When I was writing “Priest-King” a few years back, I ended up locating the module in SW Agyra and started fleshing out the geographic area. The land to the immediate south was Chaal-chu and in Terry’s description (Master Atlas p.34) was this fascinating tidbit:
In an (apparently) unique and frightening aberration, there are Half-elven Eritari tribes in Chaal-chu who are cannibalistic. They believe that feeding on their full-mortal cousins the Thesian tribes will extend their lives.
I blogged about Elves back in June and last year as well, so it’s known that I’m not a fan of Elves in general. It’s hard to beat immortality and although the system tries to balance things with stat bonuses and other mechanics, it still doesn’t feel right. Elves are just too good. However, “Feral” Elves or Cannibalistic Half-Elves–sign me up for that!!
This is another great tidbit that is sprinkled throughout the Master Atlas, the idea of a primitive, regressed, Elven tribe, is ripe for gaming opportunities. Maybe these cannibals are more animal cunning then intelligent and wise. I visual them as Reavers — terrifying!
This trope subversion is another reason why I like the Malazan series so much. In that setting, Erickson has included traditional “monster races” as normal races:
For instance, one of the powerful ancient races are the Jaghut, which I think are Ogres. Another race are T-Rex like creatures that had advanced technology!
We have racial stereotypes in our real world and so too in our fantasy settings: gruff Dwarfs, barbaric Orcs, flighty Elves etc. Why not flip some of these? Why not have a powerful, peaceful nation be made up of Orcs? For me, I’m going to enjoy my feral, cannibal half-elves! I know my players will too….
Happy Holidays and Seasons Greetings! This is going to be a short post and not as well thought out; I wanted to link to a few RMForum comments and the ICE website is still down with an expired domain. (That’s not good for brand equity). So while I wanted to dive deeper into skill bonus and penalty ranges I’m going to skim over that for now and just open up any thoughts on d100 resolution.
While Rolemaster is a d100 system, success is measured in a variety of ways and using some different mechanics.
Maneuvers: This is probably the most “pure” mechanic where a success is a 100/101 or better modified by penalties and skill bonuses.
Combat: Weapon tables go to 150 and there is no real emphasis on a 100+ result. There are a number of penalties and skill bonuses.
Resistance Rolls: RM uses a lvl vs lvl chart to generate a threshold number the resister needs to make.
SCR: hmm..I haven’t used this one is so long I forgot how it worked in RM and RM2…some sort of table?
Anyway, the point is that those are 4 different mechanics that seem close..maybe close enough to “unify”? Can we design a 101+ mechanic for all action resolution? The hardest one would be combat; giving up the individual weapon charts would be hard for me! Has RMU mostly done this? Does this need be fixed?
Have any of those reading this ever played an adventure backwards?
What I mean is, your group sits down, you hand out the character sheets and then say “You are stood on the rocky ledge with a precipice falling away into darkness at your feet, opposite you the rock cliff face disappears up into the darkness above your heads. Waves of heat emanate from the depths below. The only sound is the approaching beat of leathery wings, you have found the subject of you quest, the Dragon Lord is coming. What do you do?”
Having played out the finale you can then retrospectively go back and reveal how the players got there.
To take this one step further you could just suddenly reference an NPC they have never heard of, one that didn’t feature in that first/last scene. As soon as someone notices this new NPC, you put the current scene on hold and play a flashback to how the party met that NPC and how they joined the party. Once that is played out you then pick up the previous scene exactly where you left off.
If you use miniatures then you could prepare tableaus of the key scenes and reveal them every time there is a cut in the action.
If you were playing this traditionally the session(s) may go like this.
The players get given a quest to slay a dragon
they adventure into the mountains
they meet a hermit/ranger who can show them the way into caves
battle with dragons kin/defenders
hermit dies
adventure further into caves
dragon lord end of level boss
joyous return to the starting point.
Deliver whatever thing the quest giver demanded
Start next adventure
To play it in an alternative manner could go like this.
<session 1>
7. dragon lord end of level boss
1. The players get given a quest to slay a dragon
2. they adventure into the mountains <cut scene>
<Session 2>
4. battle with dragons kin/defenders <cut short>
3. <flashback> they meet a hermit/ranger who can show them the way into caves
4. <concludes>battle with dragons kin/defenders
5. hermit dies
<Session 3>
8. joyous return to the starting point.
