Gaming Group Size: Is “ONE” the loneliest number?

 

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I was reading Gnomestew blog the other day (and linked to some on the Weekend Roundup) and started thinking about optimal party size for me personally as a GM. It’s certainly harder to put together any group as I get older—conflicting schedules and responsibilities of adult players creates significant barriers to game times. Right now I have 3 core players who can attend our bi-weekly game and another 2 that attend less frequently.

Certainly fewer players allows me to create much richer backgrounds for the PC’s and gives the players more time to “shine” during game play. More players and you run into group dynamics (distractions, leadership issues, group decision making etc). Here are my thoughts on the typical party size.

1 Player. Not for me anymore. When I was just starting out, any chance to play was good so having a GM and 1 player was better than nothing. (ignoring solo adventures). Now I’d rather not GM if I only have 1 player. It’s not rewarding for me for the work and effort needed.

2 Players. We had a few sessions with last minute player cancellation and went ahead with 2 players. The group was in the middle of a busy part of the adventure so I needed to carry the missing PC’s as NPC’s. I think the two players had fun in that session but didn’t enjoy the extra duties. What if it were just the 2 players? That might have worked but I’ve found that with only 2 players each wants to pursue individual agendas and goals. That’s easier to do now via PBM mechanisms between game sessions. (having magic items made, training etc)

3 Players. I like 3 players—decisions are made quicker, game flow moves and each PC can take an over sized role in the narrative. Since we use “NO Profession” there is rarely an issue with skill deficits or party balance. I can really focus on integrating the PC’s background, skills and the players interests into the narrative which makes for more personal “payoffs” for the group.

4 Players. Is this the standard trope? (Fighter, Thief, Magic User, Cleric). Even with us discarding professions the group still finds itself trying to create skill balances to emulate this traditional 4 PC party. I like 4 players for the added diversity but keeping the smaller group dynamic and efficiency.

5 Players. The majority of my groups have been 5 players. I do like the added energy and the additional power/abilities from the extra player. However, I’ve found with 5 players there is always 1 player who doesn’t quite fit in, has an over or under-sized role, or is a distraction to game play. I’ve found that to be the nature of the larger groups.

6 Players. I’ve had a few opportunities to GM 6 player groups. Not really for me unless it’s a “one-off” tournament style adventure. (Like the Lair of Ozymandias). Combat goes very slow, the group gets distracted easily, inter-player competitiveness becomes more pronounced and it’s harder to give every player “time to shine”.

What’s been your experience?

Weekend Roundup: July 30th 2016

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Wow, July is almost finished…already. I’m off to my annual motorcycle trip with Matt, our other brother and our father. Back on August 3rd, but Peter is back from his trip today!

Those Vikings had some weapons. Axe or Sword.

What’s new with I.C.E.? Keep up with the Director’s Briefing.

Shadow World “Longheads”. Ancestors of the Worim?

Short a player from your group? Utilizing NPC’s.

Or, down to just 1 player?

Living it up like Bilbo.

Want an inexpensive, compact game mat? Try Noteboard.

Book pick of the week. Love those armored Greatcoats!

Magic and technology…really the same!

Have a great weekend!

 

Shadow World Adventure Hooks: Taking your game to a new place.

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One of my previous blogs discussed the “Many Flavors of Shadow World” and I felt like expanding on a few specific adventure environments that we’ve used that really enhanced our campaign.

  1. Underwater adventures. Having your players adventure underwater can add a new dimension to your SW environment. Lost cities, shipwrecks and new races can all be encountered and the challenges of breathing, moving and fighting add a new strategic element to group tactics and abilities. My current I.C.E. module submission, Priest-King of Shade, is focused on water/underwater adventures and environments. It’s in edit/review and hopefully will see print in the near future.
  2. Zero G. There is a sci-fi angle to SW, why not exploit it. Introducing your players to a no-gravity environment can be a lot of fun—especially if they don’t understand their situation. (they assume it’s a magical effect of some sort). I’ve includes a great Zero-G adventure in my second project, “Realm of the Black Dragon” that is part of a larger adventure thread but would work as a one-off tourney style module.
  3. Skyships. I’m drafting a new adventure thread that takes place on a Skyship. It’s a bit of a clockwork/pirates of the sky/high adventure derring-do where almost all of the action takes place in the air with multiple aerial combats. The players will need to adapt to these new types of engagements and are limited by their environment (small Skyship), general lack of flying ability, and dynamic combat. The whole adventure is inspired by a random encounter my players had with a hijacked Skyship, a crazy old man and pursuit by the Eidolon air fleet. It was a side adventure, purely organic and events were driven completely by random dice rolls.

