Octopus is a cleric and an evil cleric to boot!

A large octopus/squid has 30′ tentacles, is 6th level and has an +80OB which is a fair challenge for a low level party. If we give it the Necromancy (Base) and Calm Spirits (Closed Channeling) lists you have an interesting villain. A 6th level evil cleric given enough time a bit of overcasting or ritual can create type I and II undead and control them. So the villain at the heart of the city can create the undead that protects the city. It has had plenty of time to build its minions so that is all consistent.

So lets scale up our Super Creep.

Using the RAW for GIGANTISM (C&T pages 139 for the RMC version of the book) one increase in size for our octopus takes it from 6th level to 14th level. It also takes its #hits from 70 to 160. As an 14th level Evil Cleric we are now able to create (at a push) Type IV undead. Type IV include Ghosts and Spectres that are up to about 10th level monsters. The Octopus itself now had an OB of 100 and is doing Huge Grapple attacks.

Want something tougher?

Lets scale him up once more!

So with two levels of size increase we have an Octopus that is 16th level, 180#hits and OB of 120. Its criticals are reduced by 2 levels so ignores A&B crits.

I think this kind of end of level boss makes a wonderful Cthulhuesque  mastermind. You can be pretty sure that he party will never have met one before and to be honest I doubt if anyone would be expecting the giant octopus to be a spell caster! That should make the players have to reevaluate their tactics at some point if nothing else.

So what comes next?

I would like to introduce two things, first, something that the party need to bring back from the city, their primary quest. I like the idea of this being so big it needs a cart. I am thinking of some kind of throne that just happens to be sunk at the bottom of the pool.

I also want some interesting suggestions for some ‘set play’ encounters. Something challenging for the players to showcase the city of undead.

Any suggestions?

City of Forgotten Heroes

This is not one of our 50in50 adventures, no, rather this is a sort of crowd sourced adventure. So if it is crowd sourced then technically I am not saying that there will be this monster at this location, no, you will suggest that monster goes there and this one here and so on. The end result should be an adventure with monsters and villains for which I am entirely not to blame.

Or so the theory goes…

So, the inspiration for this was a quote I heard on the radio today. I wasn’t paying attention so I have no idea of the original context but I thought “That sounds like one of Brian’s adventures”. I googled that title and there is a piece of fan fiction of that name and this has absolutely nothing to do with that but I have linked to it just out of courtesy as Lady of the lake came up with the title before me.

My initial thought was for a originally coastal city or large town that over the years flood defences had crumbled or drainage ditches had become choked so that the surrounding land had returned to a wet march. The city itself is approached by a raised causeway. Part way along the causeway are the remains of a gatehouse. One tower has completely collapsed into the march, the arch over the causeway has also crumbled but one tower remains mostly whole.

I am thinking that the city is inhabited primarily by the incorporeal undead, so no zombies and skeletons but more shadows, wraiths and spectres. These marshes could be home to corpse candles and corpse lanterns. For a lower level party the marshes could be haunted by phantoms, being only 2nd level.

So this is a real gatehouse. If we wipe out one side due to collapse we have six remaining chambers over three levels if the party decide to approach our city along the causeway.

That is not a given of course. There are parties that will stubbornly insist on slogging though the marsh to avoid it, those that will fly over it or longdoor past it.

To address some of these I propose that the last vestige of the gate captain be a Spectre.

There are three levels of Spectre in Creature; Law Minor, Lesser and Major at 5th level, 10th and 15th respectively. These attack using Shockbolts, Lightning Bolts or more so they can control an area hundreds of feet across the road. Yet they are easily within the capabilities of even a low level party to take on.

The rest of the gatehouse guard can be Ghosts which start at just 3rd level (Minor Ghost).

So that is the first set piece encounter, can the party get past the gatehouse?

What about those pesky players that refuse point blank to go anywhere near the obvious adventure site of a gatehouse on a causeway?

