Clear the decks, the PCs are coming!

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I have run two weekends now of my face to face Forgotten Realms game and there is nothing else planned until September. This leaves me free to concentrate on my pbp game.

The setting will be Waterdeep and the North. The rules will be mostly RMC with a few options thrown in from RM2 companions and the condensed combat system from the Combat Companion. The gaming platform will be www.rpol.net.

If you read this blog and are interested in being a player then drop me an email. I already have two players lined up.

You will be starting as a solo character to give you a chance to find you feet and if parties form then it will because they happened naturally. I am not going to force people together unnaturally.

I have most of my free time on Tuesdays and Thursdays so I would prefer a posting frequency of twice a week but if the character is alone or just in conversation then I will happily post more frequently. I am based in the UK so will be operating on GMT but I am generally online from 7am until 11pm most days.

Any questions then give me a shout.

Shadow World – So long, farewell, Auf Wiedersehen, adieu

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This will be a very brief post. I am on my way to Shadow World or more accurately I am about to get the train to meet up with my fellow players and GM for the final battle in the Shadow World campaign.

Considering that the characters were created for a one off adventure to introduce us to Shadow World and that was six years ago I think as an introduction it worked pretty well. Either tonight or tomorrow morning we will defeat the evil god Kabis or die trying either way that will be the end of our adventures in Shadow World.

We have been running two games each weekend to share the GMing duties and so everyone gets to play. These have been my Forgotten Realms game and the Curse of Kabis in Shadow World. Starting in the Autumn it will be Faerûn and a homebrew world.

Our Shadow World GM was the last diehard RM2 advocate as well. Myself and the new GM have both made the jump to Rolemaster Classic so it will be a little bit of a changing of the guard in that respect as well.

I will report back how the party faired next week. Hopefully they will get a bit further on and I will be able to share more details of creatures I have converted over. I had expected their opening adventure to be over long before this but you can never tell. What looks like something they will skip through in minutes can end up taking half a day to roleplay.

Until next week then…

The Ghost of Christmas to Come

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

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

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

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

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

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

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

 

Forgotten Realms Realmslore

This week I have been mainly studying Forgotten Realms realmslore. I must admit I am quite impressed.

I have one face to face group that meet three times a year for a long weekend of gaming and this summer I am going to start a pbp game set in and around Waterdeep and the North. The idea is to move the face to face group up into the north so that they are adventuring in the same region.

What I wanted to do was to have all the PCs in roughly the same region so that the time I devote to developing my game gets the most return on the effort. If I have the groups too spread out I have to do double the work for no extra gain.

The first port of call was the campaign setting books. Shadowdale is well detailed in the prime campaign setting and there was also a dedicated book on Waterdeep or City of Splendors as it is known, having read them I was not entirely sure what to read next. There are so many books it was not obvious which were the best references. I joined the Candlekeep forum as that looked like a pretty good place to ask questions and sure enough they came up trumps.

The first book they recommended that I read was the Volo’s guide and at the end of the Preface by Elminster was this post script.

P.S. FR1 Waterdeep and the North
remains the definitive guide to features
of Waterdeep, augmented by the City
System and Ruins of Undermountain
boxed sets, the Knight of the Living Dead
gamebook, and the module FRE3 Waterdeep.
Those desiring to explore alleys Volo
mentions would do well to consult where
the alleys meet with the sewers, on page
28 of Waterdeep and the North, if they
wish to avoid (or find, I suppose) danger.

So kindly enough right at the beginning of the first book is a reading list. As it happens I have most of the books listed and I have got stuck in. The members at Candlekeep also pointed me to the Icewind Dale series of books which are less than £7 on Amazon for the entire series. I think I may push my players up through the Dales via Icewind Dale before dropping them into the North.

The Icewind Dale Trilogy
The Icewind Dale Trilogy

As I have said before, I think, the party are made up of a Sorcerer, Cleric, Warrior Mage, Seer and only one fighter class. Seeing as the barbarian tribes living in the north are very distrustful of magic they should be in for a fine old time!

What all this brings home is what a rich setting Faerun is and what a wealth of resources are available for both the GM and the players. It certainly will not hurt the game if the players read these novels and if it helps give them more of a feel for where their characters are in the world then that has to be a good thing.