What were your most unique adventure environments? Share your game stories!

Shadow World Game Hook: The Lair of Ozymandias

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You slowly open your eyes, paint stabbing through your head and your body aching from head to toe. Gradually, your surroundings come into focus. Above, a smooth stone roof dripping cold water. Moving your head cautiously you realize you are in a small stone room blocked by rusting narrow bars. You are not alone. Other bedraggled figures are likewise laying on the floor. All appear to be bruised, their clothes in tatters and are moving feebly taking in their surroundings.

In the distance you hear the squeal of hinges, a heavy door scraping against the floor and metal clanging on metal. Footsteps approach, methodical and clad in metal boots. You and your fellow prisoners manage to sit upright and await your captor. From around the corner a metal horror appears glinting in the flickering torch light. A towering armored figure is revealed, adorned in full plate covered in razor edges down the greaves and vambraces. Instead of hands, the ends arms end in weapons: on the right a circular cutting blade and on the left a 3 pronged stabbing tip.

Your mind is frantic…what is this figure? A man, a creature or something else? You look around, realization dawning that none of these other people are familiar to you. In shock you can’t recall how you arrived here. You have no recollection of the past…or who you are….

This is the player introduction for one of my first RM games (pre-Shadow World, mid 80’s). The players find themselves in a bare cell with no memories. They don’t know their past, how they got there, their skills or even their professions. I’ve run this 4-5 times over the year as both a short “tournament style” adventure and as the start to longer campaigns.

Besides designing pre-gen characters (which can change some of the adventure obstacles and challenges) the adventure can be quickly set-up. No need for backgrounds, history or even gear! It can organically evolve into a longer campaign and allows the GM to adapt player backgrounds as the narrative unfolds.

This works well if you want your players to gradually immerse themselves into the larger SW plots but prefer to keep it simple at the start. The memory loss can be later attributed to Andraax, Lorgalis or another important NPC.

This adventure was also the start of my journey towards a “no profession” game. What I realized is that my players didn’t fall into GAAP (Generally Accepted Adventuring Practices—that’s an accounting joke btw) because they didn’t even know what profession they were playing. There was a novelty and newness to their behaviors that was more akin to a player’s first roleplaying experience than a seasoned RPG’er. As the players attempted various actions they were able to recover some of their abilities. Even then it wasn’t obvious what the profession was. Their actions were driven by the narrative and not their abilities or group assigned roles.

Anyway, as an interesting start to your SW campaign or as a stand-alone adventure for a game day it’s a great hook.

Rolemaster Weekend Roundup July 23rd 2016

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Welcome to RolemasterBlog’s first “Weekend Roundup”. Here we will feature interesting links, stories or news items that might be of interest to RPG’ers or curious minds!

The price of fashion. Getting around in ARMOR.

What a bunch of NERDS!

Celebrities aren’t the only ones PLAYING D&D.

What every growing boy needs…the CRATE OF DOOM!

Cryptonomicon…I don’t think so. Try the CODEX SERAPHINIANUS.

Interesting article on PROTO LANGUAGES.

The Gods of Death in Shadow World. RESURRECTION discussion.

You call that a KNIFE?

Till next time!

Rule sets and settings. The gap between Rolemaster and Shadow World.

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A recent forum thread started me thinking about the “tensions” between a game setting and a game system. Specifically rulesets and worlds published by the same company (not like Peter’s use of FR for his RM game). Certainly Greyhawk and Forgotten Realms were designed to incorporate the full breadth of the D&D rules, but what issues are created when a game world doesn’t fully embrace the system it’s meant to support? MERP is a good example of this. The original modules used the RM rule set, but that rule set never really fit the low magic world of Tolkien. ICE eventually introduced MERP, which stripped out many of the professions to better fit the setting.

So let’s examine RM (in all its’ variations) and Shadow World. The two always seemed slightly “out of phase” to me. While some argue that SW is very “kitchen sink”, it has elements and mechanisms that break from normal RM standards. RM’s origins as a slot in system meant that it duplicated a lot of D&D material and had quite a bit of generic content. Shadow World however, is a very specific setting that often throws away RM rules or requires some re-calibration to make things work just right. Some examples:

