‘Appy Inspiration

I have been gallivanting around Iceland for the past week or so and being surrounded by reminders of elves, known locally as the hidden people, trolls and giants is quite good for gaming inspiration.

Ironically possibly the best bit of inspiration that came to me was nothing to do with the fantasy rich local culture but from my mobile phone.

We all recognise that magic items are not just about +15 weapons, daily spell items and multipliers. It is the more colourful items that can give a campaign its flavour.

I installed a Aurora Borealis forecasting app on my phone as soon as I arrived and it was pretty good and we did indeed see the lights display when forecast. When you see the northern lights it begs the question of what on earth must the first people to see it have thought. No wonder so many cultures have myths and legends of magic. Without our scientific understanding of ionisation and solar winds magic would probably be the next most logical rationalisation.

So if these displays of lights are created by magic then surely you could either tap into that source of essence or read from them some heavenly enlightenment or foreknowledge. Knowing when they were going to appear and where would be really useful and I am sure many a seer or astrologer would want a magical device that could predict the northern lights. A sort of ‘orb of the heavens’ sort of thing.

So this set off a train of thought. In our culture ‘there’s an app for that’ is a bit of a joke but what if for every app there was a magical item?

Looking in the itunes store at the most popular apps I see that a QR reader is one of the most popular apps. I can easily see that materialising as a crystal of attunement (runes).

Spirit level apps seem popular and in magical terms imagine an item that combined the low level spells of mannish scale and the lay healer diagnosis spells that could tell you so much about the target. What form it would take is open to interpretation. I am personally envisioning a set of lenses and crystals through which the user peers.

There are countless musical instrument tuning apps and they would make great magical items that any bard would love.

Voice changer apps can be reimagined as Sound Mirage based items.

The more I look at the range of apps available the more I possibilities I can see and for the most part based upon first through third level spells. Not that everything has to be tied directly to a spell in spell law but items that are simply useful whilst not being exceptionally powerful are easier for the alchemists of the world to create and are more likely to be created if they do not cost the earth or take forever.

I think the take away from this is that if you are looking for ideas to perk up a treasure horde or to make an NPC a bit more interesting then you can get some interesting ideas from either itunes or Googles app store.

Retrospective: the genesis of the Rolemasterblog.com.

So, this is my 3rd blog of the day! Since I have some renovations this weekend and I’m feeling like writing, I thought I would post up a few posts now and not worry if I can’t post this weekend!

This one is short, but worth the review. A few years ago, a discussion was stared on the RM Forums about blogging–specifically about Rolemaster. I happened to read it again and found it interesting to see Peter’s first thoughts and ideas, and now, a few years later how the actual RM Blog has developed in terms of those early thoughts and actual performance.

Read that original blog linked above and share your thoughts. Inez…where did you go? I’m going to blog about your blog in the next few days or weeks. Come to the light and blog here occasionally! Peter, what are your thoughts, reflections or feedback on your blog?

Random Reading: Red Sister

This is not a book review…I recently started reading a great book, Red Sister by Mark Lawrence. Mark is the author of 2 other series: The Broken Empire and the Red Queens War. Like his other series, Red Sister takes place in a fantasy world with a lost high tech heritage—a bit like Shadow World!

When I’m reading a new fantasy series with a magic system I try to figure out if the portrayed system can be based on Spell Law/Rolemaster or if there are any cool spell ideas I can incorporate into Project BASiL. Having read quite a bit, I can say that many of favorite spells and lists were inspired by fantasy fiction.

Red Sister offers up several ideas that feed into recent discussion and posts here on Rolemasterblog. First is the idea that setting drives the rules and second, that Channeling could be rolled into Esssence (or eliminate realms entirely).

Of particular note in the book (no spoilers)

Races. The population was descended from 4 races. One that had great size and strength; one that had incredible speed, one that could tap into lesser magics and one that could tap greater magics. While this is a common trope, sometimes I do miss more differentiation between the races in RM and SW. Barring some stat bonuses (whose impact are minimized at higher levels) most races are defined by physical characterization than special abilities or extremes of nature.

Religion. The story focuses on a convent, one that trains young women in the esoteric arts. Holy Sisters, the most common are focused on maintaining the faith. Grey Sisters focus on stealth and poisons and have a talent for “Shadow Work” (mentalism?). Mystic Sisters manipulate threads (magic) and Red Sisters excel on armed and unarmed combat (warrior monks). What I like, and what’s been discussed here on this blog, is the idea of “agnostic magic”—magic defined by aspect, focus or effect rather than Essence, Mentalism and Channeling. Religions and churches train in magic and have access to this special knowledge, but magic use isn’t tied to or dependent on a diety.