I would happily let them trudge their way through the swamp. To make things interesting we can weave a bit of back story into this. Imagine this city was being defended for a reason. I can imagine a city under siege being protected by the heroes in the title when along comes an evil necromancer (That’s a stupid phrases isn’t it? How often we we have good necromancers saving the day?) and brings down the city from within. That explains the undead and why the city was left abandoned. Bound forever to defend the city are the ghostly remains of the heroes. Any party that want to try and approach the city via the marches can face random encounters with ghosts, phantoms and for those at a higher level Revenants and Shadows.

I am sure we could produce a scaling table of random encounters for parties of varying levels. If anyone tries to rest in the swamps then we can toss in an encounter with a Mara.

So what about in the city?

I don’t want to detail that in this post. Have a think about it between now and next Tuesday. I will put forward some ideas. I have an awesome idea for a BBEG at the end of it all but we also need a good reason for the party to need to journey to the city in the first place.

So your mission should you choose to accept it is this:

  • Can you add to or embellish what I have suggested so far?
  • Why do the party need to enter a city of the undead?
  • Do we need more set piece encounters for the opening chapter?

Inherent ability or skill: another look at Perception.

Back in December I wrote a post about Perception and whether is was even a trainable skill. I think a lot goes into “perception” ( alertness, visual acuity, intuition, reasoning) and the way it’s used by Rolemaster makes it an incredible skill that covers a huge expanse of ability.

But even if you could make an argument (and many did) that perception is a trainable skill, it’s vast multi-disciplinary scope is harder to argue. For instance, while a fighter may be able to perceive an opponents sword skill, the apparent movement of troops or even a carefully laid ambush it’s harder to accept they might be able to detect a trap or secret door if they have no relevant experience in such.

Doesn’t that make sense? No matter how alert or perceptive you are, you can’t perceive small details or glean information on a subject with which you have no skill, training or education. I consider myself a perceptive person, but I can’t look at a horse and draw any conclusions the way Peter could. In other words, perception should be tied to subject matter fluency.

Of course one solution is to add a ton of perceptual sub-skills: perception: reality distortion, perception: traps, perception ambush etc. The list is virtually limitless and would add dozens of new skills to an already bloated system.

With that in mind, I’ve been trying something new and it’s working quite well: I’m using the SKILL RANKS of the appropriate skill/lore as a bonus or modifier to the perception check. If there are no ranks then it’s -25 (along with any difficulty modifiers). So the Thief with 18 ranks in locks/traps gets a +18 bonus to their perception roll related to locks/traps. It’s simple, makes sense and once again creates a use for skill ranks as a measure of proficiency.

HârnWorld

As I mentioned last week in my settings post  I have been given a selection of HârnWorld materials to look at by Columbia Games Inc.

As always I am a bit late to the party as it appears that most of you are already familiar to some extent with Hârn whereas I am rather new to it as a setting.

So Hârn is a long established, system neutral game setting that attempts to be realistically medieval in its approach. There is a lot of fantasy here as there is an ancient disappeared race of Ancients or Earthmasters. You get orcs, Gargun on Hârn, and 12′, two ton lizards where the female is definitely more deadlier than the male.

The gods of Hârn are presented but it is left to each GM to decide if the actual gods exist or not. There are definitely hints at wizards and magic but this is rarely mentioned. I think it was mentioned in that previous post how Hârn is a low magic setting.

From a physical point of view each Hârn book I have looked at has been 60 to 70 pages. So each is tightly focused on a specific region or place and there are a great many books. I think this is a great plus. The Shadow World master atlas  I have looked at is 358 pages and then you need the regional books and they run into another 200 to 300 pages each. I simply cannot assimilate a thousand pages of material before I even start play.  65 page booklet I can read in an evening.

Rather neatly when any Hârn book references another work it puts the reference in the margin. In the sample below there are references to the Kindom or Kaldor region book and individual cities. These add on modules can are priced from as little as $3.99 to up to $20 depending on how substantial a city it is. The biggest module I have seen so far is the City of Tashal at 70 pages including a lot of floor plans for $36.

The second big plus is the way that Columbia Games Inc. respects the GM. Every book is based on play starting at the beginning of the year 720. At no time will they publish beyond that date. Your adventures start here and the publisher will never contradict you. Bearing in mind that I play a lot in the Forgotten Realms; not having your campaign setting ripped to pieces just so they can sell a new version is a major plus to my mind!

