Where Next in 2016?

The problem I have is this. I want to write about Rolemaster in general, the games I am running (Rolemaster Classic), the new Rolemaster (Rolemaster Unified), the Forgotten Realms, the new world of Aioskoru and I want to produce more actually playable adventures. I try and publish two posts a week and right now I am even failing to write that much. There is such a thing as being stead too thin and that is me right now.

I have recently bought both HARP Fantasy and HARP SF and I would like to get into those as well. I also have a face to face game weekend come up.

I think I am going to slow down a little and commit to producing one post a week but try and make it more substantial. The RMU side of things should go quiet for the time being as they are producing the final draft. That alone make all the current discussions in the Beta forums irrelevant as they are now discussing rules that will not exist.

The game I am running (Rolemaster Classic) and the Forgotten Realms side of things are pretty much one and the same for me and Aioskoru is game independent as it is purely a setting.

The single most useful thing I can do is produce the playable content. All memebers of the Rolemaster community can use that and there is very little of it out their on the web. If I make it fit in nicely with the Aoiskoru region I am working on I can tick more than one box at once with that.

I think you can also expect a bit more of a nautical theme going on as I am quite interested in seabourne adventures. So that is it. 2016 is going to bring more adventures. Next time (I am already working on this) I will share a ship with deck plans that will become the basis for a series of adventures. So until then have fun!

All of my Aioskoru content is made available under the Open Gaming License.

An exciting New Year for Rolemaster

I just read Nicholas Caldwell’s directors briefing January 2016. Is really exciting to see that RMU won’t be going to a third beta but rather straight to a draft edition of the final rules. The draft edition should be there just for us to catch any missing tables spelling mistakes typos that sort of thing. It will be cool to see how the final rules I’m sure they will not have satisfied all of the people who are not happy with how the rules frankly I don’t think that was possible anyway, we have all modified our own versions rolemaster and no new edition that ever satisfy everybody.

I am interested to see how RNU stacks up against HARP. I’ve been really impressed with HARP so far as the criticism of the entire system is that the critical tables a little thin, the same critical, again and again. But it is not difficult just to create your own alternative criticals..

I normally try to play with rules as written but with a completely new set of what none of my players have played this would be really good time to try a customised game. I have always been tempted to play again based on a mix of rolemaster hero system and runequest to create a level-less experience-less classless system. I think the way that RMU does the character skills is perfect for what I have in mind.

I think I need to buy a couple more HARP rulebooks and build some of the key NPC’s first and then try and recreate the using the RMU rules when they are available. Hopefully the comparison will tell me if my hybrid idea will work. If it turns out I wanted to it should look and feel exactly like rolemaster but with a damn sight less hunting through pages of books to find 1,000,001 obscure tables.
RMU-vs-HARP-GoogleBattle
This is one of those things that HARP does so well with the entire core system coming in at well under 250 pages. I’ll be amazed if RMU comes in under 2 1/2 thousand pages just for the core books. Admittedly they are different beasts but at the end of the day they are both only frameworks but all GM’s can use to create their own worlds, adventures and tell the story.

What I do need to do first of all is buy HARP SF.

Aioskoru

I have spent part of today trying to figure out the best way to help with the Aioskoru project. The main driver behind Aioskoru is Kwickam from the ICE forums. He has set up a Google site as he was finding using a forum thread too cumbersome but I feel that any static website will suffer the same limitations.

My first thought was for a wiki. I can of course host a wiki here simply by installing a wiki plugin and it would be up and running in minutes. I did this today but I was not very satisfied with the results. I am thinking that maybe using wordpress pages is the answer and allow the public to comment below them. We could then have any number of editors to take the comments and build them in to the pages. I am not sure if that will offer any advantage over what the Google site can offer. It will also men that there is one version of the world on Google and a second on the blog and the two will diverge. You really want to keep all your development happening in one place not split over two or more sites.