So far it’s been a good read. If you like “Monk” stories I would also recommend Witches Blood.

Any books you’ve read that could fit the Rolemaster/Spell Law system?

Drinking and RPG Blogging.

Welcome to my new blog topic! This is where I had a hellacious work day and needed to vent my energy on table top RPG bloggers! Yeah! ‘Murica! And because I’m drinking bourbon, I have no idea if this makes any sense! If not, you lose. I only post amazing blogs, they are the best, and they WIN! You read my blogs, you will only WIN, in fact, you’ll be tired of WINNING. If you don’t feel that way. SAD!

So we have a  nexus of issues! Between RolemasterBlog, RM Forums, history, fantasy economies and the prevalence of magic in a world. I thought I would respond to JDales comments. For non RMForum members, JDale is part of the development team for RMU–the newest edition of RM.

Here is his comment.

Here is my response below. btw I don’t see this as adversarial and I’ve never met Jonathan (but we should, given that you are in New England)? btw Peter, “New England” is a reference to the NE area of the “colonies” and now the rich source of true craft beer brewing and homespun problem solving! and we drink coffee not tea and don’t need times set aside for “tea drinking” which allows us higher productivity.

My response to JDale (aside.. I have no idea how any of you track mechanistic changes to erudite rules)

I suspect my initial assumptions were based on the Sel-Kai economy than the euro-medieval model of traditional fantasy trope (warhorses and castles). In SW, nobles and powerful individuals wield clear or colored LAEN swords; garb themselves in high tech and stylistic garb (Duranaki anyone?) and access a fusion of magic/tech that is mostly tech. I see SW as more Star Wars than Game of Thrones. Most of the powerbrokers in SW are immortal, immensely wealthy, high powered individuals, groups or secret societies.

With that said, there is a whole other level of antiquities that are based on a more attainable category of collectibles: 2nd Era and 3rd Era objects. That still covers 8000 plus years (comparably now until before the Mesopotania cultures!). Gobleki Tepi, 10,000 years old and well beyond historic paradigms is still relatively crude compared to Shadow World’s Interregnum–that would be 100k years after Gobleki in our time scale and doesn’t cover the 1st Era.

These objects are like pre-history, pre-history. In our world this would be like the Papyrus of Turin or the Sumerian Kings List which trace rules back 10-40K years. So long ago that it’s dismissed as superstition and story telling.

So what the hell does all this mean? 100,000 years of civilization is a LONG TIME. Most fantasy RPG’s treat all past civilizations as “the relative, commercial value of their treasure”. Everything is measured in a GP standard. We’ve seen that before: the Spaniards melted down priceless objects, hammered walls of gold and precious written histories for the base value of the metal.

So, my valuations seem high compared to a feudalistic society but this is for “museum quality” historical artifacts in a society that accepts either high “tech” or metaphysical phenomena. So the argument is really whether this a BUYER pool to justify these values rather than  a supply argument? btw,  for those in the know, this mirrors the current valuation for air-cooled 911’s o r 80’s super cars? (check Haggerty Insurance valuations). Is this rational?

Wait, what? This seems like a very modern argument. Yes? But..the the vast majority of power brokers are Ka’ta’viir or descendants or off-world visitors. Economics was well developed in the late middle ages; commerce, fiat currency, debt etc. A modern understanding of economics lifts a culture past feudalistic tendencies?

Does these high antique valuations “break the game”? No, I’m a firm believer in money sinks: breakage, overhead, research, outfitting, training etc.

Let’s tie this all together? I can’t, I’ve been drinking bourbon. I just wrote a “stream of conscious” and not even sure it make sense. Your comments on any of this? I am open to criticism and scorn, but more interested in insightful observation. Or, thoughts on American bourbon or single malt scotch!

 

Rolemaster: Outside Looking In.

I’ve been reading quite a few RPG blogs lately, and as you might imagine most of them discuss DnD or one of it’s near variants. Some of it is nostalgia (OSR), part curiosity, and general interest in other viewpoints and experiences. One thing I notice over and over–most of these other blogs and forums don’t spend too much time on rule litigation/arbitration. Most blog posts are:

  1. Product reviews or retrospectives
  2. In game experiences
  3. General advice on creating content or running games.

That made me wonder what non-RM rpg players see when they encounter online RM content. First, if you google “rolemaster, blog” you won’t get that many results. Some of it is older forum discussion on “chartmaster”, “rulesmaster” or the complexity of playing. That’s probably not best foot foward. So how about the people that check out the RM Forums? What do they see or what impression do they get? If they aren’t a member they won’t see the RMU development forums (that may not be a bad thing–those discussions really get in the weeds). If you are active on the RM Forums, take a step back and look at it through the lense of a new user.