So what are the negatives?

The one thing that really stands out is the quality of the art. Hârn was first published in 1983 and it looks like the art has not progressed much since that time. I fully accept that you do not buy a setting for its artwork, it is the content that counts but when you compare the presentation of the Hârn  materials to other system neutral settings and Hârn feels ‘old’ or should that be ‘old fashioned’.

Great art can make you go ‘Wow! I want to play in that world.’ The first impression created by the Hârn books I have seen do not have that wow factor.

Hârn Freebies!

You do not have to take my word for it. Columbia Games Inc have a section on RPGnow of promotional materials. These you can download for free to get a first hand experience of what the materials are like. You can get them here.

So how about Rolemaster in Hârn?

As someone pointed out, Rolemaster is not a low magic system. That is the only modification that would challenge a GM in my opinion. Someone last week said that some of the professions would need tweaking but you all know I am an advocate of the no profession set up anyway. If you are one of those people that imported all the companions pretty much wholesale then you could have a problem. I never saw the companions that way. The companions to me were books of suggestions to be considered and then used or put aside.

So could you run a high magic game in Hârn? Certainly! There is rumoured to be an entire Earthmaster city buried somewhere and who knows what mysteries it holds.

I like low magic so I don’t have a problem with this. I have more of a problem with the Rolemaster Monty Haul approach to spell lists and the deluge of spells available to each caster, but that is just me!

 

 

Revenge is inevitable. The blowback of a murder hobo party.

 

Today I wanted to talk about unintended consequences of game play and connect two previous blog posts about “Newman Groups” and “Murder Hobos“.

Let’s be honest, PC’s in Rolemaster and other RPG’s kill a lot of people and creatures! Even if you focus on role-playing and noncombat situations, most game mechanics support adversarial and violent action. In our last session alone, the group killed (or incapacitated, maimed or left for dead) over 20 creatures–and that wasn’t a particular violent session. Not all of their opponents were purely evil or non-sentient; in fact, most were sentient humanoids or thinking creatures–they just happened to oppose the players or obstructed their goals. These opponents may have had family, friends or compatriots that would feel anger or loss, and probably want some sort of justice or revenge on the PC’s.

Now multiply that ten-fold or more. By the time a player is 20th level, they’ve probably killed THOUSANDS of people, creatures, monsters and animals.  In reality, the adventuring party is constantly creating new groups of enemies that might want to hunt them down.

I’m not making a moral point; Rolemaster is predicated on a detailed combat system with sometimes brutal or gruesome criticals. Killing is normal and common. But should there be consequences for years of endless murder and mayhem?

 

Upcoming Game Design Posts

I posted my first entry to this website a few weeks ago and implied that I was going to write more, at least about spell lists. That has not happened.

Instead, amidst the slowly expanding but disorganized mess that I did write, I found a few other things I wanted to talk about which I believe provide necessary context. This post serves as an outline to help me organize my thoughts… and to warn you about what I have planned. Ok, and also as a way of committing myself to following through and finishing. I might change this outline based on comments, on a need to break this up even further (I’m looking at you, CLT&SL) and on ordering (thoughts about rpgs can come at any time, and is the most fluffy.)

The Cost of Charts

Maybe charts are good, maybe charts are bad, but charts are definitely expensive. Since charts are the elephant in the room when it comes to Rolemaster, I think it is important to talk about the size of that elephant. This post will put math to explain why I claim charts are expensive. I will also suggest that rule tinkerers (You know who you are!) who have been adopting a single “Non-profession” class in RM, or who have been having problems with skill categories in general and how they don’t quite work the way you want in RMU, or who have been surprised about how long it RMU has been gestating have run into the iron wall of this math. It’s light math, so don’t worry!

The Illusion of Choice

Many of the choices we think we have in real life are not choices at all, for a variety of reasons. Sometimes the game is rigged with options that are not worth taking, sometimes we are heavily guided, almost coerced, by social engineering, and sometimes we are deluded that something deterministic involved any choice at all. This discussion will focus on various kind of false choice in rpgs. Although the conversation generally applies to all rpgs, it especially matters for RM, because choices in RM cost a lot more than they do in most other rpgs because of math.