I have been working on a region of Aioskoru to be added into the world. This is a human village community called Melos that lives in partnership with the Morimanus (merfolk). The whole thing is based upon the village of Zennor, not far from me, which is famous for the legend “The Mermaid of Zennor“.

I will continue to build up this little corner of Aioskoru over the next couple of weeks.

All of my Aioskoru content is made available under the Open Gaming License.

I cannot help but be impressed by the RMU Dev Team

Rolemaster Unified Character Law Cover

Firstly I do not envy the dev team on bit. If you have a hard core player community that have ben playing the same game pretty much for 30 years or more and then you wan tto come along and ‘improve’ it then you are on a hiding to nothing in my opinion.

Now I think I am a pretty reasonable guy, I know and love RM2 (which is obviously and clearly the best version of Rolemaster every written and I am not in the slightest bit biased at all) but I have bought and embraced RMC and I can see it is an improvement. I have bought HARP and I can see good things in that as well. Rolemaster Unified on the other handis a pretty big departure from what has gone before.

The public beta testing is mostly been carried out by that hardcore community which I am not sure is a good thing. We are all too opinionated if you aks me. If you follow the discussions they are 1% reported issue and 99% suggested fixes with two or more arm chair designers expounding on their own vision of how the game should be played.

What has impressed me though is the number of, and the speed with which it seems to happen, changes the dev team are prepared to make.  One would have thought that even prior to play test the devs would have had a fairly well developed concept of what the game should lok and play like. To accept the level of change they have speaks very highly of them I think. I know damn well they will not please all of the members of the community ut that was never going to be possible and I am pretty sure they knew that. There were two bits of RMU I didn’t like and one has been changed and the other is pretty minor and I will either learn to live with it or ignore it.

The best thing from my personal point of view is that without RMU I would never have discovered HARP. I knew it existed of course but I would never have bought into the rules. I want to buy myself HARP SF next but that is another story.

New World – Aioskoru

I wanted to raise a bit of awareness of Aioskoru. This is an Open Game Content project currently being developed on the ICE Forums. As you may or may not know RMU is a worldless system that you can adapt to fit most game worlds. What you get is a highly flexible system of races, character creation, creatures & monsters, treasure, combat and magic but all of it adaptable to any setting. What you don’t get is a default setting. That is where Aioskoru comes in.

The project has been started on the ICE forums and anyone can join in. Right now the solar system and planet is being detailed out and so are the natural resources. If you are in any way interested in RMU or Rolemaster then now is a chance to contribute something to a new game setting that could become the planet of choice for RMU.

The first Aioskoru world map
The first Aioskoru world map

Personally I have not contributed much. I am not good with planet sized projects. Give me a town or a vollage and I can design away to my hearts content but planets are just a bit too big to swallow. That is why I think massively collaborative projects work so well.

If you do only one thing Rolemasterish this week why not make a small contribution Aioskoru project?

There will be no blog post on Friday I suspect. I am travelling most of the morning and gaming most of the afternoon and evening and the entire weekend. There is a fair chance there will be nothing on Monday either if I am sleeping!

All of my Aioskoru content is made available under the Open Gaming License.

Rolemaster Critical Mass

Probably the greatest selling point for Rolemaster is its critical tables. Rather than rolling to hit and then rolling damage as you do in many other games in rolemaster the to hit and damage are the same roll. the higher the roll the more damage you do, the lower the roll the greater the likelihood of a glancing blow or complete miss. Once you have made that attack roll there is often a second d100 roll and that is for your critical (Yay!) or fumble (boo!). Your critical gives you a bundle of extras. It tells you the location of your hit, special effects such as knocking your opponent back or down, a description of the wound and bonus damage such as additin damage, bleeding (or being on fire if it was a fireball) and can lead to instant death.