One of the most active thread topics of course is “Rolemaster”. What are the current topics? “Withdrawing from Melee”, “How to teleport into a moving target”, “how to handle Perception/Stalking”, “monster orientation roles”. These threads and many, many more are adjudication topics–“How do I handle this or interpret the ruleset”?

I’ve made the analogy before comparing Rolemaster to DOS and other game systems to MAC OS. DOS users love to tinker and program while MAC users just want a packaged user experience. While I consider the “rule programming” of RM a plus, I often wonder if it has been at the cost of user experiences (game content). Obviously Terry can only write so much, so fast. MERP is in permanent stasis, Cyradon and Echoes of Heaven are…(I have no idea really)? When people do wax nostalgic about RM it’s usually about the old MERP modules: artwork, maps etc and of course the cool critical tables. How do you create more content? Does opening up to third parties help? Is there even a large enough user base?

When I read about cool new content and modules in other RPG blogs, I sometimes feel like an outsider. What do other players see when they look at RM now?

Weekend Roundup: March 25, 2017

Welcome back to the “Weekend Roundup”! It’s been several weeks since I’ve done one; it’s been hard to scan the news here in the U.S.A. without getting bogged down in political crazy. In the interim, I got a message on the RM Forums:

BHanson: Do you think you could post more roleplaying news rather than obscure or fringe stories?

To clarify, the ‘Roundup’ is more a collection of news, stories or facts that grab my attention or give me an idea or hook for my own RM/Shadow World campaign. Sometimes a story just clicks, I make a note of it and when I get enough of them, put them up on the ‘Blog. I was hoping for more comments–just curious if any of the links spark a similar thought, idea or creative path for anyone else. I think I just posted up general RPG news, it would a. be topics covered at other bog sites, b. rarely be about RM or SW! So with that said, let’s begin.

Keron, Eog, Laen, Ithloss…..ORICHALCUM????

I was doing research and found these real life Roman SUPER SHIPS!

Syrkakar Armor?

Something found in a Wizards Tower. In an RPG, THIS would have to be a powerful artifact!

Detailed and Mystical Statues.

Real life Arms Law

 

The more things change, the more they stay the same.

Sweet Jesus!  #$&@!& more Elvish crap!

Legacy of the Earthwardens: Cultural transmission of knowledge.

No Elves…how ’bout Gnomes?!

It’s been 5 years, but still a great reservoir of RPG blog posts.

Now I’m enjoying this RPG blog.

Speaking of “Longskulls”….The HUN also practiced skull elongation….

Good advice for the Next Generation.

I’ve posted up quite a few files on the RM Forums and linked to them on various posts on this blog. For those that asked–you need to have a RM Forum account to SEE and DOWNLOAD files and see the RMU development forums. JOIN! REGISTER NOW

Channeling, it’s not just for Gods anymore?

Why do I keep coming back to Channeling? Tackling Spell Law deconstruction and rewrite forced me to look at all the underlying assumptions around the magic system—not just RM but other games as well. I think Essence (generic magic) is easy: as long as you allow for the phenomena, then simple rules allow for casting spells. Mentalism is not much different than Essence and often conflated as Psionics. Channeling is a whole other can of worms: God given magic REALLY needs to work in a completely different way. We’ve discussed Channeling in depth in several blogs HEREHERE and HERE.

How might Channeling be different than the other two magic Realms?

Spell Acquisition. Unlike Essence or Mentalism, a PC can’t just go to a library, secure a scroll, learn a spell list and then cast a channeling spell. A “God” must give at least tacit approval for someone to cast a channeling spell. Additionally, you could argue that no learning is really needed—spells could be directly granted by the Diety. This changes the standard process of spell acquisition.

Spell Effects. Common sense would dictate that a caster might not be able to provide magical buffs, benefits or spell effects to targets of an opposing Diety. Unlike Essence which is agnostic, Channeling is driven by an ethos, aspect or belief system. You shouldn’t be able to heal a follower of a mortal foe of your God…right? So the whole group dynamic might be complicated when the Cleric is the primary “buffer” and healer for the group but the other members of the group worship different gods.

Force Majeure. RM Channeling description suggests that PP’s are funneled to the caster and in my BASiL project the spell itself is funneled to the caster (ie like a software download). Either way, the Diety is providing, approving or allowing part of the casting formula. That requires SOMETHING in return on the part of the caster: certain behavior, loyalty, tribute, sacrifice, tithing etc.