The Splendor of Classes, Levels, Talents and Spell Lists

Although sometimes maligned, there is much to admire about all of the features featured in the title. I want to talk about that. Although I don’t think they come together quite right in RM, I think that they can, or at least come closer. I want to talk about that too. None of these features originated in Rolemaster. Of these features, only Spell Lists have been significantly developed and leveraged within Rolemaster. All can be retained without creating more adverse math, even if false choices within these features are also retained.

The Right Setting for Rolemaster

The right setting should be cool, of course, but I’m not cool enough to come up with that! So I will settle for a conversation about the characteristics I think that game world should have. It might be a short conversation: I think magic in the right setting for RM should be ubiquitous but usually of low to moderate power. Pretty much every PC should have spells and/or interesting talents. This seems contrary to the mindset I infer from having spent time around RM players and forums, so perhaps the conversation might not be so short after all.

Some RPGs I Think You Should Know About

There has been a lot of RPG system development and evolution since RM was published, nearly all of which has occurred outside of RM. If you are tinkering with RM, I think some of these other games deserve your attention, to plunder for ideas and perhaps to think about while reading this series of posts. At the very least, I wish to talk about a few: Anima pretty much stole the core RM system but then did something very different with it, different from anything that ICE has done with it, and not just because of the slick production values. Ironclaw (Squaring the Circle) might disturb you because it is written by, for and about furries, but it is a solid system of special interest to RM fans because of how it handles magic and combat lethality. Burning Wheel is a low magic, consequence-ridden system whose rules govern players as much as characters, attempting to achieve an old-school feel through modern means. I do not necessarily recommend any of these for you to play, especially since I suspect you already have a favorite system!

 

Anyway,

Ken

Chargen Part 2 Questions

I used to have a GM that would start the first game session with dishing out about 5 pages of questions about your  character. The format was sort of question followed by about 10 lines of space then next question and so on. I cannot remember the actual questions except the very last one which was “What would your character sell his soul for?

I used to detest these questions. For a start I rarely know my characters personality when I sit down to play. I tend to have an idea of what I want to play but I am heavily influenced by the other players characters and the first adventure.

It is not the actual questioning I objected to but the timing of it. During that first session there is so much to take in, you could be getting to grasp with an entirely new setting, your new character, new party members, a new mission and possibly new rules or variations on the rules you thought you knew.

What brings this all to mind are twofold.

  1. Spectre771 mentioned in a comment to my last post about the differentiation between experienced players and newer less experienced players.
  2. My reading of the 7th Sea rules.

One of the things that my Rolemaster house rules always share is that character generation is always diceless. In RMC I use fixed #hits and point buy stats. In RMU hits are skill based, not rolled, and there is a core rule for point buying stats. Spell acquisition is skill based in both games although using different methods but the net effect is the same. If you know my house rules then you can create your character well in advance. For me it means that I can then devote my time and effort to any new players who cannot be left to create a character without some support.

7th Sea is also a diceless character generation system, you just pick options at each stage to create your hero. It is exceptionally quick and easy but lacks much of the detail and granularity of RM.

The stand out difference is that 7th Sea starts with 20 questions. These start with objective things like What Nation is your Hero from? and progress through things like What are your Hero’s highest ambitions? and What is your Hero’s opinion of his country? to eventually end up with What does your Hero think of Sorcery?

The fundamental difference between these questions and my old GM’s questions is that of timing. I can give out the 7th Sea questions along with a primer on my setting, nations and game world long before the game starts. That way you get to think about the sort of character you want to play in your own time. You can answer the questions then go back and change your mind. The answers you come up with then turn into a blue print to use in creating your character.

Adopting the same technique for Rolemaster, particularly with new players, has massive advantages. For really new players coming to RPGs for the first time the difference between Roll play and Role play are not always clear in their minds, particularly if they are coming from a wargaming background where the use of dice for combat resolution is an idea they are comfortable with.