9. Deliver whatever thing the quest giver demanded
10.Start next adventure
So why even attempt this?
What I am thinking is that sometimes ending a session with the successful conclusion of the quest can seem a little contrived. It is a bit like when you know the perilous scene in a movie isn’t the end because you still have an hour to run. Ending the session at the end of a quest can sometimes rob the end scene of some of its energy, or even, if you know that your players have to leave at a particular time to catch trains or planes then you could hurry a scene up to get to a convenient stopping point. Putting the end of the quest at the front of the session means that for an action ending (point 7 above) it gets a real wow! factor. For a story ending (point 9 above) ‘the end’ is obviously not ‘the end’ and so does not bring with it a loss of energy.
So imagine again that you took your players character sheets and made multiple copies. To one you tippex out their primary weapon and replace it with “Blade of the Balrog”. As soon as your player notices you stop the scene and play a flashback where the players play out a scene that ends with the character acquiring the Blade of the Balrog. If someone dies you pass a prepared note to one character saying that “You have a vial that contains a shard of a saints soul, if someone on the point of death is anointed with it they will be restored to life.” If anyone questions where this came from then, you guessed it, cut scene back to before the character died and you have a challenge where the prize is the vial.
I have painted this very much in a hack and slash sort of way but then my main group is a hack and slash group. It actually works even better in a role play heavy session. In a hack and slash group if someone dies in the opening/quest completing battle then it doesn’t matter as they were alive and well in all the flashbacks so they are still included. You may have to keep people alive through some mechanism if they were alive at the start of the battle; they must arrive in that state. Without the hack and slash element then chopping and changing the time line is easier.
This time imagine an adventure where the players start trapped in a collapsed mine. Where you would normally describe the setting and NPCs if the players were in a normal scene, this time you do the same but you put much more emphasis on the NPCs, as if the characters know them. It soon becomes apparent that someone has triggered the mine collapse trapping the characters and NPCs here. As the characters talk to each NPC it triggers a series of flashbacks as to who they are and the players learn why they are here in the mine and what part of their back story. Think alone the lines of a TV detective in the final scene where they reveal who the killer is.
As a session format it certainly is challenging and something different. Any thoughts or experiences?
PERCEPTION: This skill affects how much information and how many clues a character gets through observation. It may be used to notice the right things, to find carelessly hidden objects, to see that pile of old clothes in the corner, to notice the imperfection in the wall that hides the secret door, the trigger for the trap ahead, the ambush. These are the type of things that the GM cannot mention to the players because to do so would call them to special attention that the character’s perception might not allow. (ref. Character Law)
Arguably one of the most important skills for any character to have is Perception. At least in my player groups, it’s a skill that is taken at least 1 rank every level. Why is it so important? Perception is the gateway for the game narrative. This is critical for table top role-playing where most information is provided by a GM through exposition. Information can be provided or withheld based on a players perception skill–it’s a throttle that can increase or decrease the game experience!
Like many elements of Rolemaster, the perception skill was probably based on the “find traps” or “detect secret door” ability in D&D. But RM perception is a massive expansion of that specific ability and it’s not just an active skill, but can be used as a passive one which greatly improves it’s utility. In my game it’s almost automatic that a player will announce that they are going to make a perception check. Basically what they are asking, is for any “hidden knowledge” based on a skill roll. For me, that’s very reductionist, it lowers the roleplaying experience down to a randomized game mechanic. And because every character in the group has perception, it’s also not uncommon for every player to make a perception check to maximize the probability of a successful result. Even if every character has an average +50 skill bonus, one of 4 or 5 players is going to roll high. At higher levels every character is a “crack observer”. No absent minded or myopic mages in my groups!
As a GM, I usually WANT the group to find secret doors and other mysteries to enhance their enjoyment or reward them. So having them able to perform successful perception checks can be important. On the other hand, these rolls also take some of the narrative control from me. Either way there is no denying the importance or impact of the Perception skill.