A critical table normally has five levels of critical (A to E) and 20 criticals per level. An ‘A’ critical is rarely fatal in its own right. An ‘E’ critical is fatal about 15%-20% of the time. There are some wonderfully gory criticals such as “Nasty cut across both legs knocks foe down. Foe struggles back on his feet for 5 more
rounds, then his femoral arteries burst in a gout of blood, killing him.” That was one of the  ‘E’ Slash criticals from the new RMU Beta.

Criticals are defined by the type of wound. The most common are slash critical, puncture and crush (known as Krush in Rolemaster). These are used for your swords, arrows and maces etc. A sword may do a slash critical against an unarmed foe but a krush against someone in plate armour as the attack tables take into account both the armour and the weapon. There are criticals for each unique type of damage so on top of the traditional weapon type damage you have fire, cold, electricity, martial arts (strikes and throws) and less obvious things like steam and acid. If a Black Dragon spits acid at you then you are not just going to take a dozen d6 of damage, you are going to pretty much eaten alive.

These criticals have been in Rolemaster right from the start and have largely remained unchanged. Except for once (to my knowledge). ICE had a dalliance with weapon specific criticals back in the noughties (2008). These described damage by weapon rather than by damage type. What that means is that in the normal critical tables a puncture critical of the same severity with the same critical dice roll from a spear, an arrow and a rapier would all do the same damage. Lets say you did a ‘C’ critical and then rolled an 88 for your critical roll. The result reads “Point passes through arm. Blood comes out on both sides.” (I have removed references to additional damage as RMU has different ways of recording the additional damage.)

In a weapon specific critical table the results vary. Look at these three. (all are 88 results for C criticals)

Your blow takes his shield arm right off. +25 hits, bleeding 6
hits/rnd, stunned no parry 4 rnds and -10 to all actions. If he’s got a shield it’s shattered but his arm is only broken; -20 to all actions.

He bites his tongue as your point sinks into bicep and blood sprays everywhere whenever he moves his arm. +17 hits, bleeding 5 hits/rnd and stunned no parry 4 rnds.

Striking the bone in his forearm, your arrow deflects up and inwards until only the feathers are showing. +12 hits, bleeding 6 hits/rnd, stunned no parry 2 rnds, stunned 2 more rnds and at -15 to all actions.

It is fairly easy to see the difference between the spear and the rapier (the feathers give the arrow away in our little line up). I am a big fan of weapon specific criticals and still use them in preference to the standard tables. Even so with the typical sword it can do up to 300 different unique wounds just on the standard tables alone (A to E, and a mix of slashes, punctures and krushes). You cannot do that on just a d8 and don’t get me started on holy, slaying and burning weapons. they get really dangerous!

If you have never played Rolemaster and you get a chance to try out the RMU Beta I would take the opportunity. You can download the rules from the ICE forum if you have some players who are prepared to have a go!

Who is Unified Rolemaster (RMU) For?

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This week Nicholas Caldwell published the October Director’s Briefing. I seriously recommend reading it if you are interested in any form of Rolemaster.

I think you should never be afraid of people who challenge your ideas or disagree with you. In business we say you will learn more from a single customer complaint than from 100 positive reviews. I love Rolemaster and think it is the best fantasy roleplaying game of all time (so far) and the second best rpg rules system across any genre. I have played a lot of games, as I am sure you all have. I also think Nicholas Caldwell is somewhat wrong in his conclusions of the right target audience for RMU.

It was me that asserted ICE needs RMU (http://www.ironcrown.com/ICEforums/index.php?topic=16590.msg201402#msg201402) in the original discusion for all the reasons that he quite rightly outlines. You cannot expect the company to support so many incompatible systems. That I agree with. I think that RMU should be developed first and foremost to attract new players into the RM world.

Here is my reasoning.