  1. Gods, death and resurrection. RM spell law contains specific rules about resurrection, lifekeeping and death but doesn’t make any inferences about the larger world and how that might work. Shadow World has Eissa, the Goddess of Death who appears to be the “gatekeeper” to the afterlife. But this begs a whole set of questions. Does this gateway to the afterlife only appear on Kulthea or is there a standard mechanism throughout the universe? How does Eissa control this gateway given that the Lords are more extra-dimensional beings than real gods? As discussed in the previously noted thread, can other Dieties provide resurrection powers to their priests?
  2. The planes. D&D has a well fleshed out world of planes and other dimensions that tie into specific spells and effects. RM describes the Void and demonic planes, has spells about summoning demons and other entities but it’s all very general. SW embraces and used the Pales much more but doesn’t really touch upon other dimensions.
  3. What are undead? RM has the usual suspects: Mummy, Vampire, Wraiths, Shadows etc but are they anchored evil souls? Summoned spirits? Cursed individuals? If they are souls how does that work with #1? Can Eissa block souls from being dragged back to Kulthea?
  4. What are the Navigator and Loremaster Base lists? Reviewing the NPC stats, Loremasters and Navigators are all assigned standard RM professions but also have access to these new added organizational base lists. How does that work? Should be ignore it since they are NPC’s?
  5. I already blogged about my disdain for D&D style Giants, but the full roster of RM creatures doesn’t really work in the specific SW setting.
  6. There isn’t much discussion about advanced technology in RM, but SW brims with it.
  7. SW is enveloped with the flows of Essaence (not to be confused with the Essence Realm). This magical energy is then….parsed into three different unique flavors? Doesn’t it make more sense to just have the Essaence be the “motive” power for spells rather than this cumbersome split into three realms energy types, each with its multiplier devices? And then you have the Hybrid realms which mix them back together…

This ambiguity between RM and Shadow World is much different then Numenera whose rule set and setting were created hand in hand. The setting informs the rules and the rules drive the setting.  Is there a solution? Does there need to be one? Perhaps not, but it probably doesn’t help to have this divide between the rules and the setting. Like MERP before it, I think the Shadow World setting would be helped by having a modified RM rule set.

Can you think of any other companies that have a rule set and setting that don’t quite match up?

STRANGER THINGS: A tropey love story to the 80’s.

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I thought I would go a bit off normal topics to discuss Netflix’s most recent series: Stranger Things. The series is a nod (actually more of a trope head-butt) to 80’s science fiction and fantasy and written and directed by brothers steeped in early fantasy gaming. The show starts with a group of boys playing D&D in their basement—the game narrative establishing the plot and structure of the rest of the series.

Unlike E.T., which depicted some type of RPG’ing, the boys in ST are clearly playing D&D and the show references the game several times—plus it contains a few D&D product placements as well. These young boys are the protagonists of the story, and while they are characterized as “brainy nerds that get picked on”, the show clearly frames them in a positive light. The values of trust, loyalty, friendship between the boys is clearly contrasted against the shallow friendships of the bullies and popular kids. In a longer story arc, character redemption is not portrayed as the nerd who triumphs and gets their girl but as the popular rich kid who learns the lessons of friendship and learns humility. (Pretty in Pink?)

Without tackling the technical details of filming, it seems that almost every shot is evocative of an 80’s movie. On the most basic level, the show is an homage to Spielberg, Carpenter, Stephen King and Cameron but tropes and references are so dense and wide ranging that they still keep popping in my head.

Just a few that struck me:

  1. The sheriff driving the “Body” blazer in Jaws.
  2. The Underneath evoking both Pan’s Labyrinth and Legend (the drifting debris/petals in the air)
  3. Every time Jonathan pulled up in his car in front of his house I thought of Ash’s Delta 88 in the Evil Dead.
  4. Will’s cocoon and “facehugger” screamed Alien(s).

There is no doubt that early 80’s gamers have become key players in Hollywood/TV myth making and this show is a love story to that era. I think it was a positive depiction of gaming and just maybe it will spur a few 40-somethings to get back into gaming or teach their kids!

What references did you pick up on?

Revisiting Rolemaster Magic Realms

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Rolemaster’s 3 realms (Essence, Channeling, Mentalism) creates conflicts and limitations. Certain spell lists never fit well in certain realms and casting mechanism were basically the same between realms even when the spell called for very different methods (alchemy imbedding, runes, circles, bard/singing etc). As part of our own Spell Law Redesign (Project BASil) we deconstructed the whole system and started from scratch. Step 1 was to define Realms into more specific parameters of effect and mechanism. During that analysis we found that we really needed to expand our system into more than the 3 standard realms.

The net effect has been a better delineation and flavor of magic between realms, the elimination of hybrid realms, more unique spellcasters and a better system for slotting in new spell lists. We also redesigned spells lists by power/similarity and not by a theme or Profession requirement. Our “realms” are: Essence, Channeling, Mentalism, Rendered, Notational, Investiture, Incidental, Intrinsic and Arcane Magic. Not all of these realms are equal: they vary in power, scope, ease of learning and accessibility.