From a GM’s point of view converting stats from AD&D to Rolemaster is a doddle for monsters, traps and magic items and treasures. NPCs can take a while longer but that is only because Rolemaster is so much more detailed in its character creation. So what if you have to spend some time building your world. I have never heard of a GM who complained about he time they spend bringing their game to life.

 

Magic Is One of Rolemasters Strengths pt III

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The spell casters from two out of the three realms of magic, essence and channeling, have relatively simple to learn ways of storing power in inanimate objects. There is a fourth ‘realm’ known as Arcane that can be utilsed by any realm that also has this ability if and only if as a GM you choose to use this option from Rolemaster Companion One. As a rule and for the purposes of this post I am going to assume you are only using the four core books (Character Law, Spell Law, Arms Law and Creatures & Treasures) and therefore mentalists do not have this ability.

Anyone who has played a magic user of any description in almost any level based roleplaying game has been through the trauma of being first level and having barely a single squirt of magic to use per day. Things do not improve much at second level with maybe two sqirts and at third level three or four squirts. Rolemaster is less restrictive because it is a power point based system. In my game most spell users have typically two or three power points per level because I use an optional rule that bases power points on the total stat bonus a character has in the controling stat rather than the basic stat itself. This makes elves a more magical race and more inclined to manipulate mentalism and essence and it makes trolls less likely to be spell casters. The maximum number of power points for a player character is going to be 4 per level and the minimum is zero.

First level spells normally require one power point, second level two points and so on until you reach 50th level spells that take 50 power points.

That should be simple enough. So your first level spell caster will probably have two or thress spell lists and would be able to cast two of three of the first level spells on those list.

So now to storing magic…

I want to deal with Channeling users first. The realm of channeling has a closed list called Symbolic Ways. What that means is that pure channeling spell casters can learn this list as can hybrid spell casters but the semi spell casters such as rangers cannot nor can non spell casting classes. The first instance of spell storing on this list occurs at 4th level (in the RMC spell law) and allows a 2000lb stone or slab to be incribed with a single symbol. That symbol can be any first level spell. The symbol creator can then set a criteria that will trigger the spell and that spell can be triggered once per day.

In my Fearun most towns and villages do not have a temple to every god. Instead what you get is on the outskirts of these places are shrines to gods that are important to the people. You will find shrines to Chauntea commonly in rural areas, Mielikki on the edges of woods and forests and so on. So under Rolemasters rules any 4th level channeller who has chosen the symbolic way list of spells can create a semi permenant magical standing stone. This is not going to be of earth shattering power. At that level only a symbol of a first level spell can be enscribed but it is a start. As the character levels up then more powerful spells can be enscribed. At 7th level a second level spell can be enscribed, at 9th a 3rd level at 11th a 5th level, you get the picture.

Creating the symbol involves casting the required symbol spell and then the spell the be enscribed within the rounds (30 seconds). This is not particularly onerous and if we take the example of a resident priest demanding a penance from a sinner of assisting with raising a standing stone is a perfectly reasonable thing to ask. Villagers may not have a lot of money to give to the church but a days labour is always an option. Over time then the countryside around this village becomes dotted with standing stones, caves where villagers can hide from bandits can also become dedicated by the priest.

What a manifestation of power it is to have a stone in the centre of your village that anyone who prays to it is cured of disease.

You can have stones that heal, create food and drink, raise the dead or even summon demons to defend the church.

As a player character you are not going to carry one of these things into battle but if the party set up camp in a cave or outcropping of stone then you can certainly use that to your advantage, especically if you then fell in battle. The possibilities are really down to the lists of spells you have, the access to stones and your imagination.

And so to essence….

I dealt with channeling because stones are to some extent fairly common, you could throw a stick and have a fair chance of hitting one. The Essence version of spell storing requires something a little less common. In D&D when you read a scroll then *poof* the scroll is gone, dead, deceased, it is no more. Rolemaster is different. Firstly scrolls are pretty much exclusively called Runes and secondly the paper survives and can be reused.

The spell list for creating the rune on the paper is called Rune Mastery and is an open list. This means that any essence spell caster can learn it and even non spell casting professions like your fighters, thieves and barbarians can attempt this if they choose the realm of essence.

Rune Mastery do not allow you to create the paper, only to scribe your own spell on to it. As with channeling the higher level you are the higher the level of spell you can store. at 3rd level you can store a 1st, at 6th a 2nd, 8th a 3rd, 10th a 4th, 12 a 5th and so on. So an Essence user can start doing this sooner than a channeling and rune paper is more portable. The down side is that rune paper is less common than big rocks, slightly more flamable and liable to water damage.