As the briefing states trying to perform the balancing act between the wants of the two existing systems requires compromises. Trying to balance the needs of three groups, the RM2ers, the RMSS (that sounds sinister doesn’t it?) and completely new players is an even harder balancing act. You do not need to worry about us old hands. The truth is that all that is going to happen is from two factions you will get three factions, RM2, RMSS and RMU. In the same way that in the D&D world there are still people playing 1st Edition AD&D today when the current version is 5th Edition so you will still have your RM2 players playing RM2 after RMU is released. So trying to unify the audience into a single market will not work.

Secondly if you completely ignored the existing players and just made the best possible new Rolemaster then those people who are starved of new RM material will buy in. Some people jumped from RM2 to RMSS and some jumped from RM2 to RMC. A proportion of those will adopt RMU just because it is RM and it is NEW.

If you just make the best possible Rolemaster, then by extension, you will attract more new players. I defy anyone to argue that ‘the best possible Rolemaster’ will be in anyway inferior to ‘the best possible compromise between all old versions of Rolemaster’.

In the Director’s Briefing he says “Gamers who like very rules-lite systems or cannot abide detail are unlikely to play any edition of Rolemaster.” the flaw in this argument is that I am both 100% committed to Rolemaster (I am a volunteer editor for the Guild Companion, frequent contributor to the ICE forums and one of the few RM bloggers.) and I am one of those people who like very rules-lite systems. Maybe I am the exception that proves the rule or maybe the designers do not like rules-lite systems so assume that the players are like themselves? Who knows.

It is true that targeting the existing players is the easiest audience for ICE to reach but ‘easiest’ is both subjective and relative. How hard is any audience to reach these days? There are 550+ followers of the Shadow World facebook page. A single status update about the release of the new version could reach more people than habitually visit the ICE website (the busiest day ever on the ICE forum saw 276 people). A copy of the game sent to the top games websites for review can reach tens of thousands of roleplayers who have never even seen a RM rulebook. If the game is designed from the ground up for the ‘new to RM’ audience the barrier to entry will be extremely low. Building for the existing userbase is like taking an extremely short ladder into an orchard. Yes it works great while you are picking the low hanging fruit but once that is all gone you have a much harder job on your hands and your early decision is now a  hinderance.

I would send a press release to the top gaming websites asking for beta testers with the only qualification being that they have not played any version of RM in the last 10 years. That would give you a completely different kind of feedback to what we are seeing right now. It may bring lost players back into the RM world. It will definitely give free publicity to ICE and ICE’s products. I would be extremely tempted to create a closed forum just for these ‘new to the fold’ beta testers so they do not get shouted down ‘because they do not know how to play Rolemaster’.

Don’t take this the wrong way. I have never written a game or published a game. I admire everything that has been done so far. I am only writing this because I want RMU to be a raging success. There are something like 7million roleplayers out there and probably 6+million have never had the pleasure of experiencing Rolemaster. I just want the next Rolemaster to be the best possible Rolemaster.

I am a commercial animal at heart and I would love to know ICE’s marketing plans, the market research they did before starting work and how they intend to reach those 7million potential customers. Somehow I don’t think they will let me in on the secret(s) though for which I cannot blame them. I am in no way affiliated with ICE.

My final comment is this. I think I said in that ‘target audience’ thread that I will not be buying RMU. The truth is that, as I have written before, the beta test has made me reevaluate what I thought about all aspects of the different RM rules and options. As a consequence I have gone out and bought HARP. I would not have bought that if it wasn’t for the beta test. Another example is that I was against the game concept of Talents and Flaws but now I get them. RMU is not finished and it is foolish to say ‘I haven’t even seen the finished game but I am not going to like it whatever you do’. That is not what I meant or how I meant it. What I meant was that at that precise moment there were elements of the game that, for me, were what Nicholas refers to as deal breakers. That was then, RMU is the future.

Player Character Downtime

Rolemaster Logo

There have been three mentions of this recently on the Ironcrown forums. How do you handle the time when the player characters are not adventuring? This is also part of the problem I have with sea voyages as I was writing about recently.