 Essence

Scope: Manipulation of physical forces, objects, the elements, overt manipulation of physics

Casting Mechanism: Requires verbal and gesture to cast

Casting Bonus: Magical Language Skill

Advantages: Very powerful spells; effective against multiple targets or area affects

Disadvantages: Costly to learn; Less effective on non-physical targets (souls, spirits, mind); affected by encumbrance; verbal/gesture required

 Mentalism

Scope: Mind manipulation and extensive self-modification

Casting Mechanism: Thought, concentration

Casting Bonus: Mental Focus Skill

Advantages: No verbal or hand gesture, potent against single targets, no encumbrance issues, no casting time, cast and maintain multiple spells

Disadvantages: Limited target, no AoE, must concentrate to maintain effect, easiest to defend against

 Channeling

Scope: Spirit, healing, qualitative, “buffs”, “miracles”

Casting Mechanism: Vocal component

Casting Bonus: Prayer Skill

Advantages: Most effective on living creatures, powerful healing, no armor/encumbrance issues, access to patron god, followers

Disadvantages: Few directed spells, powers may be limited by patron god, but maintain good standing with god (prayer skill)

 Notational Magic

Scope: Written magic: runes, bladerunes, glyphs, sigils, symbols, signs, skin runes

Casting Mechanism: Drawing, writing

Casting Bonus: Rune Skill

Advantages: Broad utility, less costly to learn, “stored” spells

Disadvantages: Takes time to draw, subject to medium and materials

Rendered Magic

Scope: Performance based, large audience

Casting Mechanism: Song, dance, art, music etc

Casting Bonus: Performance Skill

Advantages: Varied powers, effective against multiple targets

Disadvantages: Target must be aware of performance, performance must be maintained

 Imbedded Magic

Scope: Making magical invested items

Casting Mechanism: Repeated investiture

Casting Bonus: Spell List Bonus

Advantages: Make magic items!

Disadvantages: Long work times, costly, failure could destroy object

 Incidental Magic

Scope: Small magical effects, cantrips, hedge magic

Casting Mechanism: Minimal

Casting Bonus: None

Advantages: Simple, easy to learn, utility

Disadvantages: Very limited, not powerful

Intrinsic Magic

Scope: Defined spell-like abilities

Casting Mechanism: Varies

Casting Bonus: None

Advantages: Intrinsic abilities

Disadvantages: None

Arcane/Primitive Magic

Scope: Elemental, Dimensional

Casting Mechanism: Wyrds, Rituals

Casting Bonus: Spell List Bonus

Advantages: Very powerful but hard to control or predict outcomes.

Disadvantages: Not subtle or focused. Can create undesirable side-effects or collateral damage.

We’ve found that at higher levels in RM2 there is a little differentiation between casters. By 20th lvl casters can have almost all available spell lists in Spell Law. I prefer a system where casters have fewer spells overall and more defined abilities. Since we use a “NO PROFESSION” style in our SW campaign, mages-types have spells from at least 2 different realms and even fighter types pick up some spells. This makes for a very creative character creation process, broadens out the party’s skill sets and makes for “mages” with very specific and focused magic abilities. The advantages, disadvantages and costs of improving balance these abilities out.

If you want to see our revised Spell Law, we’ve posted early versions of our Channeling and Essence lists on the RM Forums and will have Mentalism up next!

The files can be found here, but need a Rolemaster Forum Account to see them and download them.

Channeling Lists . A compiled file is posted at the end.

Essence lists are here. Compiled file posted at the end

on a last note, there was some work done on this and an article written in the Guild Companion years ago but I couldn’t dig it up to link to.

 

RM Stats & Labeling. Quantitative vs. Qualitative

imgresWhile Peter is off “riding horses” and drinking Earl Gray I thought I would toss this issue out and see if anyone had some thoughts on the subject. on a side note….(Peter is off to some mysterious locale, Peter is English, all villains have an English accent; ergo Peter is a villain up to some nefarious scheme!)

Anyway, I wanted to start off with a factoid I was told years ago that stuck with me. A friend of mine in the Navy said that the nuke dept. still used analog gauges in their instruments instead of more accurate digital displays. Why? Because while less accurate, we can better perceive “rate and severity of change” with a needle than a rapidly changing digital number output.