Certainly much of this relies on the setting. These may seem like niggling over fine points; and you can certainly hand-wave away any needed explanation—it is religion after all. But RM and RM users take a certain pride in quantifying effects into game mechanics: detailed herbs and spells for healing; complicated Alchemy rules for magic item creation; math driven charts for modelling weapons and armor effects. If Channeling raises some broader questions about its use, than why not establish this in the game rules?

Personally, I’ve come down to two broad options:

Option 1. Disconnect the Channeling mechanism between a caster and a Diety. As Peter argued, Channeling could just be rolled into Essence as “general magic”. That makes sense. Just disconnecting Dieties from spell casting mechanics eliminates all of the awkward questions that Channeling raise in the above examples. If you were you to do that, what then would be the purpose of Dieties?

  1. They can still bestow “beneficence” in answer to prayers for held or assistance.
  2. Lead, create and direct religious organizations.
  3. Control the dissemination of hidden knowledge (spell lists and certain skills).
  4. Interfere in the mortal world

Under this option, Gods are still supreme entities, still have the same powers, play the same role in the world but just don’t act as a conduit for Channeling spells.

Option 2. Go “all in”. Further develop Channeling as a relationship between a powerful being and a follower. If we accept that channeling magic is controlled, allowed, or provided by a Diety than how should that work? More importantly, what prohibits anyone from being having followers and Channeling spells/power to them? I’ve touched upon this with my BASiL Channeling project—spells that only work with designated targets: loyal followers, henchmen, oathbound etc.

The idea goes back to the issues explored earlier—that a Cleric can provide powerful benefits, but only to followers of the same Diety. For Holy Warriors, it becomes even more specific—benefits are only bestowed upon the group, militia or organization of the Holy Warrior. (ie High Templars cast spells to the benefit of his soldiers and/or followers).

The Gods of Shadow World aren’t really gods—just very powerful entities from another dimension. How do they parse out spells/powers? Do they control the entry point of Essaence into Kulthea? Did they devise spells and teach them to their followers? If they are just powerful beings, then can any powerful PC or NPC also grant similar spell ability to their followers? Popular fiction is replete with “Lords” or “Archmages” bestowing their hirelings and henchmen with special abilities—isn’t this Channeling? How about the Dragonlords? Are they powerful enough to act as Minor Gods? Can Minor Gods in Kulthea also provide Channeling to their followers?

At what point can a person bestow spells or power to another? RM already establishes a base mechanism for transferring PP’s or spells  with the Channeling SKILL. I would take it a step further: a formalized process of creating a relationship between “god/lord/being” and “followers”. I played around with an initial spell list concept I uploaded HERE. (RM Forum account needed to access the list). Conceptually, the mechanics of a Channeling process should include:

  1. Bond, link or loyalty or obligations between a god & a follower.
  2. Mutual benefits to both parties. (follower gets spells/benefits, God gets…?)
  3. A substantial downside if the bond is broken, destroyed or a party is killed.

My list needs a lot more work (more specifics on penalties and drains–comments welcome) and is just one possibility of many. (Perhaps the Lords of Orhan use a similar but different spell list). But the framework is there and I like the possibilities for a number of reasons:

  1. It allows a PC/NPC to grow in power outside of the normal experience/level/skill paradigm.
  2. Establishes a known process for Gods to be created/and or a player to ascend to a demi or minor god.
  3. Creates a mechanism for a powerful lord/being/god to influence a local event or encounter.
  4. Provides benefits for a player to pledge to a lord/God.
  5. Balances risk and reward for such a relationship. (need some more work on this)
  6. Acts as an adventure hook.

Is the list too powerful? It certainly wouldn’t be readily available, but let’s review the cost/benefit analysis to a PC using the list:

  1. A follower would have to forgo any other Channeling relationship. (no other god)
  2. The player would need to offer a real benefit to a follower to justify their fealty.
  3. Followers would be a liability. An adversary would target a player’s followers knowing that would weaken or harm the player.
  4. Each follower will require a resource drain on the player.
  5. The benefit would be a growing pool of devoted followers which the player can enact agency through and receive some benefit (HP, PP, stat points?—needs some more thought)

Ultimately Options 1 and 2 aren’t mutually exclusive. I can still disconnect Channeling realm from Dieties and still have the Channeling list and mechanics. Anyway, this went from a thought experiment: “how should Channeling Realm work” to the start of an interesting game mechanic for my SW campaign. Channeling isn’t just for Gods anymore!

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

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

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

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

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

 

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

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

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

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

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

Shadow World Wish List: the definitive Master Atlas.

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

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

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

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

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

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

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

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

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

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

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

7.       Notable world wide holidays and religious celebrations.

8.       Simultaneous publication for D20 rulesets.

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