The discussions I mentioned involved playing an alchemist who by necessity requires great amounts of time to create magical items, characters that take to crafting or mining and simply healing time for fighters. In my case I was thinking of enforced inactivity while on a boat or ship.

The easy option is naturally enough to hit fast forward and say two weeks later you are all healed, the alchemist makes his spell casting rolls  to see if he was sucessful, the crafter make their craft rolls and so on. You then get on with the adventuring.

In a one player/one GM game you can easily jump days, weeks or even years and no one will mind. You can just as easily roleplay every minute of every day. There was once a brilliant session we had where the party were rightly accused of a hideous crime but it wasn’t really their fault. They did kill the dwarven queen but the queen and her body guard were covered by an illusion so they appeared as Uruk Hai. Once the illusion was lifted it was too late, the queen was dead and her dwarven body guard were not in a listening mood. I was playing a fighter and I really did my best not to kill anyone but I even accidentally killed a couple of the bodyguard. I was limiting myself to ‘A’ criticals and still managed to roll a straight 00. I didn’t even draw my Falchion, that was with martial arts rank 1. When things are going against you there is nothing you can do.

Anyway, it is really hard to escape justice in a magical world and we ended up in a dwarven prison cell. Half the party wanted to bust out and anyone who got in the way had better be able to take care of themselves. Myself and one other were dead set against taking any more dwarven lives. The arguement raged back and forth for 8 realtime hours and was carried out entirely in character. An elven PC was suffering a curse that he always belived anything that was stated as a fact so we had to be really careful not to make ascertions too strongly or the elf would change his opinion and swing the vote the other way.

The end result was that only a few additional dwarves died and the Iron Hills are not on my list of holiday destinations.

We really tried not to kill anyone but some characters will take in on the chin and turn the other cheek and others will rip your head off and kick it down the corridor.

The point is though that the entire session ened up being 8hrs of just talk, effectively downtime with the party locked in a room followed by 2hrs of on the hoof escaping. If we had fast forwarded through the debate we would have missed one of the best scenes in the entire campaign.

There are other considerations here. If you hit fast forward only good things happen. If as a GM you say “OK six months pass and your business fails, you loose your house and you are about to be chased out of town by an angry mob who you owe thousands of silver to.” the player may be upset. That may be the logical result of the player trying to use very poor skills to achieve the impossible but the player would not accept that result. The flip of that is what happens when only good things or nothing happens?

Our alchemist having aquired all the necessary components in the previous adventure presumeably make a couple of rolls and walks away with a free magic item.

A mentalist does not need spellbooks and libraries to research spells, just meditation so during the same perriod all the pure and hybrid mentalists walk away with new spells.

Channeler only need to pray to research new spells so they get a free gift too.

Essence users cannot research new spells so easily, they do need research materials, libraries and possibly mentors but on the other hand if they have rune paper they could fully ‘charge up’ all of it with their most useful spells. Normally this is a risky task out on the trail as to create a 5th level rune takes about 15 power points. The result is that if the caster does that last thing at night and then gets disturbed or attacked he or she may be seriously depleted in power the next day. That way it can take weeks to replace the scrolls used up in a single encounter or adventure. My illusionist uses scrolls a lot for movement type spells from fly to change self and also for spell extension spells. Airlifting the party a long distance can pretty much wipe out his stock of runes.

The crafters on the other hand gain a lot of sellable assets or pure money. I don’t know about your games but I often find taking money off the players is harder than giving it to them. That is the problem with treasure hoards, they tend to be full of money.

The fighters on the other hand do not gain a lot from these extended enforced rests. Yes they heal their wounds and you be able to say, yes you can learn that new skill because you found a trainer while you were in town but that is still not much of a gain.

This is one of those things that I have never really been satisfied with how to handle it. A pure adventuring party is easy but the non-adventuring professions such as labourers through to alchemists do complicate the issue as they do need that down time to use the skills that are the reason for their existence.

You never know when you are going to need an army of mounted archers!