So what makes up perception? Quality of eyesight? Tactile sensitivity? Smell? Hearing? If that’s the case, than perception is based on innate physical abilities. Can you train up better vision? Teach yourself better hearing? Probably not. Perception should be purely physical based with an added emphasis on any racial ability.
Or is perception a trainable skill with “rules”, “systems” and processes that can be taught and learned? Aren’t spies taught the ability to notice small details? Are policemen taught to “detect” things? Aren’t soldiers taught to detect tripwires and boobytraps?
If perception is mostly physical capacity then perhaps it shouldn’t be a skill at all. However, if it is a trainable skill shouldn’t it be considered quite specialized and not classified as a general skill? Shouldn’t it be left to professions like thieves, assassins or mystics? Wouldn’t that make it more interesting for game play and give a cool niche role for certain profession types?
Today I’m looking at the ‘problem’ of skills in RM: consolidated skills (of which RMFRP is the paradigmatic version, and which appears to be a certainty in the new version, although with far less skills) or individual skills, each with their own development cost, as was the case in RM2. Let me nail my flag to the mast: I am rather more in favour of individual skill costs, primarily for the tremendous variety and granularity they offer. You simply can’t get that under the skill category system (although the RMFRP rules do allow a certain amount of tweaking, and my rather freewheeling interpretation of the talent rules enabled more).
Further to this is the issue of the dreaded skill bloat. It seems that many folks object – quite reasonably, I feel – to the tremendous explosion in increasingly fine-grained skills introduced by the RM2 companions (and carried over to RMFRP, although restrained and managed by the category system). I understand the objections: if you have, say, 300 skills and 50 professions, that’s a lot of trawling through tables in order to generate a character, and a lot of skills to study up on, in order to decide whether your Burglar is better off taking Defensive Manoeuvre, Feinting or Tumbling Attack, or just ignoring it all and retiring to a farm after buying ranks in Horticulture, Herding, Animal Handling, Animal Healing and Weather-watching.
I only wanted to play Rolemaster!
But, and here’s the thing, I love having that range of options – ridiculous though that may seem – simply because of the ways in which, as a GM, I can fine-tune races, cultures, professions and NPCs. I can understand how you might justify having a Prepare Herbs, Herb Lore and Using Prepared Herbs skill, or a Using/Removing Poison, Poison Perception and Poison Lore skill. I can imagine a rough-and-ready soldier who knows nothing of herbs, but has grown used to applying unguents to wounds. I can equally imagine a scholarly-type who has learned a bit about poison but has never handled it – or even considered using it! That argument makes sense to me, although there is, conceivably, a limit beyond which realism need go.
There are ways of managing skill bloat without consolidating or eliminating skills. The last RM2 campaign I ran I divided skills into Core, Professional and Extra-Professional skills. Everyone, regardless of profession, race or whatever had instant and permanent access to the Core skills. Then, each profession had 25 professional skills to which they had access. All skills outside that group of Core + Professional were restricted, requiring the expenditure of Character Points (which accumulated as the character reached Prime Levels, of which more on another occasion).
I’m including a link to a table showing an example of what I did in my attempts to manage skill bloat whilst maintaining breadth and diversity. This is the RM2 Hunter from the Arms Companion. I’ve not included the development point costs for copyright reasons, but the table is hopefully sufficient to demonstrate the idea. The listed skills show those available to the Hunter at level 1. They can’t consider new skills until reaching their next Prime Level (i.e. level 3). At each Prime Level, a character gains Character Points equivalent to 3 + the modifier derived from their Prime Statistic (the first appearing of their Prime Requisites, in this case Quickness), as if it were a Power Point stat, rounded down. (For example, if Bhorg the Hunter has a Qu stat of 95, he’d gain an extra 2 Character Points, giving him 5 in total. Bhorg could then spend his Character Points unlocking access to an Extra-Professional skill, or buying talents, or saving them for later).
I thought it a reasonably elegant solution, although like all my solutions, it generated a fair amount of work to get it up and running. I’d be interested in your thoughts on possible futures for this approach, any problems you locate and any possible fixes.
I’m curious and interested about exploring niches of Rolemaster and fantasy RPG’s in a novel way–subverting tropes, high level adventures, monsters as PC’s, eliminating the Profession system etc. In my last blog I discussed some one-off adventures I’m working on that consists of a party of “monsters” and both Peter and I have written blogs about certain creatures being classified as a Race or Monster. All of this touches upon whether various creatures or traditional monsters would make good PC’s–a subject I’m looking forward to exploring much like I’m doing with 50th lvl characters.