I don’t see this just as a structure for new players either. It doesn’t hurt to give it to experienced players. My group have a tendency to slip into the same old personalities again and again. I get my players to create a post-it sized personality description which is stuck on the front of their character sheets. At the start of every session I ask them to read it to themselves as a reminder. If they tell me they do something that I think would be seriously out of character then I will ask them to read their post-it and then reconsider. Sometimes they read it and then insist that they are happy with their original choice, others they retract the action and do things differently because the character simply would not rip the innocent bartenders fingernails out just to get the address of an informant.

The 20 7th Sea questions do not take up any game time as they happen before the first game session but they make creating that personality prompt post-it much easier. It also makes creating a character with a new player easier too. As a guiding GM with a new player if you know what the player wants to play it is easier to help them achieve that. This is doubly true with a fully expanded RM2 I would say.

If you want I will list the 20 questions but I would also suggest that you create your own and make them setting specific. For modern espionage settings (I’m looking at you Intothatdarkness) you could style it like a psych evaluation. For shadow world if you have already decided on your characters starting location then you can add in cultural influences or drop in questions to hint at the Unlife or if everyone is going to be Gryphon College trained then twist things to reflect their world view.

Any thoughts? Do you want to see the questions?

The core feature of RM

Hi,

RM is famous, renowned, infamous for its charts, for its criticals, for its fumbles, but I don’t see these charts as the heart of the game. Charts? Yes. The central feature of Chartmaster absolutely must involve charts. But these are not the charts I’m looking for.

I’m probably wrong about this. RM has never been my RPG of choice. The real players have spoken! The game is still alive because of you, not me, and you know why you are here.

But RM crits themselves are a feature bolted onto a combat system that is largely D&D, with hit point damage and all, not even a substitute feature, for all that hit point damage is far less feared than side effects of criticals.

And really, are the critical tables as interesting as all that? Mostly, they all boil down to something like this (table results truncated):

01-20: I’ll get you next time Inspector Gadget! Next time…

21-40: You lose more hit points.

41-55: You lose more hit points and start to bleed. Arg! Blood, blood, everywhere! Does anyone have a Flowstopper? Why doesn’t someone have a Flowstopper?

56-65: You lose more hit points, bleed and suffer a minor setback for a round or two.

66: You are exterminated by a Dalek!

67-85: You are stunned for a few rounds, bleed, take damage and really hate life.  Don’t worry, at the rate you’re going it will be over soon.

86-98: They told you to wear a bicycle helmet. But did you listen? No? Well, next time you’ll listen. And by next time, we mean when you start rolling up your new character, which might as well be right now, because you can’t play this one any longer. Oh, you did listen? Fine. Then just take some minor side effects and damage. Damned helmets.

99-00: Great that you wore a bicycle helmet. But is it certified versus being pasted by an asteroid? Or pulped by Grond? No. No it’s not. No, a +3 helmet isn’t going to help either. Consumer Reports tested it. They roll that way. Speaking of rolling…

Don’t get me wrong. The critical and fumble charts do add character to the game. RM is among the first games to implement criticals, perhaps the first to really focus on these.

Other games out there just toss out hit point damage for crits and fumbles, but that’s admittedly kind of bland. Other games let the GM just pick a consequence, but that’s not quite the same as getting to slough off all responsibility for killing a PC by rolling on a chart. The Dalek wasn’t my idea. Don’t blame me! You were exterminated fair and square! Still other games feature a much smaller set of charts for criticals, wieldy and functional and that’s it.

When it comes to charts, RM wins. Even so, a player tends to use only a few attacks, and tends to generate similar results very often. Each edition of the game has a few sweet spots for weapons and armor, and players naturally gravitate toward these. That’s another conversation, about tactics and choices in rpgs. Maybe more than one conversation. Mostly, strange results happen to PCs, from the wider variety of Things that accost them. Regardless, because combat is so dangerous, and is avoided, these charts do not see life all that often. They do not shape a RM campaign.

The charts I noticed when I encountered RM in the 80s, the charts that dominate, the charts that most define RM for me, are the spell lists. Charts and charts and charts, filled with little spells.

I’ll talk about these more some other time.

Anyway,

Ken

Rolemaster Deconstruction: Familiars. How should they work?