Not all rune paper is equal. When it is created it is given a maximum level of spell that it can hold. This is determined by the power of the alchemist that creates it. A master alchemist is capable of far greater things than an apprentice. Alchemists are a fully developed profession in Rolemaster Classic and they have their own spell lists for creating all sorts of magical items including rume paper, potions and enchanted objects. Rume paper features on the standard equipment and suplies price list in Character Law but it would be down to the individual GM to decide on the actual cost and availability.

Having a stock of rune paper available does mean that you can extend the essence spell casters ‘operational range’ significantly, especially when on a mission the party can prepare for. In a recent game all the magic required to get the party into an enemy stronghold (flight, invisibilty, silence and sleep spells) all came from runes meaning that I had my full set of power points available when our stealth finally failed us and the alarm was raised.

Ten sheets of rune paper in the hands of just a 3rd level essence spell caster adds a potential ten more first level spells. Considering that that spell caster may have only six power points of their own that is nearly a tripling of their available magic and leaves those six points free for their more powerful spells.

In play I have found that the hybrid and pure spell users gain the most from runes. These are the ones most dependent on their magic and extending the amount of magic available gives both the player and the character greater flexibility.

As a GMing tip I would say if you are new to Rolemaster then I would not allow the party to buy rune paper. Let them find runes as part of their treasure they find and reuse the paper. That means that they have earned every sheet. The party has to reach 3rd level any way before they can use it so there is enough time to trickle a few sheets into the game and see how it effects the balance of play before you decide how much more to allow. Rune paper is easily removed from a game as well at the hands of a fireball.

Khelben “Blackstaff” Arunsun

Khelben “Blackstaff” Arunsun is a major player in the culture of Waterdeep. He is described in the source material as interfering in events often years into the future. To this end ‘my’ Blackstaff is going to be a Seer.

The sourcebooks describe him as just a ‘magic user’ but Rolemaster gives you plenty of different types of magic user to choose from. There are three realms of magic. The Eassence is Mystra’s Weave, Channeling is power derived from your god or deity and mentalism is that inner magic controlled by the mind of the caster. We are in Jedi territory with the mentalists!

Eassence is proably the most overtly powerful magic, this is where you will find your fireballs and lightning bolts and such. The three core magic users of this realm are the magician, illusionist and alchemist.

Channeling includes your cleric, animist (druidic type) and the healer. All Channeling casters have access to some level of healing magic with Clerics being able to raise the dead and healers instantly healing the wounded by taking the injury on themselves and then healing themselves with their magic.

Khelben
Khelben “Blackstaff”Arunsun

Mentalists focus on the mind and bodily control for the most part. Their magic rarely effects more than one target at once and can be more subtle. The mentalists have a healer called a Lay healer and a Seer who can work with past and future knowledge. This is where I want to put Khelben Arunsun.

Don’t think for one second that a Seer is a push over. Mentalists are great ones for Telekinesis and he can easily pick up objects and throw them across the room with devastating effect (don’t think vase of flowers, think ripping up a cobble stone and throwing that 300′).

There were more options for my Khelben. In addition to those nine options Rolemaster has three ‘hybrid’ magic users that straddle different realms to give us a sorcerer, mystic and astrologer. These are really fun to play and Mystic was a really strong contender when considering this NPC. In Rolemaster terms Khelben is 39th level which does give a lot of scope.

It was while I was developing Khelben that it occured to me that although creating NPCs is a great way to learn the basics of any roleplaying game, for a new game master creating a 39th level character is not the best way to start. I would strongly recommend creating a fist full of lower level characters before tackling anything like these more powerful NPCs.

I would also say for NPCs don’t fall into the trap of always going for Magicans and Clerics as stock magic users. If you mix it up a bit and use the entire spectrum then you players will never know quite what is going to hit them next.

Creating Waterdeep’s NPCs

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Probably the most significant NPCs for any game set in Waterdeep has to be the Lords.

SPOILER ALERT!

I am going to talk about the D&D and Rolemaster levels and classes for some very significant NPCs so if you don’t want to know don’t read it.