But these questions ignore the broader issue–why are certain races and creatures “Monsters” or adversaries to begin with? Should PC appropriate races be determined by a race’s intrinsic morality? Does RMU’s creature creation system open the door for any creature (assuming a base level of intelligence) to be played as a PC? Assigning levels, special abilities and skills to creatures draws them into the Character Law system–why not open the door a bit wider for PCs–not just more traditional races, but “monsters” as well?
Perhaps the residue of Gygaxian Naturalism reinforces our views that monsters reside outside the natural world and setting. Without a childhood, ecosystem, culture and hopes and dreams these monsters lack the foundations of “Personhood”–they are merely there to be obstacle to the players. But what if that weren’t the case? Perhaps your game world would be like the cantina setting in ANH or TFA–filled with an endless variety of races, creatures and monsters anthropomorphized for the purposes of a working game narrative. Perhaps “monsters” aren’t inherently evil, but motivated by the same self-interest and beliefs that direct us all.
I sometimes worry that with all the deconstructions and house ruling that we can end up not supporting Rolemaster but character assassinating it.
I also worry a bit about the fact that we all agreed to a non disclosure agreement to not discuss RMU publicly and now that is very much what we do.
I have also been up since 4am and I am not feeling particularly mentally scintillating right now so I want to point out something that may or may not have happened, not with a bang but with a bit of an under the radar whimper.
Way back when, many moons ago, BriH suggested 50 in 50 we tossed a few emails about and someone suggested that things like new monsters, new spells and new magic items were one of the things they always liked about the original D&D modules.
So when I wrote one of my contributions to the 50 in 50 adventures I create a new monster. I then promptly forgot about the monster and moved on.
The point of making the monster was that it would be my intellectual property, not ICE’s. Therefore I was perfectly entitled to publish its stats as long as we skirted around the fact that it was a Rolemaster adventure.
Well, on Saturday, when Azukail Games, published Where Eagles Dare I believe they published the first ‘free’ monster, that is free as in speech not free as in beer. As it happens I have written and published other RM adventures with more monsters in the Fanzine between writing Eagles and now but that is not the point.
Monsters, monsters everywhere!
I have had another one of my thoughts. I have a set of conversion rules I have created for getting from D&D 5e to a sort of generic RM, based upon the starting characters I was sent. It was suggested that the monsters would be better if they had skills and I think that is probably right. It was also suggested that giving monsters professions would be good. I think that is probably would be good as well.
So, what I was thinking was this. I am going to install a wiki plugin for the blog. I will then create a page for every monster I have created so far and continue to do so for all future monsters.
The advantage of the wiki is that if for example you think a monster should have Ambush as a skill then you can edit the monster yourself and add the skill. From that moment on everyone can then see that skill. Furthermore, for skills that work significantly differently such as expertise in RMU vs skills in RM2 for example, you can add a modification to a monster and mark it as for a particular version.
Also, if I have created one or two basic versions of a monster but you want a shaman, that I haven’t created then you can add yours as either an additional monster or add it on to the bottom of the monsters page.
If anyone wants to use these monsters in their own adventures they can then link directly to the monsters page. This way they always get the most up to date version.
Another advantage is with magic and innate spell lists. So far I have listed genuine RM spell lists but anyone can go back over the monsters and reference the BASiL list that best fits.
This new monster section will appear on the menu navigation some time this week and I will start adding in the monsters.As with most wikis you will be able to see the change history and previous versions should you have to.
For me, one of the great innovations in early RMU Betas was the new sizing/scaling rules. Of course, much of that rule was modified due to player feedback, but the core idea is still incredibly useful as a scaling and informational tool for the game. In it’s basic form, the size scaling allowed for damage adjustments between combatants of differing sizes. Player feedback argued that on the fly adjustments added to much work to the game flow, and subsequent RMU beta’s incorporated size differentials into the weapon charts. However, the size rules can be applied to more than melee attacks. What information does/can a Size impart:
Toughness: A size difference implies that a larger target will take less damage from a smaller. However, a GM can also apply a size label to a creature that is different from their actual size to make them more tough and harder to damage. For example, a Steel Golem may be human sized, but for combat purposes be treated as Large or Very Large.