British Horseback Archery Association National Championships 2015
British Horseback Archery Association National Championships 2015

This is the sort of thing we get up to on a Sunday morning down here in deepest darkest Cornwall. When most people are reading the paper or having a late breakfast we are training the next mongolian horde. You never know when you are going to need an army of mounted archers!

It is one thing to discuss on the ICE forums whether this combat round model is realistic or not and (see the Beta 2 Arms Law discussions) it is quite another to see people who really can do these things for real. The thing is that role playing games are just that, a game. They are not realistic. If they were then characters would probably take a single hit and then roll around on the floor crying out for you not to kill them. No one is going to take a full on strike from a battle axe and then carry on adventuring for three more days!

In the same way what I was watching yesterday was not combat but sport. Yes they were drawing and firing five arrows in less than 12 seconds but they were not drawing the bow sufficiently to penitrate armour (mind you it took two people to get some of the arrows out of the wooden stands), they were not firing at dodging  and evading targets either.  On the other hand they were cantering unfamiliar* horses with no hands.

The point of this is that we get to pretend we are horsemen or women or warriors but it is actually very easy and relatively cheap to do many of these things for real (as long as you do not want to go running around killing people). You should look out for events and opportunities to give these things a try. I hope to be able to post a photo of me doing this in the new year!

*Horseback archery is carried out using a pool of horses which you are alloted by random draw. You do not get to use your own horse even if you have one. It is one of the things I like about the sport. The entry point is very low. The same is true of the Modern Pentathlon, another sport I am interested in.

We love our Giants

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I have spoken about giants and the local legends before in When is a rock not a rock? Now it just so happens that I encountered a couple more giants last weekend then they deserve a bit of an honourable mention, especially as they stood still long enough for me to catch them in a photo.

Giant-Hiligan
It appears out first giant has just woken up and could be in a bit of trouble. I think I read somewhere that the head represents about 1/7th of the entire body so the bit you can see was about 5′ and was half his head making him approximately 70′ tall if he stood up straight.
mud-lady
Out second lady giant is considerably smaller at a meer 35′ tall and somewhat more shapely than her male kin. Obviously both giants have been slumbering sor quite a while which is why nature had almost entirely concealed them.

Giants are cool. They make a complete mockery of most parties battle formations. For most spells if you are close enough to fire a spell at them you are close enough to get hit with a pretty big rock by return post.

In my world I get to choose from a whole host of giants from the Arcane and Cyclops which are fairly distinctive to (and this is a pretty give list) Cloud, Desert, Fire, Fog, Formorian, Frost, Hill, Jungle, Mountian, Reef, Stone, Storm and Wood Giants plus Ettins, Firbolg, and Verbeeg.

In the RMU Creature Law (I know, I just couldn’t keep away!) you get a selection of the most common eg Cyclops, Cloud, Fire, Frost, Hill, Mountain, Stone, Storm, Forestand Water Giant plus three known as Minor, Normal and Major. In RMC you get same cast as RMU.

So who has the toughest giants? The answer has to be RMU giants kick arse! The reason being is magic. In AD&D giants did have inate abilites and there was always a chance that a giat has a low leve cast with them. In RMC wach giant has a couple of spell lists (up to four lists for Cloud Giants) but RMU Giants are incredible spell casters with the king of the heap being the Mountain Giant with 14 spell lists to pick from all to the giants level.

Reading the RMC and RMU giant monster descriptions I am reminded somewhat of the original Greek myth variatons of the giants rather than their Norse brethren but most of all I was really impressed with the reworking they have recieved in RMU.

But what about the missing giants? The Jungle Giant, Firbolg and Verbeeg etc.? These are going to be pretty easy to convert over for my game if and when I need them but now I have refreshed myself with the Rolemaster image of giants I think I may be giving them a bit of a shot in the arm and a general beefing up. Now that has to be a job for a lazy summer afternoon.