 

Familiars are not only a staple of fantasy fiction but a core visual ingredient of Rolemaster book covers–specifically the ongoing series of Angus McBride covers from earlier RM books that featured a cast of PC’s with several small animal Familiars.

Familiars had a more sinister aspect in early fiction; most often a demonic imp, crow or other dark-aspected animal tied to an evil antagonist. Early D&D applied this concept to any M-U, and broadened it to a simple servitor or animalistic henchmen of a spell-caster.

First, let’s differentiate between “animal control” spells and “familiars”. Animal control spells are featured in the Animist, Beast Master, Druid and similar professional lists in Spell Law and Companions. These are spells that summon/call, control/master and sometimes allow the caster to sense through a controlled animal. These are all powerful affects, in in some ways SUPERIOR to the limitations and penalties associated with Familiars. So how does Rolemaster deal with Familiars? Fairly easily, in fact, so easy that it behooves a caster to immediately have one.

So why would a caster have a Familiar?

Familiars have a symbiotic connection to the caster where animal control is just a magical charm or affect on a creature. So what is the symbiotic relationship? What benefit does it provide besides cinematics? How does it work, mechanically via the rules?

The basic premise is that there is a REAL benefit to the caster, but at the cost of INVESTITURE. In other words, if the relationship is severed there is a real, physical or psychosomatic cost to the caster. Otherwise isn’t it just easier and less risk to control creatures when needed?

So what is the benefit, or possible benefits, of a familiar that differentiate it from other animal control spells? Here are a few ideas:

  1. Communication. The Familiar bond should allow for free two way communication between the caster and creature. This may not be actual “language” but at least a strong empathic bond.
  2. Awareness. The caster and familiar should have some base awareness in terms of location/distance of each other at all times.
  3. Shared Awareness. With concentration the caster might be allowed to project sensory ability and awareness through their Familiar.
  4. Control. The caster, with concentration, should be able to have some control over their familiar or, at least, give simple instructions for a Familiar to execute.
  5. Shared abilities. A caster might gain some extra-abilities through the Familiar relationship. Perhaps better vision, languages, strength, sensory etc. On the flip side, a Familiar could gain some intellectual ability bestowed by the Familiar bond.

Most of these benefits mirror other animal control spells. But those are temporary spell effects; a Familiar is permanent.

My belief is that GM’s are reluctant or adverse to Familiars. Why? Familiars are really NPC’s for the benefit of the PC’s. That really complicates the narrative.  GM’s not only have to manage normal NPC’s but a constant stream of Familiars that can upend the storyline unless the GM takes the Familiars into consideration!!! At that point, who is the audience? Additionaly, Familiars can change the challenge/reaction of normal adventures–familiars act as scouts or agents with heightened senses that can off-set the normal challenge-balance. At the least, Familiars can be the “canary in the coal mine” and alert the group of traps or other imminent obstacles.

Some additional thoughts:

  • Familiars are GM agents. You can better control the narrative through them.
  • They should be of animal intelligence. They may act with pro-forma intelligence via their caster, but their base ability should be simple animal intelligence.
  • Size. Should they be of smaller size? Should a caster have a bull as a familiar? Probably not. I would restrain the spell limits using the size rules to Small or less.
  • The penalty for losing a familiar should be EXTREME, or at least cautionary. The tie that binds should snap back accordingly and in proportion. This could be loss of temp CO. or even a permanent CO pt, a general activity penalty and even worse.

Again, this goes back to risk/reward. No GM wants to manage intelligent Familiars that run the unknown gauntlet, trip the traps and distract the monsters. At that point, who is playing? Familiars should be carefully hoarded resources–a cool benefit that needs to be defended! Are familiars a great resource in you game?

Of course, if easy and beneficial, every player will have a Familiar. But if the risks and rewards are balanced, would it be different? Maybe the whole concept should be reduced to a simplified, professional agnostic “Animal Bond” mechanic and spell list. That eliminates the whole D&D Magic-User familiar trope and become a generic but specific rule-set that could be used by a variety of PC’s or classes: Magician, Animist, Druid, Beast Master, Barbarian etc. What are your thoughts?