Deadliness: Larger size opponents should do more damage to smaller targets relatively. But again, a GM can adjust size to model a unique deadliness or efficacy of a smaller creature to perform as if larger as in the example above.
Geometry: Size labels can impart information about the general dimensions (DIMS) in relation to other objects. This allows the size rules to not only apply to beings, but to objects like vehicles, space ships, wagons, carts etc. This allows easier comparison of one object to another. For example, a Skyship to a flying Dragon.
Capacity: Tying into geometry above, using the size rules to impart carrying capacity: weight allowance or # of passengers can impart useful game mechanics without further explanation. A medium rowboat could hold 1 human size passenger, a large tent could shelter 2 people, a very large cabin could hold 4-6 people.
Weight: While size rules can bend and adjust to scale certain effects, it is also a placeholder for weight/mass. That can be useful in Ram/Butt/Crush results.
What mechanic can use the Size rules? Combatants and melee have already been changed in newer Beta rules, but that doesn’t mean the mechanical framework should be dismissed.
Spells. Spells are often defined by range, AoE and a presumed default size. Should a massive dragon cast the same size firebolt as a 7th level magician? With size rules, it doesn’t matter–size is established via the Spells or the size rules. In addition, size rules can establish effective radii. A small fireball might have a radius of 5′ while a medium would have a 10′ radius.
Traps. Looking through the old MERP modules it’s clear that traps were a prominent feature. Most traps deadliness were modified by 2 components: a + to hit and a multiple of damage. Both had to described. With size rules you can just scale traps up or down via size. Not only does that model efficacy but it sets size parameters as well. A “Small” 5′ wide pit trap isn’t going to be a very effective on a Huge Troll.
Structures. As discussed above in capacity, the size rules can establish occupancy limits for huts, tents, lean-to’s, cabins, towers etc.
Vehicles. Rolemaster is part of a wider genre ecosystem. Spaceship hull sizes can be quantified in the same way a Dragon, Kraken or other gigantic creature.
The great aspect to the size rules is that its incredibly easy to add categories-especially if you don’t worry about qualitative labels. I use 10 sizes, I-X, just to make scaling calculations easy and direct. Is it possible to add more? Yes, it’s easy and “scalable”. Certainly, for Scifi or modern settings it might be helpful to expand the sizing: smaller categories for molecular/nano level objects and much larger to incorporate massive space stations or even planet size categories!
I’m not re-arguing the role of size scaling in combat–only recognizing the power of scaling efficacy as short-hand for the Rolemaster system to unify 5 varying aspects of a creature or object. As a GM I find it invaluable.
This is Part 3 of an article series on self-publishing in the RPG industry. Also see Part 1 and Part 2.
Do Reviews Help or Hinder?
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The effects of reviews on sales can be hard to quantify, especially when there isn’t a lot of consistency in sales in the first place. When sales are all over the place, it’s effectively impossible to determine whether a review has benefited or harmed them.
I recently had a couple of supplements given two star ratings – no reviews, just ratings. Personally, as both a publisher and customer, I find just a rating like that useless. As a publisher, I don’t know what the purchaser found wrong with the supplements, so can’t improve it. Similarly, as a customer, it really doesn’t help me decide whether or not to buy it. Maybe the rating had nothing to do with the product in question – I have actually seen that happen in reviews, so it could easily happen with ratings too. Maybe the purchaser simply didn’t like the colour! I have also had a two star written review, but that lacked enough detail to be really helpful to anyone as well.
Good reviews – Endzeitgeist.com writes incredibly detailed ones – help both as a publisher and a purchaser, as they go deeply into what’s good and bad about a supplement. I think a review, good or bad, from a known and trusted reviewer has the biggest chance of helping or harming sales. For other reviews, in my opinion I don’t think one good or bad review will make a huge difference, but half a dozen reviews would provide enough information that it could affect people’s decisions (those 2/5 ratings and reviews I mentioned haven’t stopped people buying the supplements in question). My current opinion would be that individual reviews don’t sway most people either way, unless it’s from a well-respected reviewer or an extremely detailed review highlighting any good or bad points. However, bad reviews could make a difference if there isn’t much preview of a product available (on the OneBookShelf sites you can give potential purchasers a full-size preview of part, or all, of what they would be getting – I consider this useful). Having a decent amount of content in a full size preview allows potential customers to see for themselves what the content is like.