We really have to start with Piergeiron. According to the City of Splendors source books he is 14th level or higher Paladin. So translating this into Rolemaster speak and you are looking at a 21st level character. That seems fitting as 20th level in Rolemaster is sometimes referred to as “Lord Level” so that was easy enough. Now the Paladin bit gives you a number of choices. The core rule books do not provide a Paladin class. The reason being that the flexible approach to character design does not really need to define every possibe flavour of possible PC. Now two of the Rolemaster Companions (Rolemaster Companion 1 & 2) do define the Paladin profession. General consensus seems to be that the Paladin profession is best reserved for a high powered campaign although I do not have a problem with them. The question is do we really need a Paladin class? There are three ways of creating a Paladin…

Option 1: Use the defined profession, problably from rolemaster companion 2, being the most balanced version.

Option 2: Use a cleric and spend more development points on the arms side and less on the magic.

Option 3: Create a fighter and invest in some slepp lists.

Options 2 & 3 require a slightly higher level of roleplaying as it would be very easy to abandon to the archetype of he Paladin and just buy the skills and spells etc that are the cheapest for the base profession.

In the game I am in the process of setting up I am not using the professions from the companions so option one is out any way so that only leaves me with 2 & 3 to play with.

For Piergeiron I am going down the route of the Cleric based Paladin. The only things I need to do is make sure I buy just enough Transcend Armour skill (a skill that allows the caster to overcome the penalties for wearing, in this case metal, armour and casting spells) so that our chap can wear his platemail and of course Platemail as a Maneuvering in Armour skill. Both of these skills are skills that can be built up little by little every level just s single skill rank every level. So what you get is a Competent warrior imbued with the power of his God. that pretty much is the very definition of a Paladin to my mind.

So lets look at the third option…

To be the classical Paladin of RPG yore you need to be able to lay on hands to heal people and scare the undead. There is pretty much it. There are really three spell lists that the character would find desirable. Light Ways, Purifications and Concussion Ways. Learning Magic is not going to be easy but with Rolemaster you can start to learn a spell list and let that investment of development points ride until you are successful.  I would suggest that you buy just 2 skill ranks in the first spell list and then roll the spell gain roll every level until you get it. Two ranks equates to a 10% chance of success. Given those odds our 21st level Paladin would probably have made 22 attempts (characters get a chance at 0th level before starting play) so statistically getting those three lists is not impossible or even that improbable. As a player I would most likely be quite disappointed if I had not learned at least two by then.

I would also say in my reinterpretation of the Realms that if a group of Paladins, such as the knights of the round table, rode out on a quest, to find the holy grail, that it would be made up of both types of Paladin with neither seeing any distinction between themselves. Every group is made of individuals of differing strengths and weaknesses. Going back the Waterdeep and the Lords Piergeiron is not the only Paladin on the council. Texter is 17th level (D&D)/27th (RM) and also a Paladin. Taking into account Texters feats then I would certainly make Texter a fighter based Paladin.

Whilst my versions of the Paladin are definitely less powerful than the Companion profession it does not suffer from the accusation of being over powered. If anything I would say that those characters would suffer for their convictions but as a GM I would compensate for that giving the characters access to support from their order and opening doors that may not otherwise be open to them. I have always rewarded good roleplaying and the Paladin definitely does give plenty of opportunities for that.

It also goes to show that although the companions do define some 70 or more additional professions you do not need to rush out and buy all those books and then read 1,000 pages of rules just to play the game.

Paladin or scary cleric?

Giving Waterdeep the Rolemaster Treatment

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I am very pleased that my game will be going from two long weekends a year to three weekends. Furthermore rather than my game being the Friday night/Saturday morning game it will be moving to the Saturday afternoon, evening and Sunday morning slot. In real playing terms that will mean 16hr+ hours of actual game play rather than about 10hrs. Over a year we are talking 48hrs play compared to 20hrs. The game is going to get bigger in another way as well. I am starting some players in Waterdeep this summer.

As you know I am primarily a face to face, paper and pen roleplayer. I have been dabbling with play-by-post (PBP or PBM) gaming and  I have been enjoying playing that game. It is my intention to start a PBP game this summer set in Waterdeep but still in the same campaign as my face to face game. Geographically the centres of action will nearly 1,000miles apart so they should not interfere to frequently but there is always the chance that news will flow in both directions about significant events. What I do have to do is get Waterdeep ready for the players.

I am a GM that likes to have everything prepared. One of the really nice things about the forgotten realms materials is that it gives the race, level and class of all the significant NPCs. So right now I am creating all these NPCs as Rolemaster characters.