So this leads me to RM (and perhaps RMU). The RM system uses a number of qualitative labels as stand-ins” for actual numerical modifiers. This requires a GM or player to read the label and then look up a chart to convert the label to an actual number used in the game play. To me this seems horrible in-efficient and counter-intuitive. Plus it just adds to the “chart count”—an easy target and common criticism of RM. Let’s take a look at a few:

  1. The most obvious one are maneuver difficulty labels: routine, easy, hard, very hard, absurd etc. While the words create a scale of difficulty, they are meaningless without the corresponding difficulty penalty. If you are using the original RM MM chart with individual columns for difficulties than this might make sense, but if you are using an absolute or partial success 100scale maneuver resolution than the labels are just proxies for the penalty modifier.
  2. Walk, Jog, Run, Sprint etc. Again, while those labels have an intuitive meaning to us, for game play purposes they are just multipliers: 1x, 1.5x, 2x, 5x etc.
  3. Creature stats have a speed (actually two I believe). Slow, Normal, Fast, Very Fast, Blinding etc. What does that mean? You have to look it up in a chart.
  4. Creatures are assigned sizes: Diminutive, Small, Medium, Large, Huge, etc. Depending on your rule set, those sizes may have a material impact on combat and damage results.

When I’m writing adventures I find myself slowed down by that conversion process: either looking up labels/mods on a chart or the actual modifier needed to represent the challenge properly. It seems to me that all of these can be simplified:

  1. If you are using a 100scale maneuver resolution than difficulty can be assigned by a penalty only. The added benefit is that you can set any penalty to a maneuver/challenge/trap etc. than the pre-set ones. Rather than write “pit trap, V. Hard to Detect” I can write “pit trap, -50d). This does not require referring to a chart to convert “V. Hard” to a number and it’s less text!
  2. Isn’t easier to say you’re going to move at an x2 pace than to say you’re going to “jog” and then convert jog to 1.5? It’s a simple process but why add the extra step? With creature stat blocks it’s then easy just to assign a max multiplier, rather than assigning a max pace label.
  3. We just apply a number to the Speed stat that is used for our d100 initiative system.
  4. Using Beta 2 size rules, we use numbers and not labels for creature size from I-X. The difference in size sets both the hits and critical adjustments.

While our solutions depend on our own house-rules, it’s clear that many of these labels can be converted to a simple number. What’s the down-side? I think there is an argument that these labels offer flavor and texture to a game. Looking at a creature stat that says it’s “Blinding Fast” gives a qualitative attribute to the creature. But in the end, what’s important is how that label translates into game mechanics. Why translate at all?

RMC House Rules – My Experience System #3 Spell Lists

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There are really three parts to this, improving the spell lists you know, learning entirely new lists and improving your power points. I will take each in turn.

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Improving the Spell Lists you know

This is the easiest bit. If you cast a spell off a list in a meaningful situation (not just rattling off a few spells at the end of the day just to tick the box) then you can mark the list as used. When you are in a situation where you can study, reflect and improve then you can roll to improve the spell list. For every rank you have it counts as 5. Roll a D100 OE and if you roll over the current total you gain a rank. So if you know Fire Law to Rank 5 (5th Level) you would need to roll 26+ to learn the 6th level spell. Progress through ranks 1-10 is pretty quick but then slows down. Once you get to rank 19 you need an open ended to improve.

Learning entirely new Spell Lists

You need to study to learn new lists. I use the same rules as are given for researching new spells for studying new lists. Essence lists require books and a teacher, mentalism require meditation and channelling, prayer. Hybrid lists need to meet all the requirements. If there is no first level spell then the time required would be to research the first available spell and at that point yu would have the number of ranks required to cast that spell.

Improving your Power Points

This is based upon improving your Power Point Development Skill. If power points are used in earnest (just as with casting spells that count for experience above) then when you get a chance to rest and improve then you can roll to improve your PPD skill.

This means that starting characters get more power points quite quickly but it then levels off, just like learning spells. That really is the intention of the entire experience system. Everyone should improve quite rapidly in the skills, stats and spells they are really using. Once they are competent then that progress slows but it never stops. Unless you are a real one trick pony each time when experience would have been dished out you will probably improve in something, a little here a little there. Having characters pay for training brings real benefits at that time, not six months later when they finally level up.

Finally, this system works really well with the new RMU spell law. The diference is that every level in RMU has a spell associated with it. RMU kind of expects characters to be higher level when they start so having characters improve quickly fits in well with that expectation. In RMC, my preferred system the gaps in the spell lists does add a bit of extra excitement when a character gets a new spell as often the rank will improve but this does not bring any new abilities. It is rather swings and roundabouts as to which you prefer.