The best-selling medals on the OBS sites also help as a customer, as they show that many others wanted to buy a supplement, whatever its rating might be. The medals start at Copper and go through Silver, Electrum, Gold and Platinum. The better the medal, the more copies have been sold of that supplement. Supplements do have to sell for money – even 1 cent – for a sale to qualify, and each site calculates them individually, so, for example, having enough combined sales on DriveThruRPG and RPGNow to reach a sales medal level will not grant one – the sales all need to be on one site. DriveThruRPG generally sells more copies than RPGNow.
I currently have, at the time of writing, 4 Silver and 15 Copper best-sellers on DriveThruRPG and two of the Silvers are also Copper on RPGNow. There are also quite a few supplements within 1-5 sales of Copper and a couple of Coppers that are getting similarly close to Silver. Electrum is probably still quite a few months off for the closest of the Silvers.
What Return to Expect?
Don’t expect a brilliant return from your work, although it is possible to build up a company that works and pays a decent return (Mongoose Publishing managed it for example). RPGs are still a very niche market, and this is reflected in the money paid out. For example, the standard rate of pay for freelancers in the RPG industry is one cent per word, although some do pay higher. Paizo, probably the second largest publisher after Wizards of the Coast, pays a lot more and the independent Raging Swan Press, thanks to their Patreon campaign, also pays much higher – currently a substantial 11 cents per word for the latter, which appears to be the highest in the industry by far.
Having dealt with writing freelancers in other niches and specialities, 1 cent is really very poor for writing that often requires specialist technical knowledge, but the truth is, the market often cannot support anything more. Rates such as Raging Swan and Paizo are more of the exception than the rule, and most pay much less, because it simply isn’t possible for publishers to make a decent return on their money for higher amounts – and that can be stretching the definition of decent. There also isn’t that much work available at those rates, and they tend to be for tried and tested freelancers, not newbies.
So, if you are writing for your own publications, the lesson to take from this is to expect that it could take a couple of years – or more – before you see a decent return on the time you invested. Your initial return per hour spent will most likely be less than you’d make at McDonalds. The advantage is with this sort of work is that it keep earning once published. Sometimes you may never see a decent return, directly at least, from a publication. Indirectly, it might bring in customers who later buy other products or who might buy a fair few at the same time (I have had a few 50+ sales).
Morguefile
Currently, I’m netting around $2,500 a year from the OneBookShelf sites; I don’t yet have anything published anywhere else but that’s in the works. For me, if I was to take that out, that’s easily a month’s fixed living expenses (my living expenses are a lot lower than those of many others). Which isn’t bad for a fun hobby (I do spend more time on this than I should, from a financial point of view anyway, because I enjoy it). Although supplements can take a while before they earn anything remotely close to a decent wage, the benefit is that, once written, they can keep earning money without further work. My income did decline a bit recently, having pretty steadily gone up, but that would appear to be due to the ranking algorithm change mentioned earlier in Sales & Marketing in Part 2 so I didn’t make as much money in the Cthulhu Mythos and Halloween sales this year as I did last. I do expect it to start going up again, as the average quality and price of each supplement published increases and as I get more supplements out there.
Due to the difficulty in making enough money to pay others in the RPG market, and the ease of entry, most small publishers (me included frankly, although I am working on it) don’t have a huge degree of professionalism, for areas outside the actual development and publishing of material – basically, areas outside those related to actually creating the text, or perhaps images. Better research and tracking, writing better copy on sites and improved marketing could all help boost sales. Should you lack skills in any area, consider teaming up with someone who has them, if they are interested. There are also some publishers – Fat Goblin Games is one example, with their ‘Imprints’ – who publish the work of other publishers through their own company, with the smaller publisher benefiting from the larger one’s customer base and expertise. What is expected from such a relationship by each party is no doubt variable.