If you are new to rolemaster then creating characters is one of the best ways to become familiar with all the rules. As a GM it will be your responsibility to assist your players to create their characters so the more NPCs you create the easier it is to help other new players get started. It also helps, I think, to create many NPCs to make you faster at creating characters. It can take inexperienced players and GMs the best part of an evening to create their first characters if they do not know the rules.

I would have said that the biggest single difference between the systems (Rolemaster and D&D) is the way that magic magic is handled. It would definitely be to the GMs advantage to have created a few magicians and clerics before trying to help a player create their first PC magic user.

 When you are converting the significant NPCs from the Forgotten Realms source materials then as a rule of thumb you should multiply all levels by about 1.5 so that a 12th level fighter in the D&D rules such as Helm Dwarf-friend, Master of Sundabar would be an 18th level warrior in Rolemaster. For a more powerful game you would make the NPCs higher level but as a rule x1.5 works pretty well.

Right now  have a number of sourcebooks to re-read to refresh my self about this location and maybe fifty important NPCs to create before I can let any innocent PCs loose in the city. All the new players will be running around as solo characters initially, probably for the first couple of levels, ‘enjoying’ adventures created especially for them to let them bed in and get a feel for the setting. As always I will share as much as I can here.

PC Perils #5 Is that a burial mound I see before me?

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So our intrepid heroes have fought their way through the abandoned mines/hill giant village, defeated what ever was was being resurrected in the pyramid and defeated the angry Active Tree.

Surely that is not a Barrow or burial mound just off the path?

Phot showing burial mound
Burial mound lost in the woods.

If you cannot quite see the mound here it is highlighted.

Can you tell what it is yet?
Can you tell what it is yet?

One of the scary things about this is quite how hard it is to see. It would be quite legitimate to camp just within meters of this and not ven know it is there. As a monster, everyone loves the undead, the seem to transcend every genre and every world setting from from Tolkien’s Barrow Wights, Forgetten Realms Wights and Spectres right through to a good old Zombie apocalypse in modern day campaigns.

From a Rolemaster point of view, just look at that undergowth! I would had to make some MM rolls to get out of the way of anything big and scary coming at me through there!

These past ‘Perils’ posts, the abandoned mines, the pyramid and this one are genuinely fell within a single 1hr dog walk. The active tree and the seal beach were all within 8 miles from home.

I will be on the look out for more ways to scare the bejesus out of your PCs soon!

Rolemaster Classic PBP

I haven’t posted anything for a while about my dabbling in play by post (PBP). The game I am in is ticking along quite nicely. I have nearly killed myself at least once due to massive over confidence in my own meagre abilities and, I believe, technically I am no longer a combat virgin. It was not a traditional fight and whether my oppenent was actually intent on attacking me or not is probably up for debate. The important thing is that I ‘won’. I cannot share any more details both to save my own blushes and just in case I inadvertantly give away a spoiler for some of the other players.

I am 99% certain that I am going to run a PBP game of my own based upon nearly pure Rolemaster Classic rules. The only optional rule I will truly miss would be the expanded character background options from Rolemaster Companion I.

The game setting would be the forgotten realms, of course, around the city of Waterdeep and the North. This would be exactly the same world/campaign that my face to face game would be taking place in. That party are in the Dalelands right now.

The only PBP gaming site I have used is RPOL but there are other sites I have not even looked at but seem frequently mentioned such as Fantasy Grounds. For this first foray I think I will stick with RPOL and what I know. I think I have grasped pretty much has the game administration works from what I can see from the game I am playing in.

I still need to do a lot of preparation before I could possibly run a game and I would like to get more experrience of this style of gaming. There are certainly some aspects that are better than face to face gaming [NPC interactions for one] but at the same time some aspects are lacking [the social aspect and banter]. This will remain a work in progress project for the time being. As it happens my face to face group will be meeting again in early May so that is the perfect excuse not to launch into anything new before then.

Going back the the PBP game. I think the next big evolution I am waiting for is when the party starts to form. Right now I am almost entirely surrounded by NPCs. I suspect that I have encountered another PC at least in passing but one cannnot be sure. While it is just me and the GM and we happen to be both awake at the same time then the posts can come thick and fast. How the game works when you are waiting for the input from several people remains to be seen. I am sure it will be fine, if it wasn’t then I do not think PBP would have such a large fan base as it appears to have.