I hope everyone had a great Thanksgiving! (here in the USA). We are winding down another year at Rolemasterblog so maybe Peter will do a “Year in Review”? We have lot’s of ongoing projects and some cool stuff planned for 2018. Personally, I have so many irons in the fire it’s feeling a bit overwhelming! I thought I would do a quick overview from my persective:
Back in April we started a challenge to write 50 Adventures and publish them over 50 weeks. Now we are heading into our 5th week! These are short adventure hooks, place, ideas or small layouts you can drop into a campaign etc. You can find the latest HERE with links to the others already published.
Legends of Shadow World (LoSW). Along with the 50 in 50, I decided I wanted to design a high level adventure for Rolemaster; both as a challenge and to really test the system and rules. Ultimately, I ended up with a 5 part tourney series using 40th to 50th lvl PC’s. The first Chapter can be found HERE, and the second chapter The Temples of Muartaar will be available shortly.
BASiL. My rewrite of Spell Law has turned into a beast–I was fine tuning spell lists and ended up adding over 3 dozen more lists in the last few months. I think I am almost at 250 total spell lists with 25 or 30 that are Shadow World specific. The individual spell count is just over 6500 spells with a lot less duplication that the original Spell Law. My hope is to publish these under a generic d100 format: either by individual lists, groups or realm.
The Book of the Pales. I have this 85% done, but started working on a few other things. I’m hoping some downtime over the holidays will let me finish this sooner. I’m enjoying this work–it greatly expands upon the Pales in Shadow World, establishes some rules for adventuring, adds new creatures and explains some underpinnings of the world to support assumptions in Summoning/Gate spells. Interestingly, this has led to a broadening of the work into the more alien, non-physical realms like the Outer Void.
SWARM. I’m debating whether I should bother uploading my SWARM ruleset–either as alternative rules for RM or as a generic d100 book. Rules are so arbitrary and every GM has their favorites, I’m not sure this would appealing to anyone and adventure content and new spell lists might be more useful than my rules.
LEGENDARY SERIES: Monster Squad! So my new project after LoSW is a series of adventures using a pre-generated group of…MONSTERS!!!! (btw: isn’t a monster just a point of view?) . A recent post on the forums HERE along with several posts Peter and I did has had me thinking about a adventure group made up of traditional “monsters”. I’ve always like to subvert tropes in my games, and the premise of flipping the players perspectives to that of traditional foes is very appealing. This follows with the recent tradition of a band of anti-heroes like Suicide Squad or League of Extraordinary Gentlemen.
The original Monster Squad would make for a great classic adventure–I’m going to write that and post it next October for Halloween. This would include:
Dracula (Vampire)
Mummy (Egyptian Pharaoh)
Creature from the Black Lagoon (Lizard or Merman)
Frankenstein (Flesh Golem)
Wolfman (Were Creature)
Unlike the movie, this adventure would have the creatures as pre-gen PC’s. I’ve got a great outline for an adventure that would be around 15th to 20th lvl and 3 ideas for plots and foes. What possible enemy or situation would force this group to band together…and save the WORLD?!!
A couple of ideas I’m tossing around for a Monster Squad set in Shadow World:
Demons. Erickson uses Demons as NPC’s in his Malazan series and in fact, has some chapters written from a Demon’s perspective. (he was magically wrenched from his farm and found himself in the middle of a battle)!!! I already discussed Neng, but how cool would it be to have a Pale III or IV as a PC?
Undead. Playing a vampire is obvious..and cool..but how about a Wraith or Lich?
Fey. I’ll write the adventures for Shadow World, so throwing in a Dryad or other Fey might be interesting.
Golem. I just finished the book Heart of Stone and used an Eog Golem in my LoSW adventures. I like the idea of a sentient construct as a PC. Flesh Golems are neat but how about one of stone, steel or enchanted alloy?
My last idea for the “LEGENDARY SERIES” is an adventure using holiday/fantasy creatures. This might be a great intro adventure for kids or just a fun version for Rolemaster Lite/d100. Something like this:
The goal is to create on-off adventures using famous characters to add some fun and accessibility to new players but using the gritty RM ruleset. Who wouldn’t want to “E” 66 Santa? Any suggestions for a cool Monster or character PC?